Posts by Lancer_Solurus

    Installation of Galaxy Empire (as asked for by BP) ;)


    Galaxy Empire does not use the normal method of creating your game install, GE uses an auto-updater. For those who don't know what this is, let me give you a brief description....


    - An auto-updater AUTOMATICALLY installs the necessary files to run a program.
    - A regular full download (IE a zip or rar file) requires you to download the entire game every time, plus you have to manually install it


    - An auto-updater only downloads new content, saving me tons of bandwidth
    - A full download will cost me the full size of the file every time somebody downloads it, plus you still have to manually install it


    - An auto-updater auto-starts the game for you after installing the new files
    - A download as said before, manual installation and manually starting the program


    So from your perspective, once you have used the auto-updater to install the game, you only have to wait a few seconds to begin playing the game. Updates are generally once a month and if nothing has changed, it will take approx. 2 seconds to scan your files then start the game.

    Galaxy Empire is a full 3D space and FPS simulator. It is similar to a game called Freelancer made by Digital Anvil/Microsoft. The game has been in development for over a year now and now contains many of the features I had been wanting.


    * Examples include asteroid fields containing 10,000 asteroids.
    * Thousands of plants and trees randomly placed across the surface of a planet.
    * Server-side markets, this includes persistant items which when sold to a base remain in the base's inventory. These can be bought by anyone docking there.
    * 3D rooms are also functional, each separate room on a base can have it's own 3D model.
    * FPS style planet surfaces. For now it is simply limited to exploration but later own it will contain a full-blown first person handling such as fighting, vehicle support and building creation by the players.
    * Fully programmable graphics engine, everything is stored in plain text scripts (INI files).
    * A scripted FX animation engine including weapon effects and static effects.
    * Support for up to 512 star systems.
    * Support for up to 256 players online.
    * Uses standard DX models for the 3D objects in-game, this means most 3D modeller programs can export to a working model for the game.
    * Supports every image format that DX supports including TGA, BMP, PNG, JPG etc.
    * Full HUD implementation with triggerable hit boxes.
    * System to system jump gate support.
    * Fog-of-war style exploration, you don't get to see the system on your starmap until you visit it.
    * Full multiplayer gaming, single-player style gaming will eventually be implemented as story-line missions.
    * Supports both cube-mapped and sphere-mapped skyboxes.
    * Has full handling of texture sliding.
    * The script engine already supports over 500 commands for building the game universe. There will be a few thousand by the time the game is complete.
    * Mouse controlled handling is used for moving and targetting.

    Hehehe, not a problem, it's for in-game. I need to get the jittering problem cleared up when players see other players in the systems. The code I am writing by myself so I don't need anyone to look at that, I have that part fully covered.


    If anyone wants to contribute test models, all are welcome. They will be used for testing only unless you want it included in the final game. The final version game will most likely be at least a year or two from now.

    BTW, welcome Argonus to TLR


    Me, sleep, never! I have a game to write so I wandered over to the Infinity website and got a few new ideas ;)
    I could use some good sleeping spacedust to help me pass out since I have to work (UUUGGHH) in about 5.75 hours from now. At least it's finally Friday and I can sleep really late on Saturday. Then I can go back to flying through my 10,000 asteroids trying to keep from crashing into them, or maybe run over a few thousand trees and plants and see how many scratches I get (I wish FL had surface support, I would still be modding it if it did, too bad though)...


    As I have posted before, never run your server on the same computer as the client if at all possible. You will get alot of lag when NPCs are being spawned. Unfortunately this is the bane of many mod makers, most of us just deal with it. If you are lucky enough to have two comps on the same network, run the server on one comp and play the game on another one.

    Nice to see someone who has visited my site.


    In my many years of hunting through FL, I never found an actual cloak hardpoint. Yes, it is on one or two of the original ship models but DA appears to have never included it in the EXE.


    There are ways of making a cloak buyable but you are playing with a very dangerous subject here. Cloaking discussions have been banned on many websites due to the amount of abuse that could be done with them. That was until the cloak feature was added into FL Hook which gives the server admins full control on how it worked.


    Some of the hardpoints listed above are specific to a particular type of equipment they handle. Some are part of the model layouts and are ignored for normal equipment loadouts (such as hp_child). My suggestion would be to set aside one of the gun or turret hardpoints and use that for your cabin feature. Don't use it for any other purpose. Shields are an even better selection since there are 30 types of them.

    You think the green comet was close (I can still see it's trail), check this out


    <!-- m --><a class="postlink" href="http://www.printthis.clickability.com/pt/cpt?action=cpt&title=SkyandTelescope.com+-+Observing+Highlights+-+Space+Rock+2009+DD45+Buzzes+Earth&expire=&urlID=34479362&fb=Y&url=http%3A%2F%2Fwww.skyandtelescope.com%2Fobserving%2Fhighlights%2F40504617.html">http://www.printthis.clickability.com/p ... 04617.html</a><!-- m -->

    Congrats on the program, very cool idea...


    As far as editing your save file, a program was written years ago to do just that. It is called the FL Save Game Editor written by TheJKWhoSaysNi available on this page -> <!-- m --><a class="postlink" href="http://digitalbrilliance.com/modules.php?name=Forums&file=viewtopic&t=182">http://digitalbrilliance.com/modules.ph ... opic&t=182</a><!-- m -->


    The player files are encrypted is why you can't edit them in hex.

    As far as I know you are not allowed to host a server for TT. If it's a LAN server then no harm done. If you try to run it for anyone to play on, expect to get banned on most of the main FL support sites on the web. Just a word of caution from a veteran FL member...


    If you are talking about my program 'Ioncross Game Data Maker' that is because I told them how to keep it from building the data files.

    [PhantomLoot]
    nickname = commodity_phenzine
    toughness_range = 0, 100 <- NPC level
    percent_chance = 60 <- percent per kill that it will be dropped, averaged in with everything else they can drop
    num_to_drop = 6, 9 <- loot pods dropped (in this case 6 to 9 pods)