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601  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: March 16, 2015, 02:06:20 AM
Well I am back home finally, snow is evil...  anyway I am currently getting unity5 installed on my desktop, I managed to get it downloaded at McDonald's on their WiFi the other day and have been playing with it and testing out all the new features. It is very full of bugs, but they shouldn't be too much of a problem. Also since I didn't have a stable internet connection, I used the resources I had to begin designing some buildings for a new map that I started in the new version of Unity and I was quite impressed by the amount of detail in the map without me having to do much at all to it. So now for the next few days I will be moving the map from the demo into the new version of unity and adding the player from the realistic fps prefab nrigo purchased so we can have all those cool features from it included in ours(scaling walls, swimming, grabbing and throwing things, ladder climbing). I will also try to add the soldiers and aliens from that into CoC as well. Well not try, I will... lol. Once that is done all that is left is getting the network views working, we will have to use the character that I was using already from the old one, the new one doesn't have a body as far as I can tell.. I  believe it is just arms.. no big deal. I'm back and ready to get things rolling again!
602  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: March 03, 2015, 04:34:29 PM
https://www.youtube.com/watch?v=N8Ao5oyflik

YES!!! UNITY5!!!!
603  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: March 03, 2015, 04:18:05 PM
Well I'm excited, I believe Unity is backed into a corner thanks to Unreal making Unreal Engine 4 free, so they might be about to announce Unity5 Pro for Free and release it or just releasing it would be awesome.. either way they are about to make the announcement live, they have even shut their site down and replaced it with a link to the live feed. Kinda makes me mad a bit cause I was trying to look up something for the code, and thanks UdjinM6 but I might have pasted the wrong code into the post I made earlier, I was really tired when I did that, lol. Also I will be gone for a few days and not sure if I will have internet at my aunts or not, so we will see, just don't anyone get heartbroken if I don't make any updates for a few days, lol.

Code:
/**
*  Script written by OMA [FPSPrefab1.3]
**/
var isRemotePlayer = true;
var proneSpeed = 1.0;
var crouchSpeed = 2.0;
var walkSpeed = 8.0;
var runSpeed = 20.0;
var runSkillLevel : float = 0.0;
var gravitySkillLevel : float = 0.0;

var fallDamageMultiplier : int = 2;
var fallAnimGO : GameObject;
var inAirControl = 0.1;
var gravity = 20.0;
var maxVelocityChange = 10.0;
var canJump = true;
var jumpHeight = 2.0;
var fallSound : AudioClip;
var playerWeapons : GameObject;
//@HideInInspector
var grounded = false;
private var sliding : boolean = false;
private var speed = 10.0;
private var limitDiagonalSpeed = true;
private var normalHeight : float = 0.5;
private var crouchHeight : float = -0.2;
private var crouchingHeight = 0.3;
var proneHeight : float = -0.7;
private var hit : RaycastHit;
private var myTransform : Transform;
private var rayDistance : float;
private var mainCameraGO : GameObject;
private var weaponCameraGO : GameObject;
var state : int = 0;
var moveSpeed : float = 2.0;
var targetVelocity : Vector3 = Vector3.zero;
var onLadder : boolean = false;
var climbSpeed : float = 10.0;
var canClimb : boolean = false;

@script RequireComponent(Rigidbody, CapsuleCollider)

function Awake (){
    rigidbody.freezeRotation = true;
    rigidbody.useGravity = false;
myTransform = transform;
mainCameraGO = gameObject.FindWithTag("MainCamera");
weaponCameraGO = gameObject.FindWithTag("WeaponCamera");
rayDistance = collider.height * .5 + collider.radius;
playerWeapons.animation.wrapMode = WrapMode.Loop;
}

function FixedUpdate (){

if(isRemotePlayer)return;

var inputX = Input.GetAxis("Horizontal");
var inputY = Input.GetAxis("Vertical");
var inputModifyFactor = (inputX != 0.0 && inputY != 0.0 && limitDiagonalSpeed)? .7071 : 1.0;

    if (grounded){


if(state == 0){
if ( Physics.Raycast(myTransform.position, -Vector3.up, hit, rayDistance)) {
if (Vector3.Angle(hit.normal, Vector3.up) > 30){
sliding = true;
rigidbody.AddRelativeForce (-Vector3.up * 500);
}else{
sliding = false;

}
}
}

        // Calculate how fast we should be moving
        targetVelocity = new Vector3(inputX * inputModifyFactor, 0.0, inputY * inputModifyFactor);
        targetVelocity = myTransform.TransformDirection(targetVelocity);
        targetVelocity *= speed;

