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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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My new game engine inspired by Freelancer and Discovery.

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My new game engine inspired by Freelancer and Discovery.
Offline William Frederick Cody
09-16-2011, 06:28 PM,
#11
Member
Posts: 1,852
Threads: 180
Joined: Sep 2007

/summon cannon

Idiocy and blind spots. Hidden features for veteran players. Inform yourself here|Codenames and their locations

[Image: QLRpcZ1.png]
[url=http://discoverygc.com/forums/showthread.php?tid=17248]SpacePics
|False Friends|Tom Waits|Die Ärzte|Awful German Language|Cody's feedback thread|Cody' job board
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Offline Lucus
09-16-2011, 06:45 PM,
#12
Member
Posts: 35
Threads: 2
Joined: Sep 2008

This sounds incredible. Just incredible. If you ever need some help making this, contact me on skype and I'll see what I can do.
What are you making this with anyway? C++?

skype: lucus1616

Signature.
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Offline Tytanis
09-16-2011, 06:51 PM, (This post was last modified: 09-18-2011, 02:17 PM by Tytanis.)
#13
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Posts: 141
Threads: 34
Joined: Mar 2010

' Wrote:This sounds incredible. Just incredible. If you ever need some help making this, contact me on skype and I'll see what I can do.
What are you making this with anyway? C++?

skype: lucus1616

In the most respectful way possible, I have to decline your offer to help in terms of coding.
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Offline Switchback
09-16-2011, 06:55 PM,
#14
Son of Malta
Posts: 1,623
Threads: 177
Joined: Mar 2010

' Wrote:At the current stage of my engine, there's enough room for at least 1,200-1,500 simultaneous connections/players. It can always be increased with network mapping to include two or more dedicated servers to perform as one.

WHOA. That is a lot of connections at once. with that player cap, and Discos estimated 160+ systems in 4.86, thats on Average of 9 players per system, guessing maybe a max of 20-40 in a high use system such as new york, not including large scale engagements such as Rheinland Versus Liberty.

Im guessing your LOD system is going to be pretty complex, 40 LN dreads versus 40 RM Turtles...0_o


I have a midrange server box running windows server 2008 avaliable if you need a test server. I honestly dont use it at all and I might as well donate it to a better cause!

Edit: also I dont even know much coding wise, a bit of HTML for webdesign class xD
edit squared: Also, the disco dev team would have to re-create lots of the game, such as vanilla snubs/caps.
Oh, and Question: Multi-level exploading caps? Like longer explosion fuses?

Power does not corrupt. Fear corrupts... perhaps the fear of a loss of power.
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Offline Blodo
09-16-2011, 07:01 PM,
#15
No Pilot
Posts: 2,852
Threads: 128
Joined: Jan 2008

Do you have any sort of demo for capabilities (whichever ones are finished) of this engine yet?
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Offline Tytanis
09-16-2011, 07:02 PM,
#16
Member
Posts: 141
Threads: 34
Joined: Mar 2010

' Wrote:WHOA. That is a lot of connections at once. with that player cap, and Discos estimated 160+ systems in 4.86, thats on Average of 9 players per system, guessing maybe a max of 20-40 in a high use system such as new york, not including large scale engagements such as Rheinland Versus Liberty.

Im guessing your LOD system is going to be pretty complex, 40 LN dreads versus 40 RM Turtles...0_o


I have a midrange server box running windows server 2008 avaliable if you need a test server. I honestly dont use it at all and I might as well donate it to a better cause!

Edit: also I dont even know much coding wise, a bit of HTML for webdesign class xD

I have a couple dedicated boxes already but thank you for the offer! It may be of use for content storage for updates and patches.

And yes, there will be numerous "large scale" NPC engagement events. The number of ships and types for each faction will be random to ensure every battle has an unique outcome.

I am also hoping that systems are greatly enlarged by the Dev Team on my engine.
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Offline Lucus
09-16-2011, 07:02 PM,
#17
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Posts: 35
Threads: 2
Joined: Sep 2008

' Wrote:In the most respectful way possible, I have to decline your offer to help in terms of coding. No one will see any source code unless it's Discovery's Official Dev Team.

Okay, I guess I can't help that then but I'm still interested, what you are using to make that?

Signature.
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Offline Tytanis
09-16-2011, 07:03 PM,
#18
Member
Posts: 141
Threads: 34
Joined: Mar 2010

' Wrote:Do you have any sort of demo for capabilities (whichever ones are finished) of this engine yet?

No demos will be released as of yet, possibly Q2 there will be some teaser videos and screenshots, prior to the "Alpha" media dump.
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Offline Tytanis
09-16-2011, 07:04 PM,
#19
Member
Posts: 141
Threads: 34
Joined: Mar 2010

' Wrote:Okay, I guess I can't help that then but I'm still interested, what you are using to make that?

C++ with predefined syntax so the Dev Team can easily maintain large portions of the code. LUA also plays into it for a specific reason.
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Offline Toaster
09-16-2011, 07:20 PM,
#20
Caution: Do NOT Insert Fingers
Posts: 3,137
Threads: 247
Joined: Sep 2010

So... what you are currently creating is a Freelancer with EVE Online capabilities (graphics, gameplay, player-count, etc)... correct?

Olivia Sable
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