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Messages - Ozin

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1
The Chamber of Tears / MOVED: Regarding bans
« on: November 29, 2014, 12:37:24 am »

2
General / Re: Melee: Battlegrounds Q&A
« on: October 29, 2014, 09:31:12 pm »
Will there be something similar to strategus? (pls slap me with a huge fishboat if its already stated somewhere)
We have something planned, but it will not be part of the initial game.

3
General Discussion / Re: [Video] Melee: Battlegrounds - First Glimpse
« on: September 13, 2014, 12:42:23 am »
It took me way too long to wrap my head around how those angles corresponded to those swings. Generally speaking, a coordinate system is set up as follows:

                90
                 |
                 |
                 |
180 ------------------ 0
                 |
                 |
                 |
               270

in academics, so it took me far longer than I would like to admit to realize that the 0/360 degrees point was at the top. I'm too much (or maybe too little) of a nerd, apparently.
Our exposure to the warband module system has all made us a bit crazy. I worry about chadz and cmp sometimes..

4
General Discussion / Re: [Video] Melee: Battlegrounds - First Glimpse
« on: September 12, 2014, 01:11:57 pm »
8 each. 8 attack directions with 8 fitting block directions.
But it ain't as bad as it sounds. The game will (probably) differ between a full block where you hit the full appropriate block and a "half block" where you generally got the right direction of the block but "just" parry due to the physics. Something like that...
But as ptx wrote, everything is more or less still changing and moving. I'm just trying to give a general idea about it.
I think the 360° thing is different than one might think - iirc the animations are supposed to blend in a way that it looks like a 360° system but with 8 directions? That's just me more guessing than knowing tho.

The "360° system" for the lack of a better term, is already working. I'll quote an older message from the alpha forum:
Technically it is 12 attack animations: 2 for [45,135,225,315]º and one for [0,90,180,270]º, where 315-45º are considered overheads, 45-135º right swing, and so on. When you attack, the engine blends between the closest two animations, the balance between them depending on the exact attack angle.

5
General Discussion / Re: [Video] Melee: Battlegrounds - First Glimpse
« on: September 10, 2014, 01:01:04 am »
Oh hey guys, look! Fog is still in the game.
Even better, we added an additional fog/mist for good measure: visitors can't see pics , please register or login

6
General Discussion / Re: Describe crpg with gifs
« on: May 16, 2014, 07:37:52 pm »
Joining a server at round end:
visitors can't see pics , please register or login

7
General Discussion / Re: How long can the cRPG community survive?
« on: May 15, 2014, 12:26:27 pm »
seen this in eve too. thought it was eve lore but could be wrong
Yeah, it is originally from the EVE community. If the dead and dying stick figures had a smile on them it would be more representable of DF   :D

8
General Discussion / Re: donkeys?
« on: July 27, 2013, 11:19:13 pm »
visitors can't see pics , please register or login

9
Announcements / Re: .
« on: May 07, 2013, 12:30:57 am »
Posting this was probably a horrible mistake

I regret nothing  :lol:

10
Announcements / Re: .
« on: May 01, 2013, 08:25:44 pm »
it was our little secret :(((
Got to farm some renown while the news is relatively hot. chadz' renown whoring makes me look like a nun in comparison.

11
Announcements / Re: .
« on: May 01, 2013, 08:08:05 pm »
For those who did not already know.. from left to right: cmp, jacko, zimke, chadz, ozin, harald. (Shik, meow, and autobus could not attend the event)

12
Suggestions Corner / Re: [Siege Beta] New timing solution
« on: March 26, 2013, 02:14:45 pm »
Yeah, was thinking the same, except for layers instead, which I think makes more sense.

13
Scene Editing / Siege beta flag names
« on: March 26, 2013, 01:02:08 pm »
If you want any flag names to be added, post it in this thread and I'll add them if they make sense.

For reference, here is the current list:
Code: [Select]
#flag names, available: 0-127
  ("flag_0", "flag"),
  ("flag_1", "Outer Walls"),
  ("flag_2", "Inner Walls"),
  ("flag_3", "Courtyard"),
  ("flag_4", "Keep"),
  ("flag_5", "Gatehouse"),
  ("flag_6", "Outer Gatehouse"),
  ("flag_7", "Inner Gatehouse"),
  ("flag_8", "Northern Gatehouse"),
  ("flag_9", "Eastern Gatehouse"),
  ("flag_10", "Southern Gatehouse"),
  ("flag_11", "Western Gatehouse"),
  ("flag_12", "Northern Walls"),
  ("flag_13", "Eastern Walls"),
  ("flag_14", "Southern Walls"),
  ("flag_15", "Western Walls"),
  ("flag_16", "Upper Walls"),
  ("flag_17", "Lower Walls"),
  ("flag_18", "Breach"),
  ("flag_19", "Harbour"),
  ("flag_20", "Tower"),
  ("flag_21", "Northern Tower"),
  ("flag_22", "Eastern Tower"),
  ("flag_23", "Southern Tower"),
  ("flag_24", "Western Tower"),
  ("flag_25", "Ship"),
  ("flag_26", "Village"),
  ("flag_27", "Outer Courtyard"),
  ("flag_28", "Inner Courtyard"),
  ("flag_29", "Marketplace"),
  ("flag_30", "Tavern"),
  ("flag_31", "Dungeons"),
  ("flag_32", "Stockades"),
  ("flag_33", "Blockade"),
  ("flag_34", "Armory"),
  ("flag_35", "Smithy"),
  ("flag_36", "Armory"),
  ("flag_37", "Barracks"),
  ("flag_38", "Archery Range"),
  ("flag_39", "Sewers"),
  ("flag_40", "Bridge"),
  ("flag_41", "Outer Bridge"),
  ("flag_42", "Inner Bridge"),
  ("flag_43", "Northern Bridge"),
  ("flag_44", "Eastern Bridge"),
  ("flag_45", "Southern Bridge"),
  ("flag_46", "Western Bridge"),
  ("flag_47", "River Crossing"),
  ("flag_48", "Stables"),
  ("flag_49", "Beach"),
  ("flag_50", "Beach Landing"),
  ("flag_51", "Siege Camp"),
 #last available is flag_127

14
Scene Editing / Re: Siege beta: guide for mappers
« on: March 26, 2013, 12:57:48 pm »
yeah, we've still got like 70 names free, so more can be added. edit: http://forum.meleegaming.com/scene-editing/siege-beta-flag-names/

I could perhaps split the spawn points into different props. For example, you place attacker_spawn_1 for flag with id = 1, attacker_spawn_2 for flag with id = 2, which means you don't have to edit the vars at all except for the flags themselves. That should probably make it easier to avoid spawns with wrong flag links.

15
Scene Editing / Re: Siege beta: guide for mappers
« on: March 26, 2013, 09:18:20 am »
Can the selectable spawn for the attackers have the ID of 0? This is convenient as the defender flags have to be 1 or higher. Is this attacker selectable spawn treated as just another flag? Can I give it a name similar to how I name the actual flags?
Yeah, should work with 0 as ID. And yeah, treated as a flag in many ways, but won't show up with a name currently, but I'll change it so attackers can see it's name on the map.

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