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Messages - Paddywhacker

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Work In Progress / Re: [WIP][MOD] From the Apocalypse 0.1g
« on: December 14, 2016, 12:37:48 am »
?
Download link is in the first post. Works alright for me.

Please include a text file detailing exactly how to install.  There doesn't seem to be an executable, so I guess that there are some requirements.

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More Forks / Re: Higher resolution mod
« on: October 02, 2014, 11:54:34 am »
...
About the reluset, as it is right now all the grids can be adjusted via the ruleset except for the ground grid. However, my version is no longer compatible with OXC hence i am calling it OXCHR :O dont' worry one day i will come up with a cooler name :)

Now seriously my code is about 2 months behind the basecode, and doesn't include a lot of features that have been added, specifically doesn't include the modable GUI, ...

So, basically, you have forked the project and you are working on your own branch.  As the main branch has adjustable positioning for the GUI, it just has to implement adjustable font and size to catch up with what you have here.

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Standard power cells don't have enough capacity for high power lasers which are, instead, often pumped by chemical reaction.  I remember one experimental model used hydrogen and fluorine.

What about advanced power packs that recharge automatically by tapping the zero point vacuum energy, a la  Apocalypse?

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More Forks / Re: Higher resolution mod
« on: February 09, 2014, 03:11:20 am »
you are handing your workload as well as anybody, so don't beat on yourself.  What I was originally concerned about was not so much you getting side tracked, bogged down, and burnt out was that your final release be as much like the master branch that all of the other developers could merge their work into it with a minimum of fuss.

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Work In Progress / Re: Brainstorming for slower technological progression
« on: February 03, 2014, 06:46:25 am »
Wouldn't it be plausible that the alien weapons would have biometric sensors to lock them against misuse, and even to trigger self-destruction?  All the game needs is for it to be explained in a believable way.

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More Forks / Re: Higher resolution mod
« on: January 17, 2014, 06:57:15 am »
I'm afraid you cannot truthfully claim any more not to be a programmer.  You are doing just fine.  We can see your progress from the Youtube video version to the screenshot that you posted above.  Taking one thing at a time, getting it fixed, and then moving on.

As for helping out.... I looked at the instructions for setting up a git clone for compilation and with the required libraries and it looked a bit daunting.  I've done simple C programming in MinGW, but this project is something else.

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More Forks / Re: Higher resolution mod
« on: January 17, 2014, 02:11:17 am »
Really excellent work, although with combining the hi-res mod with extra assets like those new weapons I hope you aren't biting off more than you can chew.  If you can get the vanilla game working at hi res then I can see this mod becoming the default one for future modders to start with.

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