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Everything posted by Supreme Cmdr
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You can find it here [ 02-23-2004, 08:41 AM: Message edited by: Supreme Cmdr ]
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Pretty startling stuff. Man these US Army guys aren't playing around. Saddam is in for a nasty headache very soon
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LMAO!!!! He sure must be related to Resnig
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quote: Originally posted by Epsilon 5: quote:Well then, you should keep playing v2.0 then, shouldn't you? That's not what I meant I meant what we see on the box art, that bc is much more detailed than the one ingame, both on the poly count and textural details. If you were thinking straight, you should know by now that assets for things like poster, box art etc are usually of higher poly count and detail. Which of course, the game probably has no chance of rendering in real-time. And I give me artists and modelers a specific polycount and texture budget which they cannot piss around with. In fact, the MK1 from BCM is 1058 polys and 584KB of texture memory. The MK1 from BCG is only 1350 polys and 2336KB of texture memory (main, specular, glow texture types). But BCG which has higher system requirements is more likely to not choke in a massive battle with these types, than BCM. EDIT: All the shots are now up at Gamescreenshots
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Thanks Just think, BCG will be even more stable since it too benefits from the numerous tweaks and advancemcents from the BCM kernel.
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quote: Originally posted by StarRider: In Tribes and MP games like it, when is there time to get to know someone.Battlecruiser has this excellent message board, that is how we get together. And this is the primary reason that I scrapped my original mp plans and went for a more community based feel by rolling out our own portal (similar to GameSpy Arcade but sans the bloat etc) at www.battlecruiser.net which has its own chat interface etc. So, you can either hand around there and chat - in real time - or host/join a server. Even most of the advanced features e.g. lobbyin-game chat are some of the high-end features being implemented. As for the mp style of play, if you want to remain in space, you don't have to play on a planet. The way I have designed the mp regions is such that they are rotated like maps in regular games. Whoever is running a server can choose to run a region rotation or just list (in the BCMP.INI file) the regions which only have planet regions (no space). However, unless you're running your own server, you don't have a choice as to what region you are playing on. Thats up to the server. Here is what the BCMP.INI file I'm currently using looks like. As you can see, the person running the server has a lot of control over what games are running etc. Anyway, saying that mp should only be in space is just plain silly. code: ; this is a comment line [server] server_name= bcmp server server_ip= 192.168.1.100 server_port= 14570 server_password = server_welcome_message = Welcome to my mp server server_type = internet server_max_connection = 56 server_dedicated = 1 server_player_limit = 32 server_bandwidth_limit = 256 server_game_type = skirmish game_time_limit = 60 game_score_limit = 100 [client] client_spawn_time = 15 client_start_delay = 30 client_iff_mode = 1 client_allow_teamswitch = 1 [game.scenarios] bcmp0000.mis bcmp0001.mis bcmp0002.mis bcmp0003.mis [game.restrictions] game_ttd_mode = 1 game_ext_camera_mode = 1 game_allow_docking = 1 game_allow_supportcrafts = 1 game_allow_probes = 1 game_allow_tacops = 1 game_allow_otsweapons = 1 game_allow_fleetcc = 1 game_allow_asset_switch = 1 game_allow_planetfall = 1 [game.race] credian = 1 droidan = 1 empirian = 1 falkerie = 1 gammulan = 1 kandorian = 1 mandorian = 1 syrion = 1 terran = 1 valkerie = 1 vesperon = 1 zelon = 1 galaxian = 0 [game.caste] assassin = 1 commercial = 1 diplomat = 1 earthcom = 1 explorer = 1 insurgent = 1 mercenary = 1 military = 1 paramedic = 1 police = 1 raider = 1 scientist = 1 trader = 1 [game.career] commander = 1 planetary_support_pilot = 1 elite_force_pilot = 1 elite_force_marine = 1 mobile_infantry_marine = 1 space_force_marine = 0
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I deleted the drugs thread because I didn't like direction in which it was going and it wasn't appropriate for my board.
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quote: Originally posted by Epsilon 5: Looks impressive, but somehow I was hoping it would look like this one .. I stil have the v2.0 cd Well then, you should keep playing v2.0 then, shouldn't you? Anyway, I have implemented the MK1 into the game and sent some shots over to gamescreenshots. Below are a few shots until they get updated. EDIT: They are now up at Gamescreenshots.com [ 01-19-2003, 09:23 AM: Message edited by: Supreme Cmdr ]
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quote: Originally posted by Sebbish: Hehe, about that empty escape pod, Resnig probably hit the eject button as the commander was about to sit down, sending the chair thru a hole in the roof and causing the commander to fall down on his rear. LOL!! I wouldn't put it past him either
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quote: Originally posted by Sebbish: But what's up with that escape pod? There's nobody in it! LOL!! I know quote: Originally posted by Emmett.hendrick: Does the bridge/cockpit look slightly of line to the rest of the ship in this shot(and some of the others) or do I need to change my glasses? I have NO idea what you're talking about
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quote: Originally posted by Epsilon 5: and people won't stick with the game just with singleplayer, wot? You can't be serious. What BC game has ever had multiplayer? And who keeps buying them still? quote: at least not before the GBS2 is released (It's all I'm waiting for to go play again, I haven't seriously played since early september)Well, you've got a long wait because I don't have time to finish the docs. And without the docs, I'm not planning on releasing it to the public. So far, only the devs and testers have it.
