Re: Modern mod for SoundRTS

2019-03-15 Thread AudioGames . net Forum — New releases room : omer via Audiogames-reflector
Re: Modern mod for SoundRTS should i make a mod that concists of dinosaurs and suchlike you craft sience labs, research cloning, and reserect dinosaurs, hi jurassic world, lol URL: https://forum.audiogames.net/post/419059/#p419059 -- Audiogames-reflector mailing list Audiogames

Re: Modern mod for SoundRTS

2019-03-15 Thread AudioGames . net Forum — New releases room : brailleluke via Audiogames-reflector
Re: Modern mod for SoundRTS I attempted to play this but I get errors in the 3 maps you provided for it URL: https://forum.audiogames.net/post/419023/#p419023 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin

Re: Modern mod for SoundRTS

2019-03-15 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: Modern mod for SoundRTS We can suggest that soundmud add a limit that can only attack targets in the water.And skills that only work on water squares URL: https://forum.audiogames.net/post/418907/#p418907 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin

Re: Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: Modern mod for SoundRTS @baby:It's not that hard actually once you get used to how things work. The hardest part for me was finding sounds for everything.@caio:Like post 5 says, put the mod in the mods folder and the maps in your multi folder, both under the user folder, then s

Re: Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: Modern mod for SoundRTS Wow, thanks for create a new mod over soundrts :3 Is awesome that someone create a new mod tfr this So, how do you discover that you can use the hidle word for other kind of elements that aren't workers?You read that in some part of the source? or simpl

Re: Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net Forum — New releases room : keithwipf1 via Audiogames-reflector
Re: Modern mod for SoundRTS This sounds very fun by the way.I really should try it URL: https://forum.audiogames.net/post/418752/#p418752 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo

Re: Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: Modern mod for SoundRTS That's pretty awesome, but odd that missiles and torpedoes can only target individual units and have no splash, and can target anything not just other sea vehicles, from what I'm understanding? Also seems like you can hit ground stuff with torps.An

Re: Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net Forum — New releases room : oussamabengatrane via Audiogames-reflector
Re: Modern mod for SoundRTS you will have to move the mod to the mods folder under the user folder in the game it self, and the maps to the maps folder under the user folder in the game URL: https://forum.audiogames.net/post/418664/#p418664 -- Audiogames-reflector mailing list

Re: Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net Forum — New releases room : caio via Audiogames-reflector
Re: Modern mod for SoundRTS i DOWNLOADED THE MODERN MOD BUT IT DOESN'T COME WITH THE .EXE FILE, SOUNDS OR ANYTHING OF THE SORT.. wHAT SHOULD i DOO to install it? URL: https://forum.audiogames.net/post/418659/#p418659 -- Audiogames-reflector mailing list Audiogames-refl

Re: Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net Forum — New releases room : oussamabengatrane via Audiogames-reflector
Re: Modern mod for SoundRTS kick assyour mod is cool , keap it up URL: https://forum.audiogames.net/post/418658/#p418658 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net Forum — New releases room : baby via Audiogames-reflector
Re: Modern mod for SoundRTS aha !. I'll try to use your mod but I have a questionit's hard to make a mod?. I want to work but I do not know what to do URL: https://forum.audiogames.net/post/418644/#p418644 -- Audiogames-reflector mailing list Audiogames-reflector@

Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Modern mod for SoundRTS A friend and I were working on this mod over the December holidays. We were planning on posting it when we finish, but now that we’re back at university that doesn’t really have a good chance of happening in the foreseeable future. So I decided to post it anyway

Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-03-13 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) @electro yes, the latest version is 9b10.The developer of the mod is pragma pragma; the same guy (or guys) that is working on the crazy party project.I don't know if pragma will return to this mod at any time, after advance more

Re: SoundRTS, a real-time strategy audio game

2019-03-13 Thread AudioGames . net Forum — New releases room : omer via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game lol its dam difficult to play with 3 aggresive 2 ai s in swk2b URL: https://forum.audiogames.net/post/418339/#p418339 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi

