Hi all there,
It seems that past 112 or so months when the latest continuous version was releaced. Did development stopped or did I missed something.
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Hi,Yes, the development has stopped.
Le sam. 21 mars 2020 à 23:53, Luis Carlos González Morales <luiscarlosgonz...@gmail.com> a écrit :
Hi all there,--
It seems that past 112 or so months when the latest continuous version was releaced. Did development stopped or did I missed something.
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I tried to restart a few months ago but it wasn't the right time.Rewriting from scratch in Python 3 might provide a better base.I'll think about it.
Le dim. 22 mars 2020 à 09:12, Luis Carlos González Morales <luiscarlosgonz...@gmail.com> a écrit :
Did it stopped because Python 2.7 is discontinued as of this year? I'm afrade not. I If possible can you reprogram SoundRTS to Python 3? I know it takes time, but imo that that's my only choice if you/we want to continue development.--
D
El sábado, 21 de marzo de 2020, 19:48:09 (UTC-5), SoundMUD escribió:Hi,Yes, the development has stopped.Le sam. 21 mars 2020 à 23:53, Luis Carlos González Morales <luiscarlosgonz...@gmail.com> a écrit :Hi all there,--
It seems that past 112 or so months when the latest continuous version was releaced. Did development stopped or did I missed something.
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There's a version that me and a friend were working to port SoundRTS to Python 3, though it is slightly out of date as of now.
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Hey,
hups, there, was a faiure in the mail before, so try again.
I am a developer and would be help as well, to port soundrts to python3. I had already did some small code change and had a succesful pr. So I know the code.
For the translation system, I would recoment gettext, it is stable, well-known and for my project, I had do nice thinks with it. It is performant and easy to use as programer and as translator.
all the best!
Christopher.
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Hey,
hups, there, was a faiure in the mail before, so try again.
I am a developer and would be help as well, to port soundrts to python3. I had already did some small code change and had a succesful pr. So I know the code.
For the translation system, I would recoment gettext, it is stable, well-known and for my project, I had do nice thinks with it. It is performant and easy to use as programer and as translator.
all the best!
Christopher.
Am 25.03.2020 um 23:32 schrieb Luis Carlos González Morales:
to 邵晨晨拓海: I also hope you collaborate with looke. It has a good potential to being so addictive.--
To Pontico: As Chriss said independently to me, he's a developer and will help you. For the translation, I would recomend gettext, it is stable, well-known and fast.
@Chriss, can you post the message that you've sent to me independently but from the website of the group? It's that you're message didn't appear on the website.
El miércoles, 25 de marzo de 2020, 17:25:21 (UTC-5), 邵晨晨拓海 escribió:I also hope to continue to develop the game, the potential is very great, even if the appropriate donation is fine.
在 2020年3月22日星期日 UTC+8上午6:53:19,Luis Carlos González Morales写道:Hi all there,
It seems that past 112 or so months when the latest continuous version was releaced. Did development stopped or did I missed something.
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O, hello guys J
Rewrite all the project from scratch?
Uh, that sounds dangerous really dangerous. But maive can carri good results, but… well
For now, I hope that we have on the future more updates and new cool features, because this engine open a lot, a lot possibilities J
Well, waiting for more cool stuff. Thanks gean for do this amazing project.
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Hi all there,
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Hello,
In the Crazy Mod version have the abilities to build towers been removed?
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Hum, be careful with this kind of options for the game.
If you ask to me, I preffer keep the game style the nearest possible to the classic RTS like age of empires II, or starcraft. Not include (except for campaigns) a lot of RPG things, like Warcraft III did with their hero units.
J
From: soundr...@googlegroups.com [mailto:soundr...@googlegroups.com] On Behalf Of ?????
Sent: sábado, 28 de marzo de 2020 20:59
To: soundRTSChat <soundr...@googlegroups.com>
Subject: Re: What happened with the development?
My idea is slightly different from the two games of dota lol.
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Hi. There is really no need for help.
Players' patience will be needed if the game is ported to Python 3 and new bugs appear.
Players' feedback will be needed if the game is rewritten.
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Hey,
anyway,
if you want to begin, then say it, I will assist in coding, I think it would nice first if we have the basics in py3. Then we can think about extensions. Of course, fundemantal things like the translation system should be diskust before we start, but high-level features like that, are well, white on the end of the list. But not unimportant.
all the best,
cChriss
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I think that He wasn’t talking about a bug; he just asked if you can remove the towers of each race on crazy mod, but… If you want play without towers, simply edit the rules.txt of the mod.
