Search found 330 matches

by patrick
Thu Nov 23, 2006 9:05 am
Forum: Developers' Journals
Topic: Space Station Interior
Replies: 26
Views: 20377

Realy cool stuff you came up with already. I think that it shouldn't be such a big problem to integrate some steaming tubes and a 3D holographic image of the spacestation (or whatever object) in this world.
It should also be possible to use some fog effects (like fog on the ground).

Keep it up!
by patrick
Tue Nov 21, 2006 10:22 pm
Forum: Developers' Journals
Topic: Mount Point and Ship Attributes
Replies: 10
Views: 6394

I will make both, weapon socket and the config files, since you will need the config files for weapons, too (nicer to set the attributes in config files rather than in C++ code)

I will finish the project sooner, so you will be able to use it before you finish your projects :D
by patrick
Tue Nov 21, 2006 8:52 pm
Forum: Developers' Journals
Topic: Mount Point and Ship Attributes
Replies: 10
Views: 6394

Created the wiki page for this topic. You can find it here
by patrick
Tue Nov 21, 2006 8:14 pm
Forum: Developers' Journals
Topic: Mount Point and Ship Attributes
Replies: 10
Views: 6394

Mount Point and Ship Attributes

The goal of this project is to add mounting points to the .obj models. Mounting points are place holders in the model for other objects (eg. used for weapons, lights, engines, etc.) Coupled with these mounting points comes a new object information file . This file contains informations about the mar...
by patrick
Tue Nov 21, 2006 11:04 am
Forum: Gameplay
Topic: HUD and Mouse Control for cockpit manipulations
Replies: 17
Views: 32617

nicolasc wrote: This is how I think the HUD should look like.
I like this idea. Is there a possibility, that you make some simple drawings of this HUD so everyone can imagine what you mean with this HUD (text alone is hard to imagine).
It doesn't need to look good; just to show off, what you mean :wink:
by patrick
Mon Nov 20, 2006 10:54 pm
Forum: Gameplay
Topic: Ship attributes
Replies: 21
Views: 37032

Oohhh!! I like all your ideas. From the different ship-type-specific levels to the one mission influences the other idea!!

Go on with such ideas :P perhaps we can't implement them for this semester, but at a later point this could really make for some nice missions!
by patrick
Mon Nov 20, 2006 4:39 pm
Forum: Content Creation
Topic: Inspiration Sources
Replies: 4
Views: 16991

Inspiration Sources

Hi all content creators! I found some sources for more inspiration: Humans Human style Noxons deep-sea stuff in general http://www.knesebeck-verlag.de/novitaeten/detail.asp?PID=330 http://www.die-tiefsee.de/index2.html https://www.spiegel.de/dossiers/wissenschaft/0,1518,grossbild-500807-400152,00.ht...
by patrick
Mon Nov 20, 2006 2:30 pm
Forum: Gameplay
Topic: Ship attributes
Replies: 21
Views: 37032

Ahh, the three ship types are not available at the beginning? I thought that the player would have to choose between 3 ships at the beginning, with which he/she must then play for the whole game. With the "static ship" the player is closer bound to his/her ship and there are 3 different ways to repl...
by patrick
Sun Nov 19, 2006 10:38 pm
Forum: Off Topic
Topic: Tech List
Replies: 0
Views: 32580

Tech List

Hi all! This first thread should contain all important stuff to be done for the playable demo version at the end of this semester. Feel free to add any points by replying to this thread, someone from the admins will then add your point to this list. Goal: Playable Tech Demo Control and Interaction V...
by patrick
Sun Nov 19, 2006 10:12 pm
Forum: Gameplay
Topic: Ship attributes
Replies: 21
Views: 37032

The difficulty will be, to find a good balance between the energy distribution and the ship-types, and it shouldn't be possible to make a scout into a bomber (at least no fully) Yes, I think this one will be the most important and complicated part in the character system implementation. Most RPG ga...
by patrick
Fri Nov 17, 2006 6:13 pm
Forum: Gameplay
Topic: HUD and Mouse Control for cockpit manipulations
Replies: 17
Views: 32617

Thanks for all the replies. You picked out some good points: If LMB (and most likely RMB) are used to fire, how should the interaction actually be done? This is a good point! And your suggestions to this problems could solve the problem to some point. The suggestion from beni: We could try and contr...
by patrick
Thu Nov 16, 2006 6:34 pm
Forum: Gameplay
Topic: HUD and Mouse Control for cockpit manipulations
Replies: 17
Views: 32617

HUD and Mouse Control for cockpit manipulations

I just wanted to ask you about some ideas I had recently concerning the HUD and the cockpit (which somehow are both the same or at least related to each other). Motivation I don't like the controls of the old vertical scrollers, because sometimes it is very difficult to understand which keys are use...
by patrick
Thu Nov 16, 2006 6:06 pm
Forum: Gameplay
Topic: Ship attributes
Replies: 21
Views: 37032

I see that we have picked the right people for the works on the weapon systems :D I like your ideas very much. We had also an idea about the weapon system. It is similar to this idea: Reactor output, reactor capacity: Some weapons/systems may only be used if a certain reactor is installed. And appli...
by patrick
Thu Nov 16, 2006 5:28 pm
Forum: Gameplay
Topic: Bounty hunter
Replies: 7
Views: 17815

Since I like all sort of pirate stories, I would of course also like to play one on my own or hunt them, if I could. Perhaps pirates can be announced (radio or something) or appear with a different color on the radar, so the player is prepared and knows what to do. About rewards: what about military...
by patrick
Wed Nov 15, 2006 10:52 am
Forum: Bug Reports
Topic: [Solved] MD2 Drawing problem in Network branche
Replies: 3
Views: 3297

We have solved this problem last week. Its was due to an uninitialized vertex array (because of animated date).