Re: SoundRTS, a real-time strategy audio game

2019-03-13 Thread AudioGames . net Forum — New releases room : electro via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Wow, Don't know why I post many things about that game, but it's so addictive. Verry addictive. URL: https://forum.audiogames.net/post/418304/#p418304 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-guc

Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-03-13 Thread AudioGames . net Forum — New releases room : electro via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) Wow (great information when I'm playing this mod).Is it still updating or the development is discontinued? Is the developer bizzy, or something?Sorry for asking those questions, but that mod is so amazing at least for me. I mean,

Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-03-05 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) There was documentation for this at some point, but it's probably very out of date by now. What would you like in documentation? It would be a lot of effort to write manually, but a script that takes some info from the rules and

Re: SoundRTS, a real-time strategy audio game

2019-03-02 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game really,  @chris is useful when a resource syte is exausted, but in a real online play have only one extraction site active is a very bad idea. A good move for lategame is have 2 or 3 active bases for extract resources and have good amount of

Re: SoundRTS, a real-time strategy audio game

2019-03-01 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Flying Townhall is actually really useful when playing the actual game. It makes it easier to move your town hall around when gathering resources instead of building a bunch of them and wasting resources. URL: https://forum.audiogames.net/post

Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-02-28 Thread AudioGames . net Forum — New releases room : omer via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) HELLO THERE,VERMİN İS A QUİTE WİERD RACEYOU GENERATE STUMPS from froot trees, and upgrade them to diffrent trees such as mushroom gallery, twinkling tree and sothen you generate larvas and upgrade them to soldiersits quite a wierd

Re: SoundRTS, a real-time strategy audio game

2019-02-28 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @chris flying townall and ork, are only test mod, not mod to play seriously with them.The intention of each one is show to the modders how to add new races (ork mod) or how to create updating, and moving buildings (flying townall) like the

Re: SoundRTS, a real-time strategy audio game

2019-02-28 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game It looks like players using different mods can't see each other when connecting to the same server. That's good to know. Speaking of mods, the flying town hall is awesome and orc would be as well, except for the fact that you ca

Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-02-28 Thread AudioGames . net Forum — New releases room : taljazz24 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) yeah that's what I am wondering myself. I think the documentation hasn't been updated for a while now. URL: https://forum.audiogames.net/post/415349/#p415349 -- Audiogames-reflector mailing list Audiogames-reflector@

New rtr and soundrts server available

2019-02-28 Thread AudioGames . net Forum — General Game Discussion : taljazz24 via Audiogames-reflector
New rtr and soundrts server available Greetings,I know this may seem a bit redundant given that there is another like this, but I was able to get something going for rtr and for soundrts servers. So far both seem to work quite well without any glitches. Should you want to connect to either

Re: SoundRTS, a real-time strategy audio game

2019-02-27 Thread AudioGames . net Forum — New releases room : keithwipf1 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game I'm pretty sure they do.A mod defines the game play rules.If different mods were allowed, you could define a unit with 10 health in one mod, set that mod as you're preferred mod and instant own anyone. URL: https://forum.audi

Re: SoundRTS, a real-time strategy audio game

2019-02-27 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Suggestion: Please add the ability to check if a unit is carrying other units and how many are being carried. For instance, moving to a flying machine could say something like "flying machine 1 holding 8 of 8 units" or "flying ma

Re: SoundRTS, a real-time strategy audio game

2019-02-27 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Suggestion: Please add the ability to check if a unit is carrying other units and how many are being carried. FOr instance, moving to a flying machine could say something like "flying machine 1 holding 8 of 8 units" or "flying ma

Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-02-26 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) Where can I find documentation for this? I have the version included in Sound RTS 1.2 Continuous 12. Is this the latest version? URL: https://forum.audiogames.net/post/414844/#p414844 -- Audiogames-reflector mailing list

Re: SoundRTS, a real-time strategy audio game

2019-02-14 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game I can't wait for 1.2c13 URL: https://forum.audiogames.net/post/411793/#p411793 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audio

