• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 220 221 222 223 224 … 547 Next »
My new game engine inspired by Freelancer and Discovery.

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (17): « Previous 1 … 9 10 11 12 13 … 17 Next »
My new game engine inspired by Freelancer and Discovery.
Offline Arkus
09-25-2011, 02:27 PM,
#101
Member
Posts: 2
Threads: 0
Joined: Sep 2011

Sounds like a major project.

Have you considered open sourcing it or extending the dev team?
Hope your mates doing ok.
  Reply  
Offline KAWISH-ALI
09-25-2011, 10:01 PM,
#102
Member
Posts: 598
Threads: 88
Joined: Apr 2011

Hi sir:)

You put me into shock .imagine a single guy is going to do what the actual creators of the game cant do, yeah they just promised features like this but cannot able to do so in actual. lack of Financial support what ever was the cause. But sure they did a nice piece of work after all.

If this all is true what you stated in this thread sir, then i truly appriciate your this sole spirit and great efforts towards this hard Mission. On the other hand its very sad what happend with your friend.:(
otherwise in this mission it would be the ARMY OF TWO.

in the end i again want to appriciate your all work .keep it up ,Thumbs up +Hugs. Good luck Sir:)

Note:English is not my language, Try and fail but never fail to try:D

===========================================================================
[Image: mjae4x.jpg]
===========================================================================
Reply  
Offline swift
09-25-2011, 11:38 PM,
#103
Member
Posts: 2,838
Threads: 61
Joined: Jul 2008

What can I say but...

[Image: j7FA5.jpg]

<span style="font-familyTonguealatino Linotype">
<span style="color:#000000">All morons hate it when you call them a moron.
</span></span>
<span style="color:#33FFFF">The CFF</span>
<span style="color:#33FF33">CFF Communication Channel and RP Collection</span>
  Reply  
Offline Tytanis
09-26-2011, 09:39 PM,
#104
Member
Posts: 141
Threads: 34
Joined: Mar 2010

Right now I'm working on "ground battles". You are able to transport troops, vehicles and other military equipment in which you can engage a hostile planet's forces. It will be isometric style, allowing you to setup your forces positions. I'm not sure if I'll have the forces controllable yet. Still working on the pros and cons of winning/losing battles.
  Reply  
Offline gafwmn
09-26-2011, 09:42 PM,
#105
Member
Posts: 641
Threads: 9
Joined: Sep 2007

Hmm...Kinda like SoaSe for space,then SupCom for ground assault ?

[Image: gafwmn_fldisco_01_zpsm1lpftim.png]
  Reply  
Offline Tytanis
09-26-2011, 09:44 PM,
#106
Member
Posts: 141
Threads: 34
Joined: Mar 2010

' Wrote:Hmm...Kinda like SoaSe for space,then SupCom for ground assault ?

Not like SoaSE while flying around:P
  Reply  
Offline Tytanis
09-28-2011, 03:14 AM,
#107
Member
Posts: 141
Threads: 34
Joined: Mar 2010

I am reworking a bunch of the code to include the options for OpenGL or DirectX.
  Reply  
Offline KAWISH-ALI
09-28-2011, 08:36 AM,
#108
Member
Posts: 598
Threads: 88
Joined: Apr 2011

' Wrote:I am reworking a bunch of the code to include the options for OpenGL or DirectX.


awesome ,nice ,:)
The one and only "Tytanis":D
Keep it up:yahoo:

===========================================================================
[Image: mjae4x.jpg]
===========================================================================
Reply  
Offline Tytanis
10-05-2011, 09:09 AM,
#109
Member
Posts: 141
Threads: 34
Joined: Mar 2010

Added "ship hangars" for personal star bases. You will be allowed to have multiple ships per character. Must fit faction and ID for all ships.

Working on "reverse engineering" for CAPTURED enemy ships to create custom techs for your own ship.
  Reply  
Offline Hielor
10-05-2011, 05:28 PM,
#110
Member
Posts: 1,900
Threads: 11
Joined: Feb 2011

' Wrote:Added "ship hangars" for personal star bases. You will be allowed to have multiple ships per character. Must fit faction and ID for all ships.
This sounds like it's overly based on Freelancer's one-ship-per-character system. Why don't you just have faction/ID be per-character instead of per-ship, and it follows you around?
Reply  
Pages (17): « Previous 1 … 9 10 11 12 13 … 17 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode