Author Topic: Future  (Read 7894 times)

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Pilchard123

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Re: Future
« Reply #15 on: August 03, 2011, 09:28:06 PM »
Is there an AI-specific gracetimer? Like GetEmpire().GraceTimer?

annikk.exe

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Re: Future
« Reply #16 on: August 03, 2011, 09:30:14 PM »
No, but there is an asteroid-specific grace timer.  So you can work around it.  :>
(I'm talking about the "old" version of Eufloria obviously)

Code: [Select]
GetAsteroid(0).GraceTimer = 500
I think that's how it's done..

Pilchard123

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Re: Future
« Reply #17 on: August 03, 2011, 09:34:16 PM »
Yeah, that's what I thought it was, but wondered if there was an empire-wide one.

Alex

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Re: Future
« Reply #18 on: August 04, 2011, 09:09:54 AM »
Yeah there's a grace timer per empire as well, although I think the asteroid ones override it.

I realise that the source would need to be compiled, I just thought that if you were to supply a list of some sort - what functions are called, what parameters they take, etc - we could work on producing some of the raw source, which you could then copy over and compile without having to write it yourself. Yes, there may be some tweaking nneded, but it could cut your workload some.
Ah, I wouldn't be releasing source for the new C++ version, only for the C# version (which doesn't need bindings that bring it up to date anyway, only new ones).

Pilchard123

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Re: Future
« Reply #19 on: August 04, 2011, 06:11:02 PM »
You may just find this annoying, my harping on about this, but I reckon I could work out something useful even without the source. Tell me to shut up if you want me to.

Would the following be something like the GetAsteroid() binding, assuming the class/namespace (I think namespace, but not sure) that GetAsteroid() is in is called eufloriagame.

Code: [Select]

module(L)
[
    def("GetAsteroid", &eufloriagame::GetAsteroid)
];



Mihhaelo

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Re: Future
« Reply #20 on: August 04, 2011, 09:42:22 PM »
Personally I'd rather you didn't realise any version as open source, as to some extent that would split the community.

Aino

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Re: Future
« Reply #21 on: August 04, 2011, 09:53:37 PM »
Mhm, ye :/

Don't release any source code :P

Alex

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Re: Future
« Reply #22 on: August 07, 2011, 04:42:45 PM »
You may just find this annoying, my harping on about this, but I reckon I could work out something useful even without the source. Tell me to shut up if you want me to.

Would the following be something like the GetAsteroid() binding, assuming the class/namespace (I think namespace, but not sure) that GetAsteroid() is in is called eufloriagame.

Code: [Select]

module(L)
[
    def("GetAsteroid", &eufloriagame::GetAsteroid)
];



Yeah that's the kind of thing :)

BC wins

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Re: Future
« Reply #23 on: August 12, 2011, 01:08:45 PM »
so will it be harder to make ouw own levels now ? :( with this new version :(

Aino

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Re: Future
« Reply #24 on: August 12, 2011, 01:12:50 PM »
No, we'll just be sent back to the basics...

annikk.exe

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Re: Future
« Reply #25 on: August 12, 2011, 03:42:45 PM »
As Aino says, we will only be able to use very basic commands.  However Alex has said he intends to add back in all the commands that have been used in user-generated levels to date.... though that will not happen right away.

There will also be some syntax changes that we will have to get used to, but that shouldn't be a big deal.  :>

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Re: Future
« Reply #26 on: August 12, 2011, 09:28:29 PM »
kay , so what was the plus side of this whole thing then ? :(
or the reason :p

Bonobo

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Re: Future
« Reply #27 on: August 13, 2011, 12:55:46 AM »
Uhm, new features? Less old bugs (and more new ones ;D), perhaps faster … and I assume we’ll be “allowed” to keep our old versions, so there’s no reason to weep, BC ;)

I for one pine for the iOS and OS X versions, so I can forget about this dreaded Windows for one and all times :D
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Re: Future
« Reply #28 on: August 13, 2011, 01:12:40 AM »
the new features and less (or more:P) bugs is coz its written in diferent languae ? :P

and yes ofcourse we can keep our old versions :D
but as anik also said people are gonna be playing the newer version not the old one :P

Aino

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Re: Future
« Reply #29 on: August 15, 2011, 01:46:44 PM »
Annikk can't read minds you know, I might (often) jump back to the old version(as it will be when the new one comes) fairly often, but making maps with the new one will be alot of fun. Reason for fun you ask? I've seen lots of highly advanced maps, like Annikks "lazor" map and alot of others, some not released and some released. But this makes it alittle boring and way OT about how Eufloria is supposed to be played. You might disagree with me, but thats what I mean :)