Have there been any new developments on the Deadlock front??
I quickly skimmed the forums and hadn't noticed anything that caught my eye, but ill be perusing the forums again at my leisure as soon as possible.
Is any one still active on the forums, I know I haven't been and I also mentioned I would try to be active on the wiki-front but failed to do so. Deadlock may have been on the back burner but it has never left my mind. I am still interested in Deadlock and any ideas and/or concepts/opinions of re-introducing it to the PC/MAC platform or introducing it to new platforms (mobile).
Give me a shout, who is still around, what is going on!
Hope you all enjoy the Halloween weekend/day!
Any new developments?
Re: Any new developments?
Hi surchk,surchk wrote:Give me a shout, who is still around, what is going on!
I am active, however, I am currently busy to do anything special lately.
This should change soon, so no worries.
Please help us with the wikis! The information shared on wikis is used for further developments, so I guess it answers your other question. See my signature (below) for details.surchk wrote:I also mentioned I would try to be active on the wiki-front but failed to do so.
Best 20x20 Map is elected.
Follow @OpenDeadlock.
Please help Deadlock Wikis.
Join #OpenDeadlock at irc.MindForge.org and Libera.Chat
Follow @OpenDeadlock.
Please help Deadlock Wikis.
Join #OpenDeadlock at irc.MindForge.org and Libera.Chat
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- Colonist
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- Contact:
Re: Any new developments?
Right now I'm around but yeah, I disappeared. Sorry.
Yes, please help us with wiki content if you can, we'd appreciate it.
Thanks!
Yes, please help us with wiki content if you can, we'd appreciate it.
Thanks!
Re: Any new developments?
I have learned some basics in Rust language, so if you have any easy assignments for me I am ready to help.
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- Colonist
- Posts: 42
- Joined: Wed Dec 14, 2011 3:24 pm
- Favourite Race: Maug
- Contact:
Re: Any new developments?
Thank you Uranix. I can't really think about any code to be implemented on the Wiki right now. You see, currently our wiki needs content, quite a lot.
But I'm sure Tggtt here would be pleased if you can help him and Ubergeneral Grunt with their OpenDeadlock project.
But I'm sure Tggtt here would be pleased if you can help him and Ubergeneral Grunt with their OpenDeadlock project.
Re: Any new developments?
So I added some terrain tooltips and all DL2 factory units to the wiki.
Last edited by uranix on Tue Dec 05, 2017 9:23 am, edited 1 time in total.
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- Colonist
- Posts: 42
- Joined: Wed Dec 14, 2011 3:24 pm
- Favourite Race: Maug
- Contact:
Re: Any new developments?
Thank you!
Next time, if you'd like to, create an account. With an account you won't see any advertisement.
Next time, if you'd like to, create an account. With an account you won't see any advertisement.
Re: Any new developments?
I use Ublock origin plugin so I do not see any.Grand Cherokee wrote:Next time, if you'd like to, create an account. With an account you won't see any advertisement.
Re: Any new developments?
Any news on opendeadlock? I would like to contribute with programming.
- TimeDilation
- Advisor
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Re: Any new developments?
Here are some "developments"...
The drafts of a mountain terrain specimen.
Check out the differences between the pics... It is made in 3D but I think it can even be possible through procedural 2D...
***
Oh, I forgot. Maps.
Try to reproduce this yourself with other software, please:
curvature
gradient
obj space normal
height map (flipped!!!)
normals
diffuse
And here I include a simulation of interface that was made almost a year ago...
So the procedure was this:
*first I created a 3D surface.
*From the 3D surface I extracted the height map. You can use it to recreate the surface.
*Basing on the surface, I created a realistic texture
*Exporting the texture gave me the various maps, so I could tweak them in Photoshop
*I just took the diffuse layer, pixelated it more or less, and used it in combination with the other maps, that were left untouched. So you see the interesting effect of combination of realistic grain and low-res planet colors.
The drafts of a mountain terrain specimen.
Check out the differences between the pics... It is made in 3D but I think it can even be possible through procedural 2D...
***
Oh, I forgot. Maps.
Try to reproduce this yourself with other software, please:
curvature
gradient
obj space normal
height map (flipped!!!)
normals
diffuse
And here I include a simulation of interface that was made almost a year ago...
So the procedure was this:
*first I created a 3D surface.
*From the 3D surface I extracted the height map. You can use it to recreate the surface.
*Basing on the surface, I created a realistic texture
*Exporting the texture gave me the various maps, so I could tweak them in Photoshop
*I just took the diffuse layer, pixelated it more or less, and used it in combination with the other maps, that were left untouched. So you see the interesting effect of combination of realistic grain and low-res planet colors.
Last edited by TimeDilation on Sun Mar 11, 2018 2:52 pm, edited 1 time in total.