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Dusty
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« Reply #165 on: November 02, 2010, 09:59:01 pm » |
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mmm i wanna play.
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Renya!
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« Reply #166 on: November 02, 2010, 10:04:54 pm » |
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Blu, fight me?
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Ex-[SOS] member. 
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Rodoval
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« Reply #168 on: November 03, 2010, 12:10:06 pm » |
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Apparently Colton wants to change the date of the fight to Sunday
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 read this post about minors without looking at the last page first, and I thought you were encouraging rodo to hunt for young women.
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Saltonara
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« Reply #169 on: November 03, 2010, 12:13:04 pm » |
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I said I might have to, I'm not certain yet :|
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Rodoval
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« Reply #170 on: November 03, 2010, 12:37:57 pm » |
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Okey
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 read this post about minors without looking at the last page first, and I thought you were encouraging rodo to hunt for young women.
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Chicken Soup
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« Reply #171 on: November 03, 2010, 04:37:05 pm » |
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Sorry if I'm an idiot, but there's no single player?
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Dusty
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« Reply #172 on: November 03, 2010, 05:08:40 pm » |
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You can host and join the same game to play with yourself(  ), like chess players do to practice
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Saltonara
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« Reply #173 on: November 03, 2010, 07:53:58 pm » |
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Having some trouble with programming the chat. And that's the last thing I have to do :|
The thing is... I don't know what the fuck I'm doing wrong. The client(s) have no problem receiving chat messages. But if the server-side tries to receive an incoming chat message from the client, it doesn't work. I don't get it though, because I made sure like 3 times over that I was receiving the correct amount of bytes and everything, and it works for the client just fine so what's going wrong when the server tries to receive a chat message?
I'm not actually asking any of you that question. I hope to have this working tonight so I can get a build up at last-minute tonight.
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Dusty
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« Reply #174 on: November 03, 2010, 07:56:10 pm » |
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Are you using readstring and writestring at all?
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Saltonara
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« Reply #175 on: November 03, 2010, 07:57:53 pm » |
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No, I'm using reachars and writechars. Now I told you guys clients receive it just fine. But when the server and clients are sending their names to each other in the waiting room, nothing goes wrong. So uh... it's not the type of command I'm using.
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« Last Edit: November 03, 2010, 07:58:12 pm by Colton »
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Dusty
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« Reply #176 on: November 03, 2010, 08:00:53 pm » |
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Do the server/clients use the exact same code? Like how gg2 does?
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Saltonara
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« Reply #177 on: November 04, 2010, 10:32:54 am » |
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Fuck it, I'll leave chatting out for now (though the chat log still appears, and will still show notifications). New build uploaded. You asked, I answered.
New build is in the first post.
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« Last Edit: November 04, 2010, 10:34:09 am by Colton »
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Saltonara
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« Reply #178 on: November 04, 2010, 12:30:47 pm » |
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So there's some shit I gotta work out along with more features (custom maps, get the chat working, finish up the results screen, etc) before I start working on the Community. Thanks though, Apt. End of the game pretty much. Everyone is notified when someone forfeits, and when the game ends and who the victor is. If a player forfeits, all of their units are destroyed, which is why Apt has no more besides that construction site. Current results screen. Buggy as shit in terms of calculations and such. I made well over 5 humans, but the number of buildings constructed (completely) is actually correct. Now Aptanor had more than 40 humans, but kills are only counted if the victim died while being shot. I had 10 Reapers and 20 Arsonists, so yeah. I didn't lose ANYTHING, so I'm not sure if that actually works... Got those two bonus points by "killing" the ghost. You get a bonus point each time you do. (After Apt sends me a snap of his results) Okay human problem again. That number of buildings constructed it terribly wrong because he actually constructed 6. He didn't kill anything as I already said. Humans lost: 60? Sounds about right so I guess that works. Bonus points... 2? Yeah I don't know if he even knows how to "kill" the ghost but he never did so apparently the credit's being shared with every player for some reason.Also there's a little optimization problem in this new build... I noticed a bit of slowdown later in the game. Probably because of fog checking for other stuff (scenery, metal ore, construction sites). I have a way around that. I'm most likely gonna make it so units can pass through ore fields and scenery (but can still be blocked off by impassable terrain and enemy units).
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« Last Edit: November 04, 2010, 12:31:09 pm by Colton »
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Orangestar
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« Reply #179 on: November 04, 2010, 08:05:56 pm » |
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This looks great, will DL as soon as I get my lappy back.
Greenlazer: You Need MOAR chilies! You guys remember my brother, Greenlazer, right?
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