Re: SoundRTS, a real-time strategy audio game

2019-02-14 Thread AudioGames . net Forum — New releases room : keithwipf1 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Sorry for double posting, Yes, I take that back, 1.2C12 is up. Look in post 1, open the blog / log / developer log thing and find it there. URL: https://forum.audiogames.net/post/411769/#p411769 -- Audiogames-reflector mailing list

Re: SoundRTS, a real-time strategy audio game

2019-02-14 Thread AudioGames . net Forum — New releases room : keithwipf1 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game I dunno, but it may be possible. Try to download it again. URL: https://forum.audiogames.net/post/411764/#p411764 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin

Re: SoundRTS, a real-time strategy audio game

2019-02-14 Thread AudioGames . net Forum — New releases room : Tablen via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Hi again. Just tonight I encountered a problem with SoundRTS1.2C11. It said it can't get my IP address from some place, and that it couldn't contact the metaserver to find the list. Hence why I'm posting this. Has the game may

Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-02-07 Thread AudioGames . net Forum — New releases room : taljazz24 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) Hi there. Just curious about one thing. In the new beta 10 of the crazy mod, there is a new race called the vermin race. is there a little more information as to how they work, and what to expect from them as far as using strategy

Re: SoundRTS, a real-time strategy audio game

2019-01-21 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Sometimes the units on the square will be inexplicably stuck.This is the problem I have recently said, it should be:Unit players after the resurrection cannot be operated.This is the correct way to express it. URL: https://forum.audiogames.net

Re: SoundRTS, a real-time strategy audio game

2019-01-21 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game What files are required to run the server? I'm trying to minimize the amount of stuff I put on my server. Is it just the .py file or are any other files required? URL: https://forum.audiogames.net/post/406734/#p406734 -- Audio

Re: SoundRTS, a real-time strategy audio game

2019-01-20 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game I haven't been able to get onto the forum for a while, so I have several things.Could you make it so you can only build on paths when there is meadows, so maybe when there is a meadow terrain? Or alternatively, maybe a no building paramete

Re: SoundRTS, a real-time strategy audio game

2019-01-14 Thread AudioGames . net Forum — New releases room : Kyleman123 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Thanks. that fixed it. URL: https://forum.audiogames.net/post/405365/#p405365 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames

Re: SoundRTS, a real-time strategy audio game

2019-01-14 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @Kyleman123I have pushed a potential bugfix to GitHub. URL: https://forum.audiogames.net/post/405331/#p405331 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin

Re: SoundRTS, a real-time strategy audio game

2019-01-14 Thread AudioGames . net Forum — New releases room : Kyleman123 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game hI get a bunch of errors when running from source. I am running this on a mac obviously. I would try and fix it but not sure exactly what needs to go into the .ini file. I can make a github issue if you would prefer that.Kyles-MacBook

Re: SoundRTS, a real-time strategy audio game

2019-01-13 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game It should not be so troublesome.When I use other transport units, I can follow the method I said.For example flying machine.sanslash332 wrote:@拓海 hmmm so again, use the commands that I said on the previous posts.If you have the units in the

Re: SoundRTS, a real-time strategy audio game

2019-01-13 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @拓海 hmmm so again, use the commands that I said on the previous posts.If you have the units in the boat, so. first, give to the boat the move order at the destination plase, and next, move to the download location, find with a the download

Re: SoundRTS, a real-time strategy audio game

2019-01-13 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game When you use the arrow keys to navigate the waterway map, there are no obstacles at the beginning and the end.For example, a 3 by 3 ocean map, the arrow keys can be moved directly from a1 to c1, or a1 is moved to a3.There should be obstacles to

Re: SoundRTS, a real-time strategy audio game

2019-01-13 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game When you use the arrow keys to navigate the waterway map, there are no obstacles at the beginning and the end.For example, a 3 by 3 ocean map, the arrow keys can be moved directly from a1 to c1, or a1 is moved to a3.This hope to solve. URL

