The Zod Engine

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

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Pestario
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Re: The Zod Engine

Post by Pestario » 2010-06-03, 11:13

.andy.

all you'll have to do is rename your files to what freaknigh named the files there should be no problem at all
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Re: The Zod Engine

Post by FreakNigh » 2010-06-03, 15:00

you also need to convert them from .raw files to .wav files, I don't know how to do that... :empty:
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Re: The Zod Engine

Post by Eastwind » 2010-06-04, 05:39

Take a look at Audacity , as it sayd on their website :
http://audacity.sourceforge.net/

Audacity is free, open source software for recording and editing sounds. It is available for Mac OS X, Microsoft Windows, GNU/Linux, and other operating systems.

Audacity have an option to import raw and then save it to wav :)
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Re: The Zod Engine

Post by .andy. » 2010-06-04, 10:08

Yeah, thank you. That sounds good :cheers:
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Re: The Zod Engine

Post by FreakNigh » 2010-06-04, 16:06

Does anyone know what format the raw files are in?
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Re: The Zod Engine

Post by BERSERK3R » 2010-06-04, 23:10

FreakNigh wrote:Does anyone know what format the raw files are in?
No sorry I have no idea.
You could put some raw files into Gspot codec app or similar?
Or maybe Audacity can tell?
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Re: The Zod Engine

Post by FreakNigh » 2010-06-04, 23:54

the default unsigned 8 bit pcm at 10khz was really close, just need to get the hz right
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Re: The Zod Engine

Post by FreakNigh » 2010-06-10, 03:42

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Re: The Zod Engine

Post by Pestario » 2010-06-10, 10:31

Come on. *starts chanting* PATH FINDING, PATH FINDING
AI can develop very quickly with path finding and auto capture... like VERY quickly
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Re: The Zod Engine

Post by lil' T » 2010-06-10, 15:11

This is developing very nicely. :cheers:

As usual, here are a few suggestions:
  • Could you draw the territory borders closer to each other? Maybe you don't need that many dots, they distract from the gameplay. Here is an image of how it's done in the original game.
  • Make it at least optional to hide the terrain from the radar.
Did I see a six-star vehicle factory in the vid? I wonder what you can build there... :D
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Re: The Zod Engine

Post by FreakNigh » 2010-06-10, 23:17

mmm yes you are right we need to get the map items off of the radar. The zone borders though can be placed anywhere, if you want them to overlap then you simply need to overlap them in the map editor. However with the path finding I may be able to install one part of it next, that piece being the movement towards a static location which even that will have to be debugged immediately after installation due to the possibility of map movement availability changing with destructible rocks, other items and bridges (that aren't even installed yet). Actually I probably won't do that because i see no reason to do things out of order and to do things wrong. I suppose bridges, APCs, and exiting cannons at least need to be done first. Path finding is something best left for the end as like AI it doesn't really ever have a point where you can consider it done.
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Re: The Zod Engine

Post by BERSERK3R » 2010-06-11, 00:09

FreakyNigh....dude you are a Z-God, or what ever I'd like to call it....your work is just amazing.
And the effort, time and perfection you put into it is awesome.

I have 100% confidence in you that you will make this perfect.
All hail to you man :P :cheers:
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Re: The Zod Engine

Post by FreakNigh » 2010-06-11, 02:05

Thanks man :cheers: I think i'm going to do exiting cannons next..
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Re: The Zod Engine

Post by ZloveZ » 2010-06-16, 02:39

How's Everything coming? Looking forward to new developments!
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Re: The Zod Engine

Post by FreakNigh » 2010-06-16, 04:28

Here is exiting the cannons -

http://www.youtube.com/watch?v=GrK0qmwqOAU
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