Search found 111 matches

by hofzge
Sun Dec 03, 2006 4:12 pm
Forum: Developers' Journals
Topic: HumanShips
Replies: 29
Views: 18262

Thanks again for the infos. A new question jumped to my mind: Are these models too edgy? I am generally a bit more on the spiky side and all that I have modelled now has lots of antennas and spines and thorns. I don't quite know if this is near enough to the "human style". If not, I could model a No...
by hofzge
Sun Dec 03, 2006 9:52 am
Forum: Developers' Journals
Topic: HumanShips
Replies: 29
Views: 18262

Thanks for the reply. Nowic basically said the same thing. I had no idea how much details a ship can have and these two "things" to know were some kind of practice session to get to know Blender. I still have one question, though: How should the mount point for a weapon look? Should it just be some ...
by hofzge
Sat Dec 02, 2006 5:49 pm
Forum: Developers' Journals
Topic: HumanShips
Replies: 29
Views: 18262

As modelling with Blender is so much fun, I have also made a little model. It is more of a fighter jet than a space ship. After having finished two practice sessions I feel ready to make a real ship (except for the texturing, of which I have no clue yet). Please tell me what you think about the ship...
by hofzge
Thu Nov 30, 2006 12:47 pm
Forum: Developers' Journals
Topic: Space Station, Exterior
Replies: 29
Views: 20939

I like the slanted top of the station.
I read your description about the funtionality of the station but I still want to ask you: Why is it S-shaped?

Anyways: Good concept work. I like it if someone thinks before he does :)
by hofzge
Wed Nov 29, 2006 11:44 pm
Forum: Gameplay
Topic: Ship attributes
Replies: 21
Views: 37847

We are all getting a bit off topic. Maybe someone could open a new "ship types and their abilities" thread...

Because it's no longer visible from the title what we are discussing about I close this thread as I think that most of us agree with nicos good "abilities ideas".
by hofzge
Sun Nov 19, 2006 2:56 pm
Forum: Gameplay
Topic: HUD and Mouse Control for cockpit manipulations
Replies: 17
Views: 33405

Thanks to both nico and bensch for their good ideas. I can't say it enough... just use a couple of profiles: One keyboard only (for the old school ones), one mouse only (for the nowadays gamers), and one hybrid one (take the best of both worlds) This would remove all problems :arrow: simple, yet eff...
by hofzge
Sun Nov 19, 2006 11:09 am
Forum: Gameplay
Topic: Ship attributes
Replies: 21
Views: 37847

I thought, that after shields and armor failed, it would only take a (few) decent hit(s) for a game over... I think, it would be better, if the electronic get affected as soon as the shields fail. That's very reasonable. In my mind I already scenes, when the ship get's hit and parts fly around the ...
by hofzge
Sun Nov 19, 2006 11:02 am
Forum: Gameplay
Topic: HUD and Mouse Control for cockpit manipulations
Replies: 17
Views: 33405

Wow... finally a thread with a lot of good ideas and a hot discussion! To sum it up: It seems to me that everybody besides me thinks of the mouse as the best way to steer the game. I agree the keyboard control may seem a little bit "old skool" and that mouse has all in one, but I still feel that mou...
by hofzge
Sun Nov 19, 2006 10:48 am
Forum: Gameplay
Topic: Ship attributes
Replies: 21
Views: 37847

Now that's a cool idea which should also be implementable.
If all of a sudden you can't move left, because the ship's CPU has been damaged this adds a lot to the thrill of a frenzied battle.
by hofzge
Fri Nov 17, 2006 10:16 am
Forum: Gameplay
Topic: Bounty hunter
Replies: 7
Views: 18352

I like the idea of pirates, but I think to let them appear at random would overcomplicate matters. We should keep things simple and as it has to be the goal for this semester "to get the game running with at least one level". Don't get me wrong: I like the idea of pirates as they also lessen the bur...
by hofzge
Fri Nov 17, 2006 9:42 am
Forum: Gameplay
Topic: HUD and Mouse Control for cockpit manipulations
Replies: 17
Views: 33405

I don't quite agree with all of you and think that this idea, although it looks great at first glance, is not very practical. Some of the reasons have already been mentioned (LMB, RMB and changing between game and menu), but I look at it from another point. If Orxonox is to stand on the big market o...
by hofzge
Wed Nov 15, 2006 12:22 pm
Forum: General Discussion
Topic: Article about Orxonox
Replies: 5
Views: 17546

As we agreed in the other thread about Orxonox PR to postpone any actions until the end of the semester and because the poll is rather clear, I will also close this thread for now.
by hofzge
Wed Nov 15, 2006 12:11 pm
Forum: General Discussion
Topic: Orxonox Commercial
Replies: 8
Views: 19471

I think we can for now close this thread. If Beni keeps track of the things done in the PPS and if at the end of the semester we begin to advertise, this will be early enough. We all agree that it makes no sense to promote Orxonox, if the people get diappointed once they want to install or play it. ...
by hofzge
Tue Nov 07, 2006 4:28 pm
Forum: Framework Development
Topic: Orxonox Installers
Replies: 6
Views: 17587

Ok... dBPowerAmp uses the Spoon Installer, which I couldn't find anywhere on the internet.

Microsoft devotes a few pages to developers who want to make a Windows installer:


Windows installer on MSDN and frequently asked Questions about Windows installer
by hofzge
Tue Nov 07, 2006 4:15 pm
Forum: Framework Development
Topic: Orxonox Installers
Replies: 6
Views: 17587

Well, the leader of installers: InstallShield which works for both Windows and Linux, but costs an awful lot (between 150 and 3000$ depending on the license). Other than that I don't know any. But I will have a look at a few open source programs with non-InstallShield installers and ask these people...