Re: SoundRTS, a real-time strategy audio game

2019-01-13 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game I mean:The unit is already in the boat, I want to uninstall the unit to the specified destination.So usually, we use the arrow keys to find the destination, then press a to find the uninstall and press Enter, so the boat will unload the unit

Re: SoundRTS, a real-time strategy audio game

2019-01-13 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game I mean:The unit is already in the boat, I want to uninstall the unit to the specified destination.So usually, we use the arrow keys to find the destination, then press a to find the uninstall and press Enter, so the boat will unload the unit

Re: SoundRTS, a real-time strategy audio game

2019-01-13 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game I mean:The unit is already in the boat, I want to uninstall the unit to the specified destination.So usually, we use the arrow keys to find the destination, then press a to find the uninstall and press Enter, so the boat will unload the unit

Re: SoundRTS, a real-time strategy audio game

2019-01-13 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @拓海remember if you want stack two instructions (like go & upload) on the second action, you've use shift+enter, not enter.I say this, because you'r post about the boat commands; you with any transport unit can do that. Bef

Re: SoundRTS, a real-time strategy audio game

2019-01-12 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game To weaken the remote unit, try this design. For example, every time an archer attacks, it consumes a little mp, Equivalent to the consumption of arrow.Wood is consumed when restoring mp.An archer has 20 arrows and an arrow requires 2

Re: SoundRTS, a real-time strategy audio game

2019-01-12 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @Kyleman123It's hard to explain.About AI2, it's the file called worldplayercomputer2.pyIt's available on GitHub. I have just updated the repository. URL: http://forum.audiogames.net/post/404928/#p404928 -- Audiogames-re

Re: SoundRTS, a real-time strategy audio game

2019-01-12 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game ok, I understanded.There maybe be a cover_on_terrain keyword in the future.There is also an interesting design.For example archer:Invisible_on_terrain 1 forest.Automatically invisible after entering the forest.SoundMUD wrote:@拓海Check the

Re: SoundRTS, a real-time strategy audio game

2019-01-12 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game ok, I understanded.There maybe be a cover_on_terrain keyword in the future.There is also an interesting design.For example archer:Invisible_on_terrain 1 forest.SoundMUD wrote:@拓海Check the necromancer in res/rules.txtspeed_on_terrain marsh 1

Re: SoundRTS, a real-time strategy audio game

2019-01-12 Thread AudioGames . net Forum — New releases room : Kyleman123 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game What do you mean by AI2? I can't find a file like that. URL: http://forum.audiogames.net/post/404845/#p404845 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cg

Re: SoundRTS, a real-time strategy audio game

2019-01-12 Thread AudioGames . net Forum — New releases room : Kyleman123 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game What do you mean by AI@? I can't find a file like that. URL: http://forum.audiogames.net/post/404845/#p404845 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cg

Re: SoundRTS, a real-time strategy audio game

2019-01-12 Thread AudioGames . net Forum — New releases room : Kyleman123 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @soundmud any particular reason why you wish to stop accepting code contributions. There still are many people interested in soundrts and many might want to check out new things if they get added. I don't see contributing as waisting my

Re: SoundRTS, a real-time strategy audio game

2019-01-12 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @拓海Check the necromancer in res/rules.txtspeed_on_terrain marsh 1 ford 11 is the final speed. It isn't a coefficient.@Kyleman123About GitHub, I will probably update the repository soon.Before that, I must edit the "read me"

Re: SoundRTS, a real-time strategy audio game

2019-01-11 Thread AudioGames . net Forum — New releases room : Kyleman123 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game so are these changes making it to the github? I have made a fork of the repo and would like to do many things including, adding new and better campaigns; adding missions or challenges similar to end games for chess; building out a proper AI

Re: SoundRTS, a real-time strategy audio game

2019-01-11 Thread AudioGames . net Forum — New releases room : Kyleman123 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game so are these changes making it to the github? I have made a fork of the repo and would like to do many things including, adding new and better campaigns; adding missions or challenges similar to end games for chess; building out a proper AI