        // Apply a force that attempts to reach our target velocity
        var velocity = rigidbody.velocity;
        var velocityChange = (targetVelocity - velocity);
        velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
        velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0.0;
        rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
  
        
        if (canJump && Input.GetButtonDown("Jump") && state == 0){
rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
        }

if(Input.GetButton("Use") && onLadder){
canClimb = true;
rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
}

if(state == 0){
            if (grounded && Input.GetButton("Run") && Input.GetKey("w")){
speed = runSpeed + runSkillLevel;
}else{
   speed = walkSpeed;
}
}else if(state == 1){
speed = crouchSpeed;
}else if(state == 2){
speed = proneSpeed;
}

}else{

if(onLadder && canClimb){
//if(Input.GetAxis("Vertical")){
        
targetVelocity = new Vector3(0.0, Input.GetAxis("Vertical") * inputModifyFactor, 0.0 );
targetVelocity *= climbSpeed;
targetVelocity = myTransform.TransformDirection(targetVelocity);

var velChange = (targetVelocity - rigidbody.velocity);
velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange);
velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange);
velChange.z = 0.0;

rigidbody.AddForce(velChange, ForceMode.VelocityChange);
//}
/*
// Calculate how fast we should be moving
targetVelocity = new Vector3(inputX * inputModifyFactor, inputY * inputModifyFactor, 0.0);
targetVelocity = myTransform.TransformDirection(targetVelocity);
targetVelocity *= climbSpeed;

// Apply a force that attempts to reach our target velocity
var velChange = (targetVelocity - rigidbody.velocity);
velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange);
velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange);
velChange.z = 0.0;
rigidbody.AddForce(velChange, ForceMode.VelocityChange);
*/
}else{
// AirControl
targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0.0, Input.GetAxis("Vertical"));
targetVelocity = transform.TransformDirection(targetVelocity) * inAirControl;
rigidbody.AddForce(targetVelocity, ForceMode.VelocityChange);
}
}

if(onLadder == false){
canClimb = false;
}

if(canClimb == false){
// Gravity
rigidbody.AddForce(Vector3 (0, (-gravity + gravitySkillLevel) * rigidbody.mass, 0));
}

grounded = false;
onLadder = false;
}

function OnCollisionStay (col : Collision){

for(var contact : ContactPoint in col.contacts){
if(Vector3.Angle(contact.normal, Vector3.up) < 45){
grounded = true;
}      
}
}

function OnTriggerStay(other : Collider){
if (other.gameObject.tag == "Ladder") {
onLadder = true;
grounded = false;
}
}

function HitJumpPad(velocity : float) {
    rigidbody.velocity.z += velocity;
}

function OnCollisionEnter (collision : Collision){
    if(grounded == false){
fallAnimGO.animation.CrossFadeQueued("Fall", 0.3, QueueMode.PlayNow);
var currSpeed : float = collision.relativeVelocity.magnitude;

if (currSpeed > 25) {
var damage : float = currSpeed * fallDamageMultiplier;
Debug.Log ("FallDamage" + damage);
SendMessage ("PlayerDamage", damage, SendMessageOptions.DontRequireReceiver);
}
}
}

function CalculateJumpVerticalSpeed (){
    return Mathf.Sqrt(2 * jumpHeight * gravity);
}

function Update(){

if(isRemotePlayer)return;

if(grounded){
if ( rigidbody.velocity.magnitude < (walkSpeed+2) && rigidbody.velocity.magnitude > (walkSpeed-2) && !Input.GetButton("Fire2")){
playerWeapons.animation.CrossFade("Walk");

}else if (rigidbody.velocity.magnitude > (runSpeed -2)){
playerWeapons.animation.CrossFade("Run");

}else if (rigidbody.velocity.magnitude < (crouchSpeed+1) && rigidbody.velocity.magnitude > (crouchSpeed-1) && Input.GetButton("Fire2")){
playerWeapons.animation.CrossFade("CrouchAim");

}else{
playerWeapons.animation.CrossFade("IdleAnim");
}
}else{
playerWeapons.animation.CrossFade("IdleAnim");
}

if(mainCameraGO.transform.localPosition.y > normalHeight){
mainCameraGO.transform.localPosition.y = normalHeight;
} else if(mainCameraGO.transform.localPosition.y < proneHeight){
mainCameraGO.transform.localPosition.y = proneHeight;
}

weaponCameraGO.transform.localPosition.y = mainCameraGO.transform.localPosition.y;


if (Input.GetButtonDown("Crouch")) {
if(state == 0 || state == 2){
state = 1;
} else if(state == 1){
state = 0;
}
}



if(state == 0){ //Stand Position
collider.direction = 1;
collider.height = 2.0;
collider.center = Vector3 (0, 0, 0);
if(mainCameraGO.transform.localPosition.y < normalHeight){
mainCameraGO.transform.localPosition.y += Time.deltaTime * moveSpeed;
}