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quote: Originally posted by Sebbish: But why isn't the multitexturing on the planet enabled like in some old shots? Or maybe it is, but it can't be seen at that distance, like the terrain. You mean detail texturing. It is only enabled when up close because thats when its needed in order to reduce the pixelation bluring.
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If you think this Battlecruiser MK3 looks good, wait'll you see the MK1 and MK2 In case you didn't notice, the Battlecruiser carriers now have four turrets [ 01-16-2003, 05:53 PM: Message edited by: Supreme Cmdr ]
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Does anyone know where this pic is now?
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The poll closed yesterday with 101 votes quote: YES PLEASE, YOU PROMISED!: 19% (19) NO, I PLAN ON GETTING BCM GOLD: 47% (47) MAKES NO DIFFERENCE TO ME EITHERWAY: 35% (35) I will announce my decision soon. Thanks to all of you who voted on this rather controversial issue.
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oh man, did anyone catch this one last night? Man, talk about major plot twists!! There I was, stunned (to put it mildly). I've still got the shakes waiting for the next episode not due out until 02/04
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quote: Originally posted by Tac: bah, he's still in that closet typing heh The plan for a modern day military BCO server is very much alive and in progress. In fact, last week a I received six more cockpits. Next the cockpits for the vehicles etc btw, I don't plan on doing any WW1 or WWII assets. I'm sticking with modern day military.
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That image is from the time I was experimenting with the removal of a planet post-RANDOM. The effect was that after RANDOM detonated, about five minutes later the planet would be destroyed too. I decided against it because then the planet/moon would be forever removed from the game since it won't be able to rebuild.
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quote: Originally posted by Epsilon 5: quote:Originally posted by Supreme Cmdr: quote:Originally posted by Epsilon 5: The terrain seems a little (too) blurry, will there be something to help fix that? There's nothing wrong with the terrain. Those are JPEG shots and the lossy compression causes that. No, it's not that, the text and the ships are clear. Thats because they comprise of different color spectrums in the textures so the JPEG compression has a less harsher effect. Please go and read up on JPEG compression before arguing with me. Thank You
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quote: Originally posted by Epsilon 5: The terrain seems a little (too) blurry, will there be something to help fix that? There's nothing wrong with the terrain. Those are JPEG shots and the lossy compression causes that.
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quote: Originally posted by StarRider: I don't have any games that use GameCQ Thats because I am the only licensee (and only for the backend mySQL stuff). Only Richard's own game, Darkspace, uses it.
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Here are some Intruder gunship shots. Have the smelling salts nearby. Intruder 1 Intruder 2 Intruder 3 Intruder 4 btw, for some of you who have not been keeping track, the Marauder, Intruder, Skeeter and Firebug gunships have replaced the PAS1, PAS2, HAG, LAG crafts from BCM. And the new Shadow (see already released shots) assault craft is not really a gunship - it is a cross between a fighter and a gunship. EIDT: One of the shots was of the Marauder, so I've replaced it. [ 01-12-2003, 08:25 AM: Message edited by: Supreme Cmdr ]
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quote: Originally posted by StarRider: quote:Originally posted by Supreme Cmdr: You can find it here I just found it on a google search, one very in-depth interview. I have not finished reading yet, just thought I come over here to see if there was any info. Why'd you have to locate it on Google?
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quote: Originally posted by StarRider: I did notice SC talking about the original BCM design, i.e. designing it from the ground-up for multiplayer. I thought that was interesting. About 2 sentences later SC said he changed the design. My only question is, did SC change the design, leaving the multiplayer foundation in, or change the design taking out the multiplayer foundation? Designing a game for multiplayer (which is the first thing you have to do, since you cannot simply tag mp on top of a sp game or you're in trouble) is different from implementing mp itself. e.g. using GameSpy Arcade, GameSpy.Net (for in-game browser) and GameCQ (which is used by battlecruiser.net) are all different interfaces which have nothing to do with the actual mp game itself and the protocol. So, when you design a game from the ground up for mp, its got nothing to do with top level interfaces. I made enough serious revisions to my original kernel spec so that I didn't have to do it all again. This is similar to me not having to write my AI kernel from scratch for each subsequent game. The original kernel is there and is just revised and improves as new games in the series are released. No point in re-inventing the wheel. Had I released BCM mp in its original incarnation, I would've had to finish it and then be stuck with two different mp kernels - one used in BCM/BCM Gold and the other (which would be the current design) in BCG. [ 01-11-2003, 05:57 PM: Message edited by: Supreme Cmdr ]
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Mobile Forward Base - concept to completion
Supreme Cmdr replied to Supreme Cmdr's topic in Gaming Media News
quote: Originally posted by Wolferz: quote:Originally posted by Serondal: I can't wait to blast an enemy shuttle then swoop down to capture their MFB in my ships tractor beams, flying off into space with it laughing the whole way! MUWAHAHAHAHAH! Of course that big turret would probably enjoy chewing at my tail end while I did so! I'm confused, what did I do wrong? please forgive an old commander who only has half a brain left Read your post above and you'll see the obvious formatting problem with it.