Re: SoundRTS, a real-time strategy audio game

2019-01-11 Thread AudioGames . net Forum — New releases room : Kyleman123 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game so are these changes making it to the github? I have made a fork of the repo and would like to do many things including, adding new and better campaigns; adding missions or challenges similar to end games for chess; building out a proper AI

Re: SoundRTS, a real-time strategy audio game

2019-01-11 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game speed_on_terrain how to use?Is it speed_on_terrain 0.5 knight mountain? URL: http://forum.audiogames.net/post/404717/#p404717 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin

Re: SoundRTS, a real-time strategy audio game

2019-01-11 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Sometimes the units on the square will be inexplicably stuck.No action can be taken, such as not moving, not adding to a group.Can only be transported.You can experiment with the fourth chapter of the campaign.When the priest resurrected the b1

Re: SoundRTS, a real-time strategy audio game

2019-01-11 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Sometimes the units on the square will be inexplicably stuck.No action can be taken, such as not moving, not adding to a group.Can only be transported. URL: http://forum.audiogames.net/post/404705/#p404705 -- Audiogames-reflector mailing

Re: SoundRTS, a real-time strategy audio game

2019-01-11 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Found a bug.Units after resurrection cannot be added to the group. URL: http://forum.audiogames.net/post/404704/#p404704 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com

Re: SoundRTS, a real-time strategy audio game

2019-01-11 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game SoundRTS 1.2 continuous 12 is available.The file is there: (Windows only)http://jlpo.free.fr/soundrts/continuous … indows.zipChanges from 1.2 continuous 11:Map editor (experimental):-  usage explained in the map making manualDynamic forests

Re: SoundRTS, a real-time strategy audio game

2019-01-11 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game SoundRTS 1.2 continuous 12 is available.The file is there: (Windows only)http://jlpo.free.fr/soundrts/continuous … indows.zipChanges from 1.2 continuous 11:Map editor (experimental):-  usage explained in the map making manualDynamic forests

Re: SoundRTS, a real-time strategy audio game

2019-01-09 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @soundmud Can you think if is possible create a shortcut for fast building selection?Like the alt+a menu for make actions with units or buildings, but in this case (mod key)+w plus a letter, you can select fastli a kind of building.Is for

Re: SoundRTS, a real-time strategy audio game

2019-01-09 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Define wouldn't overwrite the previous define. It will be fixed.The other issue will be fixed too. URL: http://forum.audiogames.net/post/404244/#p404244 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukogl

Re: SoundRTS, a real-time strategy audio game

2019-01-08 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Turns out copying and pasting the lines for s and ctrl s to select all soldiers to the new bindings file fixed it. Maybe it's because the original one still uses that file's definition for SOLDIER. The other issue, where unassigned

Re: SoundRTS, a real-time strategy audio game

2019-01-08 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game I don't see any relevant errors in the client log. Here is the bindings file:https://www.dropbox.com/s/h3tszb0v87ih1 … s.txt?dl=1 URL: http://forum.audiogames.net/post/404070/#p404070 -- Audiogames-reflector mailing list Audio

Re: SoundRTS, a real-time strategy audio game

2019-01-08 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @zakc93Maybe there is an unusual error message in "user/tmp/client.log" that would help.Eventually post (or PM) the key bindings file. URL: http://forum.audiogames.net/post/403936/#p403936 -- Audiogames-reflector mailing list

Re: SoundRTS, a real-time strategy audio game

2019-01-07 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game peasants building paths and bridges might be an interesting idea.I wanted to ask about key bindings. I made a bindings file with only one key per unit to test if it works out. I created 20 different groups assigned to different keys, and then

Re: SoundRTS, a real-time strategy audio game

2019-01-06 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @soundmud, thanks for your aclarations about ford.So, I misspelled a word; I didn't want ask to you about the highgrounds: I want to ask to you about airground_types. If are you planing to parametizing them, or only have them harcoded.G