}else if(state == 1){ //Crouch Position
collider.direction = 1;
collider.height = 1.5;
collider.center = Vector3 (0, -0.25, 0);
if(mainCameraGO.transform.localPosition.y > crouchHeight){
if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1) < crouchHeight){
mainCameraGO.transform.localPosition.y = crouchHeight;
} else {
mainCameraGO.transform.localPosition.y -= crouchingHeight * Time.deltaTime/.1;
}
}

if(mainCameraGO.transform.localPosition.y < crouchHeight){
if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1) > crouchHeight){
mainCameraGO.transform.localPosition.y = crouchHeight;
} else {
mainCameraGO.transform.localPosition.y += crouchingHeight * Time.deltaTime/.1;
}
}

if (Input.GetButtonDown("Jump")){
state = 0;
}

} else if(state == 2){ //Prone Position
collider.direction = 2;
collider.height = 0.5;
collider.center = Vector3 (0, -0.5, 0);
if(mainCameraGO.transform.localPosition.y > proneHeight){
mainCameraGO.transform.localPosition.y += proneHeight * Time.deltaTime * (moveSpeed + rigidbody.velocity.magnitude);
}


if (Input.GetButtonDown("Jump")){
state = 1;
}
}

if (Input.GetButtonDown("GoProne")){
if(state == 0 || state == 1){
state = 2;
} else if(state == 2){
state = 0;
}
}
}

function Accelerate (accelerateY : float, accelerateZ : float){
    grounded = false;
rigidbody.AddRelativeForce (0, accelerateY, accelerateZ);
}

function OnGUI(){
if(onLadder && !canClimb)
GUI.Label(Rect(Screen.width - (Screen.width/1.7),Screen.height - (Screen.height/1.4),800,100),"Press key >>E<< to Climb");
}

This is the code I was converting, it was written in JavaScript, and I need to rewrite it in C# but either way Nrigo saved me alot of trouble with the new kit except for one thing, the player does not have an actual body.. so Dominic will have to take the current player body and arms and replace the ones in the premium kit, but the scripts for it should work still, so we should be good to go on that much. Getting it networking ready shouldn't be too big a deal either with all the new scripts we need already written in C#, makes things much easier =D. No need to continue with the old demo, but I do vote for keeping the spiders, lol.. their not in the premium FPS kit at all.. Other than keeping the spiders, the maps need imported to the new setup, not really a problem, just a few hours worth of work, and my idea Garfield is while they are killing each other once we get networking going(it really is an asshole) we can begin integrating and setting up Coin Shop, Nikhil provided a model of a Futuristic Assult Rifle he made to me earlier, and it will be one of the first items sold for actual Coin2.
604  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: March 03, 2015, 07:19:24 AM
Your prefab runs ALOT and i mean ALOT better than the C2 Demo in terms of smoothness
Thank you for your feedback. The C2 Demo is using an older prefab and it may explain the difference.

I like to play with this new prefab demo and I hope we will use it soon Smiley
Yeah updating the prefab would be a good idea!

Who wants to help me?? lol I'll update to the new prefab soon but for now im stuck on this::

Code:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class RigidController2 : MonoBehaviour {
/**
*  Script written by OMA [FPSPrefab1.3]
**/
public bool isRemotePlayer = true;
public float proneSpeed = 1.0f;
public float crouchSpeed = 2.0f;
public float walkSpeed = 8.0f;
public float runSpeed = 20.0f;
public float runSkillLevel = 0.0f;
public float gravitySkillLevel = 0.0f;

public int fallDamageMultiplier = 2;
GameObject fallAnimGO;
public float inAirControl = 0.1f;
public float gravity = 20.0f;
public float maxVelocityChange = 10.0f;
public bool canJump = true;
public float jumpHeight = 2.0f;
AudioClip fallSound;
GameObject playerWeapons;
//@HideInInspector
public bool grounded = false;
private bool  sliding = false;
private float speed = 10.0f;
private bool limitDiagonalSpeed = true;
private float normalHeight = 0.5f;
private float crouchHeight = -0.2f;
private float crouchingHeight = 0.3f;
public float proneHeight = -0.7f;
private RaycastHit hit;
private Transform myTransform;
private float rayDistance;
private GameObject mainCameraGO;
private GameObject weaponCameraGO;
int state = 0;
float moveSpeed = 2.0f;
Vector3 targetVelocity = Vector3.zero;
bool  onLadder = false;
float climbSpeed = 10.0f;
bool  canClimb = false;

