Search found 167 matches

by tsev
Wed Oct 22, 2003 5:20 pm
Forum: Other Game Design
Topic: Sectors (illustated with jpg)
Replies: 52
Views: 8874

The map will always be 2D... a former FO programmer (gustavo) had worked on implementing a graphics system using OpenGL Vertex Coloring and an overlayed mesh to shade portions of the galaxy different colors. This was originally intended to show the player statistical information, similar to the over...
by tsev
Wed Oct 15, 2003 4:47 pm
Forum: Programming
Topic: SitReps
Replies: 24
Views: 3214

Its a blasphemous, pagan artifact of C. We must all embrace the purity of C++ Have you not read The ten commandments!?! :lol: see: http://rikkus.info/ten_commandments.html I never read those before....but I see. (though I meant sprintf()) anyway, doesn't the STL string class have a "format" functio...
by tsev
Wed Oct 15, 2003 12:33 pm
Forum: Programming
Topic: SitReps
Replies: 24
Views: 3214

tzlaine wrote:
BTW, printf is evil.
i was curious as to why it is evil? Other than the fact that its not the speediest function in the world...
by tsev
Thu Oct 09, 2003 11:54 am
Forum: Graphics
Topic: Turn Processing GUI
Replies: 5
Views: 1587

you can go ahead and build the screen with any stand-in image, even use the main menu background if you want. When the new art becomes available, just plug it in. I was envisioning the art team coming up with a lot of full-screen images that we could use, so maybe we could add a facility to just cho...
by tsev
Wed Oct 08, 2003 6:21 pm
Forum: Graphics
Topic: Turn Processing GUI
Replies: 5
Views: 1587

The design doc for 0.1 states that the turn processing GUI will be a full screen image with text that describes the current process. For instance, it will say "Processing turn: Population Growth", then it will switch to "Processing turn: Resolving Combat" or something like that, etc. etc. Contact th...
by tsev
Tue Sep 30, 2003 6:27 pm
Forum: Graphics
Topic: Ending Turn Button
Replies: 8
Views: 1800

But I think placing the button there, in the upper-left corner, where there is only some text info and no other buttons, will alleviate that problem of accidental clicks. I hate that, and I think it's just bad design to have this button hanging out around a bunch of other buttons that get used more...
by tsev
Mon Sep 29, 2003 12:33 pm
Forum: Programming
Topic: The Help Thread
Replies: 293
Views: 41268

I doubt QT can even come close to the performance we're getting with GG, anyways. Plus GG supports 3D without jumping through any hoops.
by tsev
Mon Sep 29, 2003 12:27 pm
Forum: Design Archive
Topic: Feature Request: System & Planet names
Replies: 54
Views: 23218

I actually have a name generation engine coded for a game I was working on a while back. All you need to do is feed it some small phrases to construct the names from and it does the rest. The game was setup to name each planet individually, not give them numbers based on their star, and it had over ...
by tsev
Wed Sep 24, 2003 5:04 pm
Forum: Programming
Topic: Announcement: Big Change coming
Replies: 9
Views: 1584

This change sounds like a great idea. I've been wondering myself how user changes would be reflected client-side.

<ot>
BTW, I'll still be gone for a couple more weeks...but I'm still lurking here
</ot>
by tsev
Tue Sep 16, 2003 11:38 am
Forum: Graphics
Topic: Request: Planetary Icons
Replies: 19
Views: 4129

I don't think the icons are cuirrently that bad. In any case, the artists should maybe anti-alias the outer pixels of the icons via transparency so we get a smoother look.
by tsev
Tue Sep 16, 2003 11:36 am
Forum: Graphics
Topic: Galaxy Map
Replies: 101
Views: 36852

This is the first I've seen this with the sidebar and the nebulas.....wow, it looks great! I can't wait till I get this move over with so I can start contributing again!
by tsev
Wed Sep 10, 2003 12:16 pm
Forum: Other Game Design
Topic: twist on the moo concept, using an old BBS game idea...
Replies: 9
Views: 1996

Fog of war will exist indirectly, but never for actual stars. Stars will always be visible, but the planets, ships, and other stuff in those systems will only be visible if you have a ship in the vicinity or if the system is within your sensor range. Another reason that the Tradewars 'fog of war' wo...
by tsev
Tue Sep 09, 2003 11:59 am
Forum: Other Game Design
Topic: twist on the moo concept, using an old BBS game idea...
Replies: 9
Views: 1996

The sectors and sector branching concept from Tradewars will basically be implemented, as they are equivalent to starlanes. If you're also suggesting that stars should only appear to players after they've visited them, then I'd have to disagree with you. Any spacefaring race would have the technolog...
by tsev
Mon Sep 08, 2003 11:32 am
Forum: General Discussion
Topic: An article every game designer needs to read (including you)
Replies: 3
Views: 2225

I've read that article before, in fact I would have mentioned it had I remembered the name of it. Excellent article.
by tsev
Thu Sep 04, 2003 1:31 pm
Forum: Programming
Topic: [User Interface] Galaxy Map High Level Design Proposal
Replies: 15
Views: 3108

Looks good! Some suggestions: -Background should glitter a bit, occasioinal comets would be nice -On road and off-road starlane travel speed should be Ax+B (plz read my rants near the end of starlane thread) -I don't think population is important, but money is -having zoom, mutliplayer chat, option...