Re: SoundRTS, a real-time strategy audio game

2019-01-06 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Ok.Strengthen this feature first.The function of adjusting the speed within the map can be refined to each unit.It would be nice if cover could be refined to each unit.For example, crazymod:The archer and the musketeer's cover are defin

Re: SoundRTS, a real-time strategy audio game

2019-01-06 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @zakc93I take note about boats sailing under big bridges. I may need to create an "under-bridge" square. I don't know.In rules.parameters there is a parameter called "minimal_damage" with a default value of .17 . Set it

Re: SoundRTS, a real-time strategy audio game

2019-01-06 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Now, even with exports, ships can't land.According to this principle, we can limit the ground units from entering the river.In this way, there is no need to draw boundaries between land and river.Then you can try to add a function, which

Re: SoundRTS, a real-time strategy audio game

2019-01-05 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Agreed with normal arrow navigation from one water square to another, but keeping the boundaries between land and water squares. I see if there is a path into a water square units can walk onto it and will all die. I was wondering if it would

Re: SoundRTS, a real-time strategy audio game

2019-01-05 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @sanslash332Yes. After all, even if the currently controlled unit is ground-only, the cursor should always move freely from water to water. That probably won't be confusing. I'll try.A ford is shallow water, a place where you can cro

Re: SoundRTS, a real-time strategy audio game

2019-01-05 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @Tablen @ChrisA recent server (1.2-c12 for example) can host different mods by default. 1.2-a9 servers cannot. 1.1.1 servers cannot.Check the metaserver, relatively human readable (use control+u on Firefox for better readability):http

Re: SoundRTS, a real-time strategy audio game

2019-01-04 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game The player's game version must be the same, otherwise the server cannot be found.Chris wrote:How do you configure the server for a specific mod and/or soundpack? Do you have to modify the mod= and soundpack= lines? What happens if pl

Re: SoundRTS, a real-time strategy audio game

2019-01-04 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game How do you configure the server for a specific mod and/or soundpack? Do you have to modify the mod= and soundpack= lines? What happens if players aren't using that particular soundpack or mod? Does the server work with anythingi f you

Re: SoundRTS, a real-time strategy audio game

2019-01-04 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game How do you configure the server for a specific mod and/or soundpack? do oyu have to modify the mod= and soundpack= lines? What happens if players aren't using that particular soundpack or mod? Does the server work with anythingi f you

Re: SoundRTS, a real-time strategy audio game

2019-01-04 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @soundmud can see if is possible, add arrow navigation between water squares please?Currently if you want move between water squares, you've use the ctrl+arrow navigation; technically water with water is a correct path; only for a kind of

Re: SoundRTS, a real-time strategy audio game

2019-01-04 Thread AudioGames . net Forum — New releases room : Tablen via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Ah, thanks. That might be my problem. I'm using Crazymod as a mod, and my own custom soundpack as a soundpack. That's probably why soundrts does not see the other servers. Configuration differences, as you say. URL: http://forum.audi

Re: SoundRTS, a real-time strategy audio game

2019-01-03 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game I guess I get the point about building things on paths. Soundmud's idea of only allowing buildings on exits of squares with at least one meadow seems like a good compromise. That way you can still defend yourself with farms etc but we can

Re: SoundRTS, a real-time strategy audio game

2019-01-03 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game In my opinion, this feature of build any building on exits, is a good feature; is a thing of your hability to aboid build things on wrong places, but as @拓 海 said, is funny (and useful in various situations) build buildings on exists.Examples

Re: SoundRTS, a real-time strategy audio game

2019-01-03 Thread AudioGames . net Forum — New releases room : Tablen via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game As far as I know, Port 80 or 8080 are standard webpage ports, so it should be able to reach the metaserver. I saw that others can log into my server from outside. I checked in User/tmp/server.log and found an IP there I did not recognise as