I guess that he is asking that, because some… towers are a little hard to handle with them when are staked in one square, but. I don’t think that we have directly a bug about them. You can pass them with the correct gameplay. And is a fact that the defender, with towers generally have a good advantage over the attacker.
Generally to overcome that situation, you need better macro situation to push continuedly to your opponent, or have more than the double of unit of your enemy.
But well. J
Thanks again Gean for this amazing RTS engine.
More than help to gean to develop the core, we need a good content creator that update (or create) one good default mod for the core. Crazy mod is higly outdated concidering the current features that we have in the last version.
J
Bye!
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Calev, you’re using a outdated version of the mod.
And a outdated version of the soundrts engine too.
If you want a packaged version with the latest soundrts released and the latest crazymod beta (was only released through audiogames forum) use this link:
https://web.tresorit.com/l#2IvzbC68Dzv847pzRSQNmQ
download using chrome.
Is configured to use crazymod and soundpack.
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Hello guys!
Gean, a small question. Currently is implemented on the game bullet speed and time between launch an attackd and impact it?
Explanation. When a unit / building launch a ballistick attack, after the launch it impacts automatically on the tarjet independently the distance? Or the bullet have to across the distance and impact with a default speed for each projectile.
I ask, because (specially with crazy mod) is ridiculous how towers (with a large range of fire) a small number of towers (10 staked in one square) can handle without problem a entire army of more than 70 soldiers xd inclusive more, but well J
Again, thanks soo far for make this incredible engine!
A more question:
In the current version: what does the special_range keyword in the rules? Is only a shortcut to put the range in 12?
Previously was used for attack the adjasent squares, but with the countinuous update that doesn’t apply now.
And how is determined the sight range of a unit? The sight_range determines if can see adjasent squares? Or… what
So that is all. ¡thanks soo far!
Bye!
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Sent: miércoles, 1 de abril de 2020 15:20
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Thank you. Got mine off audio games. will get this one. thanks again
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Its only a number…
Really to be more simple, We can use directly the git commit hash and we will be happi J
Sooo…
Gean, how works currently the bullets in the game?
They calculate a tragectori and time to impact in the tarjet? Or impact instantly after the shoot.
Thanks J
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Hello guys, Gean:
A small question, can you use campaigns commands in multiplayer maps?
Example triggers, objectives and timers?
To create special maps with custom winning conditions, but for play with more than one player.
Thanks!
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Hello gean, another small modding question.
Do you remember if you can put in a map txt, buildingsdirectly in a path and not in a square?
Like can you do during the gameplay for block paths.
Is easy put computer units or buildings on a given square, but can you tell that you want put these buildings (or units) blocking some path?
Thanks; we need this because are trying to create a small experiment J
From: soundr...@googlegroups.com [mailto:soundr...@googlegroups.com] On Behalf Of SoundMUD
Sent: lunes, 6 de abril de 2020 16:31
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He…
Well sounds interesting, but for make other kind of games using the same engine, but… for a classic RTS experience… well, if you build something inside your ships (or waste the time building things on it) when your opponent crash your ship you loose a lot of things in just one battle.
For… thing if a feature is usable or not in the engine, try to thing… in real online battles of soundRTS. A classic start of no resources, and onli a building and a bunch of peasants. In a map for… 4 or 8 players, not too big, and well, all of them playing well rushing you with a constant attack every minute of the match.
J
One good feature (for example) that we need, is enable create skills that buf for some time one stadistick of the unit, or can affect various unit in the range. For example, some unit with frenzy that estimulate with a small bonus of attack to any ground unit in a small range of 12, for example.
Or other thing that will be good for modding, is the option to create classes or tags for create category of units, and enable use that tags for tarjets. Example units biological, mechanical, monster, etc, and with that skills that says harm_level 2 target_type mechanical.
And similar J
From: soundr...@googlegroups.com [mailto:soundr...@googlegroups.com] On Behalf Of ?????
Sent: domingo, 10 de mayo de 2020 2:40
To: soundRTSChat <soundr...@googlegroups.com>
Subject: Re: What happened with the development?
It is recommended to add second-level maps, such as ship cabins and aircraft cabins. You can build buildings on second-level maps, which makes it more interesting.
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The shipyard must be built near water and not on a plateau.
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