Search found 370 matches

by Karnizero
Thu 23 Jun 2011 3:48 pm
Forum: General Discussion
Topic: Question about strategy deathmatch AI
Replies: 5
Views: 5185

I made a simple procedure but pretty simple and efficient to make the AIs to come closer to the targeted enemy using the shorter path (only works for 2D maps with no walls, but can exist 1-cell obstacles. FreeBasic code) Function MoveAI(AINum As Integer) As Integer Dim rndX As Integer, rndY ...
by Karnizero
Thu 23 Jun 2011 1:55 pm
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 21680

by Karnizero
Thu 23 Jun 2011 8:58 am
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 21680

+ DDF Additions: Added SCREAM_SOUND for the player when they fall long distances, ala Hexen. Use this in THINGS.ddf. Where and what a long distance is, in units? Is it defined somewhere in a DDF/RTS/Whatever, or just hardcoded? + Customizable styles.ddf (namely, background.image) has been added bac...
by Karnizero
Wed 22 Jun 2011 3:33 pm
Forum: General Discussion
Topic: Question about strategy deathmatch AI
Replies: 5
Views: 5185

For path-finding, the A* algorithm is the way to go -- there is a very good tutorial about it somewhere on the net (can't remember where sorry). I'm not sure you need path-finding though. You typically use that for a medium or long term goal, finding the best path to a certain place on a map. It le...
by Karnizero
Wed 22 Jun 2011 8:31 am
Forum: General Discussion
Topic: Question about strategy deathmatch AI
Replies: 5
Views: 5185

Work on the strongest possible AI -- making it weaker (as skill setting or whatever) will be easy. The strongest AI will choose the best possible moves, i.e. summon the most destructive monster it can, use the best spell it can, and move to the most advantageous position. So consider these three as...
by Karnizero
Tue 21 Jun 2011 7:49 am
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 68354

I have a small list of things that we need done. Should we start with graphics or game code Karni? I would alternate jobs so i make the devel process less repetitive. For example, first make some graphics. Then code a weapon. Then draw some other GFX and then code a monster... Send me that ToDo lis...
by Karnizero
Mon 20 Jun 2011 3:38 pm
Forum: General Discussion
Topic: Question about strategy deathmatch AI
Replies: 5
Views: 5185

Question about strategy deathmatch AI

Hi there. I'm developing a turn based game mixing elements from a roguelike, arena deathmatch, gauntlet game and some more rpg game things. Everything is going fine except the AI part. The game is as follows: the player fights against other computer-controlled mages in a squared field. The goal is t...
by Karnizero
Thu 16 Jun 2011 10:12 am
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 68354

I never said it was a problem - and 3DGE is my point - doing both is laborous. The game is buggy. Code from years ago that was left unoptomized. A bug list the size of little Tokyo. If you played Hyper, you would understand my angle on this. It needs a fresh, complete rewrite, especially considerin...
by Karnizero
Wed 15 Jun 2011 9:45 am
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 68354

Maps aren't a huge concern, it's just getting the game code cleaned up (or rewritten). Getting all the enemies totally working, getting the weapons all working, getting the ambient effects working, stuff like that. What's the problem? Just take a look at the code of the MOD i did with the Blood wea...
by Karnizero
Sat 11 Jun 2011 11:18 am
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 21680

and Andrew is already developing a project called EDGE2 No I was never planning to use the name "EDGE2". My Quake2 port is kinda dead btw, I was developing COAL2 for it -- a proper game scripting language -- but just lost interest in them both. http://www-users.rwth-aachen.de/David.Martin...
by Karnizero
Sat 11 Jun 2011 11:08 am
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 68354

That's the second time those alien bastards complained about the texture alignment!! :lol: Karni, you should really help us finish this thing up. I would... by doing specific things. I really don't have time for "intensive" mapping. I have time for some graphic design, game MODding and if...
by Karnizero
Thu 09 Jun 2011 12:02 pm
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 21680

It works now with all your dlls. Are the decals working or not? I changed the player_punch attk "PUFF=PUFF" by "DECAL=PUFF", but game console complains about it, saying that such instruction doesn't exists. Also I noticed that the executable is using the caleb's face as icon. I w...
by Karnizero
Thu 09 Jun 2011 11:29 am
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 68354

Ok guys, i'm calling police. You are copying my Blood Maps but inverted... :P
You even copy the same textures alignment...


by Karnizero
Wed 01 Jun 2011 6:39 pm
Forum: Other Gunk
Topic: Another really cool and promising project
Replies: 7
Views: 4668

by Karnizero
Wed 01 Jun 2011 6:38 pm
Forum: Other Gunk
Topic: Everyone still alive?
Replies: 11
Views: 6616

by Karnizero
Wed 01 Jun 2011 6:29 pm
Forum: Feature Suggestions
Topic: Edge Builder?
Replies: 1
Views: 2610

I can't say how DB1 or DB2 supports or has the config files for EDGE, but in my oppinion, your best chance is to use Slade Map Editor and download the EDGE configuration files for it, which contains all EDGE thingies allowing you to map for EDGE without any trouble. I would make too a DB1/2 config f...
by Karnizero
Wed 01 Jun 2011 6:25 pm
Forum: General Discussion
Topic: EDGE 1.35 : DONE and DUSTED
Replies: 6
Views: 5654

It's sad to know that EDGE development will stop here.

