Search results

  1. eddieb

    Wc1 Remake issues

    see here http://www.crius.net/zone/showthread.php?t=23491
  2. eddieb

    Running on Vista

    Hmm, what happens if you don't run as administrator? Also, please create an account, that way we know who we're talking to.
  3. eddieb

    Joystick Sensitivity...?

    So yes, the AI is needing improvement, this is known. See, with the keyboard, a press turns you 100% of your available turning speed. With a joystick, if you only move the move joystick 50% to the right, you'll only turn at 50% of your turning speed. So if you want to turn faster, you've...
  4. eddieb

    Wc1 Remake issues

    OK, so if FC 1.5 works fine for you , then it's likely a problem with the mod. Maybe the mod isn't compatible with FC 1.5, I think it was written to FC 1.4, maybe you can try that.
  5. eddieb

    Wc1 Remake issues

    Hmm. What are your usual screen dimensions? The Flight Commander menus run at exactly 640x480. Also, to help eliminate problems, can you run Flight Commander 1.5 ok by itself?
  6. eddieb

    Turrets and components

    Correct, there is no AI for controlling turrets yet. It's on my todo list.
  7. eddieb

    Turrets and components

    First welcome, feel free to ask questions here. I've posted a new little writeup on turrets here http://flightcommander.solsector.net/shipeddoc.htm hopefully that helps. But typically, when converting existing wc ships, the turret info is extract for you automatically. The rotation matrix...
  8. eddieb

    Medals and Promotions

    Maybe, if you made a separate room for each promotion. I won't be changing the killboard, but you're welcome to try your ideas out.
  9. eddieb

    Turrets and components

    Look at the midway's ship.xml file, you'll see the components and turrets are attached there. Turrets can have any weapon. You can use any mesh and any blaster you like.
  10. eddieb

    Cockpit positions

    Right now, you can't move them, sorry.
  11. eddieb

    Surprised this hasn't come up...

    I think it'd be fun if someone here did interviews with fan projects, and wrote up some articles.
  12. eddieb

    New Mission Editor Pics

    I suppose so, but you'll have to add checks to see if a nav was visited before.
  13. eddieb

    Perfect Plan Standalone Release

    I've got a nice mic already, I'll sign up for voice acting. But maybe just a pilot, I don't think I have time to devote to a main character.
  14. eddieb

    New Mission Editor Pics

    Not directly, but it might be helpful in laying out the nav points. It's actually much harder to work in 3d, and I'd rather put the development effort into making the game better. But hey, you're all welcome to make a 3d editor.
  15. eddieb

    New Mission Editor Pics

    Here it is (and its license is included in there as well) http://flightcommander.solsector.net/missionedsrc.zip
  16. eddieb

    New Mission Editor Pics

    You can enable/disable which navs a player can visit at any time. Basically, to use the change nav point functionality, scripting is required.
  17. eddieb

    New Mission Editor Pics

    Hehe, while it's useful for doing basic placement, and getting locations, I think the consensus on the boards is that you really do need to write a script for the more interesting missions. But if anyone wants the source code to make a vision engine editor, they're welcome to it.
  18. eddieb

    New Mission Editor Pics

    Here's some shots of the new mission editor. It adds the ability to place nav points.
  19. eddieb

    BREAKING NEWS: EA Announces... Something? (February 21, 2008)

    There's some amount of overlap, and it might be possible from using a FPS engine. But as a programmer, I'd want to optimize the algorithms and data structures. AI and collision detection depend quite a bit on the environment you are in.
  20. eddieb

    Progress Update

    Technical details sound great to me.
Back
Top