Search found 146 matches

by drekmonger
Fri Jan 09, 2004 9:29 am
Forum: General Discussion
Topic: GG = ?
Replies: 6
Views: 2197

GG (aka GiGi) is the GUI library.
by drekmonger
Sun Nov 02, 2003 12:10 pm
Forum: Graphics
Topic: Planet Obi-one Terraforming Sequence (jpg's)
Replies: 36
Views: 11637

omg those are cool.
by drekmonger
Wed Oct 01, 2003 9:36 am
Forum: Programming
Topic: The Help Thread
Replies: 293
Views: 62536

Sorry, I know this is slightly off topic. Just that I get some performance issues with GG as well. I've run FO on two machines with simlair memory (half gig DDR) and CPU speeds, both running WinXP. On the machine with the GeForce 4 the UI responds quickly. On the machine with the GeForce 2 the map s...
by drekmonger
Fri Aug 15, 2003 2:08 am
Forum: Programming
Topic: Python integration?
Replies: 47
Views: 10553

Just as an aside, check out scripting under the .NET framework. Unbelievably easy, and it compiles to (and runs on) the same CLI virtual machine as the rest of the code. Basically, scripts act almost just like any other piece of code in a project, cept it's compiled at runtime. As creepy as microsof...
by drekmonger
Sat Aug 09, 2003 3:49 am
Forum: Programming
Topic: The Map Screen is Here
Replies: 45
Views: 11395

Also, the panels in #6 need to be sized to match their contents pretty much exactly to look as nice as they do in the mock up, and this seems like a burden to maintain as we add more features and panel items. The idea was to add panels as we add features that can be turned on and off with a keystro...
by drekmonger
Thu Aug 07, 2003 6:13 am
Forum: Strategy Games
Topic: an open source 4x space game
Replies: 5
Views: 4582

I've been playing this on and off. It's actually a much better game than I at first thought...there's plenty of ideas here to steal for freeorion. I'm wondering if we might trade a few assets with these guys. I think my planets look a bit better than theirs--and they got all these spiffy little tech...
by drekmonger
Wed Aug 06, 2003 10:01 am
Forum: Strategy Games
Topic: an open source 4x space game
Replies: 5
Views: 4582

an open source 4x space game

"Outerspace" http://www.ospace.net/index.en.html merits: * multiplayer * written entirely in python (!!!) * in a working state * open source flaws: * multiplayer only * very slow turns (1 real life hour per turn) * central server game matching only * interface sluggish and somewhat confusi...
by drekmonger
Tue Aug 05, 2003 11:43 pm
Forum: Programming
Topic: The Help Thread
Replies: 293
Views: 62536

Not that I'm a developer, but I do compile the game under windows. Like tsev said, check out everything new and it should mostly work (although occasionally I have to make minor modifications, like commentting out half finished code).
by drekmonger
Tue Aug 05, 2003 11:29 pm
Forum: Other Game Design
Topic: Modular Ship Hull Proposal
Replies: 117
Views: 17648

I don't know/care about the module proposal, but it's semi-easy to reflect design decisions on a 3d model--I've done it before on in a little blitzbasic game I wrote a year or two ago. The idea is that on a model you define a number of positions where components can be attached. (in my dorky little ...
by drekmonger
Mon Aug 04, 2003 2:03 pm
Forum: Design Archive
Topic: Design: Ship Range
Replies: 43
Views: 41049

Esp. if we are going to seg into using 3d models for ships, we should use a hardpoint system simlair to the later mechwarrior computer games and minuature battletech rules. The idea is that you can only add certain components to certain slots. The benefits are we can eliminate cheesy designs (like l...
by drekmonger
Mon Aug 04, 2003 1:55 pm
Forum: Other Game Design
Topic: Nature of the Combat map
Replies: 27
Views: 7819

re: dragging ships into suns or other collision courses via tractor beams. This sounds like an idea from an old mutliplayer game (pre-windows machines on the internet, never seen a non-Unix version) called Nettrek Paradise. I like it. Another idea to borrow from Nettrek paradise would be In-system w...
by drekmonger
Mon Aug 04, 2003 1:48 pm
Forum: Programming
Topic: Planet Features
Replies: 52
Views: 10082

Mildly important that this question be answered, sorry to be pushy. I'll pose it in a different way: Are there any limitations that we as designers should impose on the effects of specials? Are complex behaviors ok? We need to know for the v.2 requirements. By extension, also wondering about facilit...
by drekmonger
Mon Aug 04, 2003 1:36 pm
Forum: Graphics
Topic: Graphics Request
Replies: 37
Views: 9250

the grayscales remain at http://www.drektopia.com/fleeticons.rar Although looking at them now, it appears that "white" isn't at a full 255,255,255 as I orignally intended. If you need them to be pure white or some gray value, give me the RGB code and I'll try to render them as such. The ne...
by drekmonger
Mon Aug 04, 2003 1:16 pm
Forum: Graphics
Topic: Graphics Request
Replies: 37
Views: 9250

http://www.drektopia.com/MapScreen02.png The idea is that they be used as small abstract images, as a bonus conveying the general ship compliment of a fleet to the user at a glance. If all you really want is an abstract shape, then I'd advocate using the stylized triangle from bdaddy's orginal mock...
by drekmonger
Mon Aug 04, 2003 7:58 am
Forum: Graphics
Topic: Graphics Request
Replies: 37
Views: 9250

Impaler: I thought you were referencing Pitch Black--a highly underrated sci-fi/horror movie. (really, go watch it if you haven't already) Concerning the work at hand: http://www.drektopia.com/fleetsamples.png I made these with studio max, and so can resize/recolor them to any specification. Obvious...