Anyway, good work you did, Andrew.
As Lobo told, good luck with your new future plans.
by Karnizero
Wed 01 Jun 2011 6:02 pm
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 21680

Incredible but true. Downloading... And meanwhile, reading all your list of features. Bat I have a quastion, my little Corbin: you call it "3DGE" or "hyper3DGE", but the Sourceforge web page says "EDGE 2", and Andrew is already developing a project called EDGE2, time be...
by Karnizero
Wed 01 Jun 2011 5:55 pm
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 68354

Much time without wandering around. A lot of thing to do here so not much time to annoy you at these forums. How can your so called "TC" be good? I don't want to shit your work, but it's so awful that should be prohibited. Just waiting for it to be released. To laught at it. I don't think ...
by Karnizero
Sun 30 Jan 2011 3:42 pm
Forum: Feature Suggestions
Topic: [last-minute] small feature requests before last release
Replies: 16
Views: 8803

by Karnizero
Tue 25 Jan 2011 3:01 pm
Forum: General Discussion
Topic: On the way to RC#2
Replies: 16
Views: 10410

I have tested the OPL on zDoom.
It sounds awesome and can't wait for EDGE to sound like that :-)

Keep up your good work
by Karnizero
Mon 24 Jan 2011 6:55 pm
Forum: General Discussion
Topic: My TabletPC
Replies: 0
Views: 3221

My TabletPC

This is what i bought after looking hundred reviews, youtube videos, criticisms and comparisons with many other similar products: Archos 70 Internet Edition http://www.com3.es/wp-content/plugins/wp-o-matic/cache/81249_Archos-70-Android-Internet-Tablet.jpg Device Specifications: - CPU = 1GHz ARM Cort...
by Karnizero
Sun 23 Jan 2011 4:36 pm
Forum: General Discussion
Topic: Android and EDGE
Replies: 2
Views: 3954

Android and EDGE

I'm going to buy a TabletPC with Android OS (i'm still comparing devices). The first thing I "googled" was, of course, "Doom Android". And yes, Doom is available on Android , and freeware. But of course, I would like to play advanced maps and mods, and not only UDoom again and ag...
by Karnizero
Sun 23 Jan 2011 3:19 pm
Forum: Feature Suggestions
Topic: [last-minute] small feature requests before last release
Replies: 16
Views: 8803

by Karnizero
Wed 19 Jan 2011 3:54 pm
Forum: Bug Reports
Topic: 1.35 Glitches
Replies: 14
Views: 8759

Projectiles with 1 unit radius Using a radius that small is not a good idea. the DOOM code was not designed for that, for example the player missile which has SPEED=20 would break the movement into 40 steps (every tic!) checking each of those 40 places if the missile fits. I suggest a radius no sma...
by Karnizero
Tue 18 Jan 2011 4:14 pm
Forum: General Discussion
Topic: Limiting the number of guns carried
Replies: 4
Views: 4300

I you want to achieve something like Counter Strike where only Knife-Pistol-Machinegun are the available weapon types, the DDF Upgrades is the way to go if you want to save time and lines of code. Also you can use each weapon's UP states to call a RTS script that makes all other pickable weapons (th...
by Karnizero
Tue 18 Jan 2011 3:38 pm
Forum: Projects for EDGE
Topic: A little thing I'm done
Replies: 2
Views: 3208

Theres always a lot of tc's for edge, but none ever seem to come out. Here's hoping this doesn't follow another trend. I hope that too. But don't think this will be released tomorrow. I work little on this, two hours, maybe three hours PER WEEK. I also have another "old" project that seem...
by Karnizero
Mon 17 Jan 2011 4:16 pm
Forum: General Discussion
Topic: On the way to RC#2
Replies: 16
Views: 10410

by Karnizero
Mon 17 Jan 2011 4:12 pm
Forum: General Discussion
Topic: Limiting the number of guns carried
Replies: 4
Views: 4300

Tools -> Edit -> RTS -> Use the Wizard -> Script Editor Using RTS could be a pain of scripts to achive that. You can use only DDF to do this. Using the DDF weapons "UPGRADES" command you can create base weapons, such as [PISTOL], [SHOTGUN], [RIFLE], etc... Then each time the player picks ...
by Karnizero
Mon 17 Jan 2011 3:58 pm
Forum: Bug Reports
Topic: 1.35 Glitches
Replies: 14
Views: 8759

[...] I know some BOOM generalized linetypes work (the ones in BOOMEDIT.wad), so when you find ones which _dont_ work then please post the linetype number. Among other ldef actions created with TRIGCALC that i can't remember now, the next ones fail to work propertly: 14962, 15094 Those both can be ...

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