The Zod Engine

Discussions, requests and appeals to lay open the Z source code

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Re: The Zod Engine

Postby FreakNigh » 2010-02-27, 17:50

:rofl: I gave the medium those waypoints :P
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Re: The Zod Engine

Postby BallWin » 2010-02-27, 23:42

FreakNigh wrote::rofl: I gave the medium those waypoints :P
Shortest path problem is solved by hands? :)
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Re: The Zod Engine

Postby FreakNigh » 2010-02-27, 23:58

Yup until I can think of an algorithm I like, you'll have to do manual waypoints around stuff =/
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Re: The Zod Engine

Postby FreakNigh » 2010-02-28, 04:16

Okay i'm now working overtime on this in an attempt to get as much of it working before my interview, which has got pushed back up to 3 weeks because of yet another trip this current company is sending me on. One of the main reasons I want to leave is because they keep sending me out, and I can't take any interviews because I'm always out!

Now we have some of the hud working including a simple minimap, some unit sounds like acknowledgments and some bug fixes. Also I posted the latest windows (VC++ compiled version) release and source code.

:f :f :f http://www.youtube.com/watch?v=Q4pMFLXpRE0


http://sourceforge.net/projects/zod/files/
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Re: The Zod Engine

Postby The Skoomaeater » 2010-03-01, 01:42

This looks really cool man keep up the good work.
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Re: The Zod Engine

Postby FreakNigh » 2010-03-01, 06:16

Thanks =) btw me and my girlfriend just ironed out some dependency issues so the 2-27-10 windows release may not work for you... sorry about that. VC++ is annoying as hell.
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Re: The Zod Engine

Postby buman » 2010-03-01, 21:50

Dude I'm really highly impressed by your work there!

A few suggestions:
you could add...
... the ability to select units and give them shortcuts from 0 to 9
... an attack-move (like strg+A)
... a patroling-funktion (maybe connected to the waypoint-system)
... the fire-truck :) nah just kiddin
you should not include...
... the function that all units you select just become a group like in the original, that was pretty damn annoying

just a few ideas

Oh: Will it be possible to replace the tiles/tilesets with some selfmade ones?
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Re: The Zod Engine

Postby FreakNigh » 2010-03-02, 05:31

Thanks :o Ya one of the goals is to have a modern rts control system. It is already left button selects and right button commands. I was going to get the hud buttons working today but here is control groups =) I was thinking about doing attack-move but I forgot about patrol. And ya selecting a group does not make them a sudo group anymore.

And yes replacing the tiles that already exist would be particularly easy, and it wouldn't be much harder to add in whole new planets / tilesets but that would still require a tiny bit of hard coding. Later on we can make adding in new planets / tilesets completely script based, and distributable from server to client that way all the players of the game do not have to have it already downloaded - they can get it from the host of the game.

Control groups -
http://www.youtube.com/watch?v=mjpsvL-MFSM
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Re: The Zod Engine

Postby goblin » 2010-03-03, 05:48

Nice

Sounds get annoying (looks like you turned them off)?

So robots will no longer be in groups of 3? (I liked the squads)
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Re: The Zod Engine

Postby FreakNigh » 2010-03-03, 15:35

robots will eventually have groups, after the other basic functions are finished.
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Re: The Zod Engine

Postby goblin » 2010-03-04, 04:20

Showing off the latest build you posted to my work colleagues.

We are all 30+ year old gamers with fond memories of that game (though I am the only one I personally know who was able to pass it).

Everyone agreed it would be a fun lunch time game to play in the office.
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Re: The Zod Engine

Postby FreakNigh » 2010-03-05, 05:41

Heck ya =) We might need to get an opengl acceleration option in to support the incredible resolutions we are capable of these days though.

Here is an example of of the GUI buttons working -
http://www.youtube.com/watch?v=9FUoUitSY3w

Some time soon I need to get all the fonts in, its hanging me up not having them available.
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Re: The Zod Engine

Postby FreakNigh » 2010-03-07, 05:49

Now we got the font engine and one font... Got no days off this weekend or we could have much more additions.

http://www.youtube.com/watch?v=joxxhB7sMWY
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Re: The Zod Engine

Postby FreakNigh » 2010-03-08, 00:27

Here is zone capture with red and blue back and forth.

http://www.youtube.com/watch?v=FWg9r5Pb-P0
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Re: The Zod Engine

Postby buman » 2010-03-08, 13:21

Dude if you're really going to finish this I'll kiss ya feet!

In "The Zod Engine 3-4-2010" the music is kinda weird. or is that just because I'm used to listening to the dosbox-version (I don't know wether or not the Z95 music is different)?

I might try to do new music for it, but I'm not quite sure which program to use yet. (Actually I know someone who might be able to help out).

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