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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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I don't have a MSDN sub, I used to whilst still at university, through MSND-AA, but that's gone now. Yeah I'll gladly use any existing GUI framework that's skinnable, programming one would take a while. Nooooo WinForms integration isn't going into XNA 2.0 =( they had to drop a feature to make the release on time. Maybe it'll go into the XNA 2.0 Refresh. BUT all is not lost, it seems it is already possible to host an XNA game in a WinForm... hmm.
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| 20 Nov 2007, 03:10 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 20 Nov 2007, 17:18 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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| 21 Nov 2007, 04:03 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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Hey cool, I guess the controls can overlap as long as they're not translucent (notice the white background behind the rounded corners of the buttons). It we had black behind the controls, it'd be pretty hard to notice... Nice work  ! Unfortunately, I can't run it for some reason--I've had the XNA 1.0 refresh installed for some time now, and I tried repairing it, but no go. My desktop workstation is out of commission for the moment, but I have a Mobility Radeon X1600 256mb card in my laptop, which should be sufficient to run it. I'll try installing XNAGSE and see if that helps. I attached it to a debugger, and I was able to determine that a FileNotFoundException is getting thrown, but I couldn't get a stack trace or check the internal exception. I'll do some more experimentation.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 21 Nov 2007, 06:20 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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Okay, I just transferred it to my sister's comp and it ran it fine (better quality than this one actually, it must have had all the anti aliasing and anistropy settings at max) but anyway she hasn't got any of the IDEs/SDKs, just .NET and XNA redistributables. Both machines are using .NET 3.0, but I'll update to 3.5 now and try it. Edit: It works fine in 3.5 
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| 21 Nov 2007, 06:35 |
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FoxURA
Lieutenant
Joined: 11 Jul 2005, 01:00 Posts: 493
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That looks nice!
Quick question... Does that screenshot mean what I think it means? That the 3D combat mode will be a 3rd person flight configuration and not the traditional top-down RTS style of the original BOTF?
_________________ You ain't seen nothen yet.
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| 21 Nov 2007, 07:06 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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I'd be totally in favor of that (ah just remember when I picked up and finished Wing Commander III and IV both in one weekend on hard settings  ). no seriously, some sort of "klingon academy"-battle style would totally work for me! If there's a pause button or some tactical timer which causes a pause then to rearrange the other AI-controlled ships of yours, then that'll be it  .
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| 21 Nov 2007, 07:25 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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Well, the defiant game was just to let me try some techniques out quickly, but I have had a lot of fun with it, and it would be a shame to just let it go. Maybe when you only have one ship, and you are fighting another single ship, then you get the option to both agree to a duel. Which should be fun if both sides are equally matched  But I think the rest of the fights should be done the traditionial BOTF style, with top down and turn based combat, + enhancements that we think of, it should not stray too far, otherwise it's just not BOTF  Good it runs 
Last edited by Strings on 21 Nov 2007, 07:47, edited 4 times in total.
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| 21 Nov 2007, 07:31 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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String's right  . btw. the game runs fine with me!
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| 21 Nov 2007, 07:33 |
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cdrwolfe
Combat Engineer
Joined: 18 Jul 2005, 01:00 Posts: 1001
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I don't see why it should be limited to turn based combat though, even if it makes the combat a little more complicated it would be nice.
Regards Wolfe
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| 21 Nov 2007, 12:32 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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real-time makes it a bit challenging for the "slower-handed" people, i.e. the clicky-clicky teens got a not-so-slight advantage over the more calm-playing guy so to speak  .
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| 21 Nov 2007, 12:40 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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Ai? Calm playing guy you say? You will have to speak up sunny. I am a little hard of hearing anymore.
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| 21 Nov 2007, 15:03 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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 yeah, I fear we should also make the fonts scalable to what 30 or 40 pixel size for better reading purposes ..  no, I just think real-time doesn't fit here well-enough (except for a klingon academy-style combat, where you actually fly and command one single ship and got tactical/strategical stops where you can assign new orders to your team). plus I didn't like games like homeworld or starcraft 
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| 21 Nov 2007, 15:09 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 21 Nov 2007, 18:08 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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strangely however, I liked warcraft 2 (partly because it's like dune2 and also has a restriction on how many units you can move at a time) a lot...
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| 21 Nov 2007, 18:21 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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oh man, I used to pwn at Warcraft II, like a decade ago... good times 
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 21 Nov 2007, 19:08 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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| 22 Nov 2007, 00:42 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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Not yet--I'll try fiddling with it this weekend. Edit: w00t, I got it working--just had to install a bunch of DirectX updates. Looks pretty damn good  .
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 23 Nov 2007, 18:38 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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..and now imagine something like this for fast-paced ground combat (I know it's a bit odd resp. off-the-original "flight path" but why not take it into some loose consideration as a bonus/add-on thing. jig could provide us with unique ground building models for each race for example  )..:
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| 23 Nov 2007, 18:59 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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Maybe for Supremacy 3: The Search for Supremacy 2  .
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 23 Nov 2007, 19:05 |
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cdrwolfe
Combat Engineer
Joined: 18 Jul 2005, 01:00 Posts: 1001
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As i recall Pax Imperia had something similar, so it isn't a way off idea.
Regards Wolfe
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| 23 Nov 2007, 19:06 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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 I saved the source on my harddrive for the meantime  @cdr: i believe even gavin babbled something about a c&c ground combat in his interviews. I rather like the idea plus the game is fully workin except for an AI (well, sir p.'s part) and the models (jig and others maybe).
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| 23 Nov 2007, 19:07 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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I don't know about Pax Imperia, but Imperium Galactica had it, and MoO2/MoO3 had something much simpler, but still better than nothing (i.e. what BotF had).
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 23 Nov 2007, 19:08 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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I really like the idea of making ground combat more visual and interactive, because having your own army of klingons with batleths killing stuff is well  the most awesome thing ever, only dinosaurs with laser turrets is slightly more awesome. Well, definately an idea to keep in mind then  So mike, shall we try and test the interop of Windows.Form with embedded XNA game + WPF? Edit: I made cadet woohoo! /salutes
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| 23 Nov 2007, 19:38 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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@strings: Well, apparently you can't have WPF controls overlay Windows Form controls (including the XNA control) because they'll get rendered over. However, you can , though you get the same opaque background behind them (I set the form background to Black instead of White in this example). Not sure if it's worth the hassle, though.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 23 Nov 2007, 22:19 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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| 23 Nov 2007, 22:36 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 23 Nov 2007, 23:45 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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| 24 Nov 2007, 00:05 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 24 Nov 2007, 00:43 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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this could be interesting to read about botf tac combat design principles..:
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| 02 Dec 2007, 13:17 |
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