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fidelthefallguy

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About fidelthefallguy

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    Senior Member
  1. You guys need a gunner? I need to brush up on killing real players again.
  2. serves the little poser right! Maybe teach him not to play on the train lines too.:gun:
  3. Cool, if you boy's intrested I'm sure there is something he can help with. its a very new project ( only a few thousand lines of code sofar ) with lots of room to grow. I dont think I have ready anything by Larry Niven except ringworld. And that was a long time ago. I will check out his titles, thanks.
  4. Get the audio book. much easier if someone else does the reading.:luxhello:
  5. thanks
  6. So I have made it! I have actually achieved a life goal of mine! Took me way to long, but I have officially stopped working for other people and become an independent programmer. yay for me! haha Yesterday I started work on the first of my new projects. Yes its a game, but not the only thing I have on the books. Please check it out over at http://dysonwars.com Not much to show yet, only the dev blog with info and junk relating to the project. I will be spending all my time working to get this and my other project completed from now on. Got to pay the bills. Wish me luck. S!
  7. hi all, if I may add that if you watch the ARR, at the start, before the timer starts all three leo's where on the land in line formation facing south. As was said, this was check by a few people before we started. If you then move the time slider one notch after game start the platoon jumps to the wedge formation and faces east. This resulted in one of the Leo's dropping in to the water. I'm sure this is a known issue or bug, but I have recently come across a smiler type of bug in a game I am developing. The cause was the movement prediction algorithm missing the initial starting state message for a spatial and reverting to its last know position. Which in this case was the initial game state. If the problem is something smiler here, the server is sending the initial( or last know) platoon state to the client on game start. Thus causing the jump if the clients changes never made it to the server for some reason ( do movement state messages in the planning stage use UDP or TCP?). Perhaps the initial state of the platoon should be sent to the server and updated on all clients just prior to the game/clock starting. This would ensure all clients and the servers 'plan' are synced before any 'in game' state changes are exchanged. This would require the server to query each client for the state of owned units and building a new game state and issuing that new stat to all clients just prior to game start. In my code this adds a couple of seconds to the start up process for all clients, but prevents random movements on game start. no water to fall in to in space but a star can be just as deadly if an entire fleet decides to jump a light second down well! I'm sure the E-Sim coders have thought of this sorry, but I got geeked out there for a moment. As I dont know the code for SB and can only guess at the methods and order of process used at this stage of the game, what I said is just an educated guess. s!
  8. hi all, SO I tested this with 3.0 and for the most part it works, but the problems that do show up make it all but unplayable. Unfortunatly I'm spending all my free time writing code for another game and no longer have time to play with this. So I'm offering this up to who ever wants it. I have a lot more bush, tree and gress textures almost ready to go for this but never got the time finnish and add them. If anyone wants them and the psd used to create the latest version PM me. For whoever take this up, There are a lot of files and much work needed to get them in to the SB correctly. Anyways let me know. s!
  9. tks. Will do.
  10. I've kind of just been hiding out lately, not had time to commit to SB. Now winter is back and I'm stuck in the house again for the next 6 months so good excuse to get back in to it. Give me a couple of weeks to freshen up on the new functions and stuff and I'll join you's for a game. s!
  11. I will try tomorrow and see when I have time to play with it.
  12. oh its good to be back its been way too long and I have missed you all so so much.:cool2: yer right :clin: Anyhow I love the new Warrior AFV. Awsome. though I dont remember the recoil on 30mm Rarden Cannon being so bad. but its been a few years so I may just remember the good old days wrong. So here my one question about future versions, not a request or a demand for new stuff, but will there be a bushmaster version? or the export version with the TOW's or morter, wrecker, medic, cmd, engineers? I ask because many variations of the Warrior (for both internal sale and export) where produced. Though only approx 800 put in to service in the UK. Anyhow its good to get back and see that the best Tank sim ever just get better still. Fidel
  13. Hello girls and boys. So 3.0 is here I get my licence and played for all of 1/2 and hour before I felt the need to mod this thing again. So I just want to knowif anyone has tried applying the Hi-Rez mod I put out a few years back and if it works or not before I break my install trying it myself?
  14. haha I'll take you up on that one. I drove, gunned and commanded Warriors for almost 7 years. not to mention a good stint stuck in the back. I can not wait try this one out.
  15. I scored me a deal for an FX-8210 + mb through work, so now I have a Phemon 2 with mb and 6 gig ram and a Sound Blaster FX up for grabs. $50 plus shipping, pm me if your interested. if no takers its going on kijiji.