Hauptmann
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About presence
I'm glad to see new developments among the SCG community.
However, most of you guys will agree that without Dion, this community doesn't go anywhere. So Dion, I'd like to know if you plan on updating SCG and posting in this forum more often.
Thanks,
Pascal
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1/31/2005, 3:29 pm
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GlitchSCG
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Re: About presence
Yes, as time permits. I'm working on SV 5 part time, and making good progress!
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1/31/2005, 5:25 pm
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beat2k
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Re: About presence
I'm developing Infinity player 3 for Solar Vengeance 5 that moves all ships, builds starships it earns, and calculates strength of defenses of the enemy capital instead of counting the starships.
I also like to see screenshots of the new starships in action.
Try out my most intelligent AI.
Infinity player 2 v1.8
Download it at:
beat2k's webpage
I also like to know how do you calculate the starship cost in SV 4.0? I know there will be a function in SV5 that calculates the cost of the starship.
Last edited by beat2k, 2/8/2005, 1:03 am
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2/2/2005, 12:26 pm
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Hauptmann
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Re: About presence
Well it does sound refreshing.
Expect to see me more often :P
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2/8/2005, 7:17 am
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beat2k
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Re: About presence
I like to know how did my AI player rank in the brain tabulations page.
As it says on the page,
"The Brain Tabulation page was last updated on 01/14/05"
And about Solar Vengeance 2.0, You did you create those starships and starsystems using less than 158 KB of space on the hard drive. I made a program called "Code Alpha" that reads the Solar Vengeance 2 saved game files and it takes up more than 1 MB of space on my harddrive and it only have one bitmap.
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2/9/2005, 9:48 pm
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vulcan146
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Re: About presence
It depends how big the bitmap is.
Are you using RapidQ, Visual Basic, any Newb language?
Solution: write the thing in assembly.
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2/13/2005, 9:10 pm
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beat2k
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Re: About presence
I'm using Visual Basic
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2/13/2005, 9:17 pm
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Viltris
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Re: About presence
quote: Originally posted by vulcan146
Solution: write the thing in assembly.
!@#$ NO.
If you know anything about writing code and writing games, then you already know that Assembly is NOT suited to writing any high-level games.
Sure, it may be a lot smaller than C++ or Java, but if you know C++ or Java, you'll be 100x as productive than if you used Assembly.
That and, if you write Assembly for one machine, you'd have to totally rewrite it for another machine. At least with C++, you could reuse at least 99% of your code.
--- \/
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2/13/2005, 10:33 pm
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beat2k
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Re: About presence
I only know how to program in visual basic 6.
There is an function called CreateObject on VB6. I tried everything including creating my own controlsm but it doesn't work.
I tried to create a simple executable from C++, but for me, it's impossible to create a simple project. VB6 is alot easier to program than C++.
Last edited by beat2k, 2/14/2005, 5:02 pm
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2/13/2005, 10:41 pm
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vulcan146
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Re: About presence
He's not writing any high level games. He's writing a program to analyze saved games.
Also, since this seems to be his personal program, portability seems not to be an issue.
Also, if you writing a program for SV saved games, you probably have Windows since SV is made for Windows. As of which, any program you write in assembly is compatible with x86 systems. (Which means unless you call an Windows API call specific to an oS it will work with all win32/win64 systems)
As an a final note, he could simply write the small efficient parts in C++ and then optimize the inefficient parts with Assembly.
But, I think his problem is more the Visual Basic part than anything else.
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2/18/2005, 8:19 pm
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