Posted: 27th Oct 2003 5:46
hey Phaelax, can I use your code? I'll include you in the credits! PLEASE!!!!
Posted: 29th Oct 2003 6:44
thats what its there for.
Posted: 31st Oct 2003 2:22
thnx, also, could I use some of your media?
Posted: 2nd Nov 2003 9:10
the file is gone. I wanna see!
Posted: 2nd Nov 2003 10:13
file is still there, zombfied. And the models are from darkmatter. The interface I drew, I dont care what you do with that.
Posted: 3rd Nov 2003 4:07
Even the trees?
Posted: 3rd Nov 2003 9:47
trees? hang on, lemme look at what I have posted here, its been awhile.


Ok, the tree was from a set of tree textures I found online awhile ago. Should be free as far as I know.
Posted: 3rd Nov 2003 17:51
targetOffsetX#=object position x(OBJECT)-selectionCenterX#
targetOffsetZ#=object position z(OBJECT)-selectionCenterZ#

Rem those and add collision code for non-formations.
Posted: 3rd Nov 2003 23:51
I planned on adding another function to create other formations, like in AOE. Useless I always thought, but figured I add it just because. Without adding collision, a simple yet crude way to rid of formations would be to add a small random value to the offsets. So the character would stop close to, but not exactly at the destination.
Posted: 8th Nov 2003 14:06
Phaelax, that code is a champion effort, how long'd it take to make?

Thanks for letting us use it...
Posted: 9th Nov 2003 8:50
Not too long really. Just working on a little bit each night, tweaking this and that. So maybe a week or so. Not really sure. My current version uses code from Dmitry to select/position units on a random terrain. A nice snippet he made indeed.
Posted: 9th Nov 2003 13:44
A week huh?... Cool.
Posted: 12th Nov 2003 3:37
Wish is worked for DBClassic .

Could you make an .exe? please?
Posted: 12th Nov 2003 9:58
this originally started as DBC. It figures someone would want classic after I did further development of it in Pro. It should work in classic with the only changes being the Types.



Current version with source and EXE. Arrow keys move camera; A,Z change camera angle; <CTRL> + number assigns group; Its compiled in 800x600x32.
http://www.angelfire.com/80s/phaelax/rts_demo_v06.zip
Posted: 25th Nov 2003 17:52
Ok, here's a screenshot.
Posted: 25th Nov 2003 22:14
very nice! this years compo is going to be a good one!
if youd like i saw your code and i could give you some
code to make your game a little better?
Posted: 26th Nov 2003 15:08
Hey - unless you own DarkMATTER you cant distribute the models. So genius unless you own the product DarkMATTER it would be illegal for you to use the models from the RTS in game... (pretty sure..)

Phaelex: Pro snippet man! Looks great! Keep up the magnificent work! Best of luck with your competition entry

RPGamer
Posted: 27th Nov 2003 4:07
I own Dark Matter and Dark Matter 2. I was just wondering if I could use the trees. Phealax: Too cool! I'm working on an RTS and I am at the point where I need pathfinding. It is a lot like AOE with the object creation but it takes place in this century.
Posted: 27th Nov 2003 9:59
AOE is a great game. I play age of kings all the time. I prefer the Teutons myself. Those elite knights kick! Oh, and you guys killed the bandwidth on my angelfire server!
Posted: 3rd Dec 2003 21:54
Hi,

The screenshot looks great, wonderful work, can't wait to try it out...

Nice work Phaelax