Re: SoundRTS, a real-time strategy audio game

2019-01-03 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @bcs993The AI changed. If I remember correctly, the "attack" command will do nothing if the AI is already in constant attacks mode. If the AI estimates that it isn't strong enough, it won't attack. This was used to preve

Re: SoundRTS, a real-time strategy audio game

2019-01-03 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @zakc93I had this impression too recently while creating a map. Allowing a farm on an exit was an attempt to imitate the gameplay found in Starcraft. On the other hand Starcraft doesn't have walls. Maybe building a farm on an exit shou

Re: SoundRTS, a real-time strategy audio game

2019-01-02 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game I feel that there is no need to cancel.In some emergency situations, ordinary buildings can also help us resist enemy attacks.So ordinary buildings are built on the exit maybe that is not as bad as imagined. URL: http://forum.audiogames.net

Re: SoundRTS, a real-time strategy audio game

2019-01-02 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game I feel that there is no need to cancel.In some emergency situations, ordinary buildings can also help us resist enemy attacks.So ordinary buildings are built on the exit that is not as bad as imagined. URL: http://forum.audiogames.net/post

Re: SoundRTS, a real-time strategy audio game

2019-01-02 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game That reminds me, something I've noticed before that I think may be a bug, you can build any building on an exit. We sometimes accidentally build farms on exits, blocking movement to and from that square. It has been possible for a while, I

Re: SoundRTS, a real-time strategy audio game

2019-01-02 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Well, again, thanks for the updates for the c11 version!Sound all really awesome, and viewing the rules file, you can create various others kind of terrain Well, some quotes:@拓海Decrease the unit movement speed or increase the unit movement

Re: SoundRTS, a real-time strategy audio game

2019-01-02 Thread AudioGames . net Forum — New releases room : Tablen via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Hi again, from Canine Kingdom. Yes, that's right. It's my server running lately. CanineKingdom.Though when I play the game and I'm looking for other servers in a list, I only see mine. is there an outgoing port that I need to

Re: SoundRTS, a real-time strategy audio game

2019-01-02 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game ok, i understand.Maybe right now I can allow the player to select a sub-square so the shipyard will be moved to the side that the player wants.Can try, feels necessary.SoundMUD wrote:There is no other rule. If both distances are the same, one

Re: SoundRTS, a real-time strategy audio game

2019-01-02 Thread AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Hi, A friend and I are working on a new kind of map/mod and in the process I'm trying to create an AI that is able to attack and build the necessary units, yet I'm having a few problems. I based my AI on the current ai.txt file, bu

Re: SoundRTS, a real-time strategy audio game

2019-01-01 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game ok, i understand.SoundMUD wrote:There is no other rule. If both distances are the same, one side will be picked, always the same side.At some point shipyards will be built only on the coast, and will be present on the border, like a wall, but

Re: SoundRTS, a real-time strategy audio game

2019-01-01 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game There is no other rule. If both distances are the same, one side will be picked, always the same side.At some point shipyards will be built only on the coast, and will be present on the border, like a wall, but it's a bit tricky to do.

Re: SoundRTS, a real-time strategy audio game

2019-01-01 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game If there is no open space in the north and the south to build a shipyardOnly if there is space in the East and West, how do you decide where the vessel stays?SoundMUD wrote:The vessel will be created in the nearest square from the shipyard

Re: SoundRTS, a real-time strategy audio game

2018-12-31 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game The vessel will be created in the nearest square from the shipyard. URL: http://forum.audiogames.net/post/402353/#p402353 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com

Re: SoundRTS, a real-time strategy audio game

2018-12-31 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game There is a place that doesn't quite understand.For example, a1 and a3 are both oceans, and a2 has shipyards.So is the recruited vessel staying at a1 or a3? URL: http://forum.audiogames.net/post/402351/#p402351 -- Audiogames-refl

Re: SoundRTS, a real-time strategy audio game

2018-12-31 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Thanks for the screen suggestion. This is exactly what I need. Now the server is running even if I close my terminal window.Is there a limit to the number of players on the server? Is there a way to change the limit if there is one from the

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