//[RequireComponent(Rigidbody, CapsuleCollider)]


void  Awake (){
rigidbody.freezeRotation = true;
rigidbody.useGravity = false;
myTransform = transform;
mainCameraGO = GameObject.FindWithTag("MainCamera");
weaponCameraGO = GameObject.FindWithTag("WeaponCamera");
   rayDistance = collider.height * .5 + collider.radius;
playerWeapons.animation.wrapMode = WrapMode.Loop;
}

void  FixedUpdate (){

if(isRemotePlayer)return;

   double inputX = Input.GetAxis("Horizontal");
double inputY = Input.GetAxis("Vertical");
double inputModifyFactor = (inputX != 0.0f && inputY != 0.0f && limitDiagonalSpeed)? .7071 : 1.0f;

if (grounded){


if(state == 0)
{
if ( Physics.Raycast(myTransform.position, -Vector3.up, hit, rayDistance))
{
if (Vector3.Angle(hit.normal, Vector3.up) > 30)
{
sliding = true;
rigidbody.AddRelativeForce (-Vector3.up * 500);
}
else
{
sliding = false;

}
}
}

// Calculate how fast we should be moving
targetVelocity = new Vector3(inputX * inputModifyFactor, 0.0f, inputY * inputModifyFactor);
targetVelocity = myTransform.TransformDirection(targetVelocity);
targetVelocity *= speed;

// Apply a force that attempts to reach our target velocity
Vector3 velocity = rigidbody.velocity;
   Vector3 velocityChange = (targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0.0f;
rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);


if (canJump && Input.GetButtonDown("Jump") && state == 0){
rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
}

if(Input.GetButton("Use") && onLadder){
canClimb = true;
rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
}

if(state == 0){
if (grounded && Input.GetButton("Run") && Input.GetKey("w")){
speed = runSpeed + runSkillLevel;
}else{
speed = walkSpeed;
}
}else if(state == 1){
speed = crouchSpeed;
}else if(state == 2){
speed = proneSpeed;
}

}else{

if(onLadder && canClimb){
//if(Input.GetAxis("Vertical")){

targetVelocity = new Vector3(0.0f, Input.GetAxis("Vertical") * inputModifyFactor, 0.0f );
targetVelocity *= climbSpeed;
targetVelocity = myTransform.TransformDirection(targetVelocity);

Vector3 velChange = (targetVelocity - rigidbody.velocity);
   velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange);
   velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange);
velChange.z = 0.0f;

rigidbody.AddForce(velChange, ForceMode.VelocityChange);
//}
/*
// Calculate how fast we should be moving
targetVelocity = new Vector3(inputX * inputModifyFactor, inputY * inputModifyFactor, 0.0f);
targetVelocity = myTransform.TransformDirection(targetVelocity);
targetVelocity *= climbSpeed;

// Apply a force that attempts to reach our target velocity
FIXME_VAR_TYPE velChange= (targetVelocity - rigidbody.velocity);
velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange);
velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange);
velChange.z = 0.0f;
rigidbody.AddForce(velChange, ForceMode.VelocityChange);
*/
}else{
// AirControl
targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));
targetVelocity = transform.TransformDirection(targetVelocity) * inAirControl;
rigidbody.AddForce(targetVelocity, ForceMode.VelocityChange);
}
}

if(onLadder == false){
canClimb = false;
}

if(canClimb == false){
// Gravity
rigidbody.AddForce(Vector3 (0, (-gravity + gravitySkillLevel) * rigidbody.mass, 0));
}

grounded = false;
onLadder = false;
}

void  OnCollisionStay ( Collision col  ){

foreach(ContactPoint contact in col.contacts){
if(Vector3.Angle(contact.normal, Vector3.up) < 45){
grounded = true;
}      
}
}

void  OnTriggerStay ( Collider other  ){
if (other.gameObject.tag == "Ladder") {
onLadder = true;
grounded = false;
}
}

void  HitJumpPad ( float velocity  ){
rigidbody.velocity.z += velocity;
}

void  OnCollisionEnter ( Collision collision  ){
if(grounded == false){
fallAnimGO.animation.CrossFadeQueued("Fall", 0.3f, QueueMode.PlayNow);
float currSpeed = collision.relativeVelocity.magnitude;

if (currSpeed > 25) {
float damage = currSpeed * fallDamageMultiplier;
Debug.Log ("FallDamage" + damage);
SendMessage ("PlayerDamage", damage, SendMessageOptions.DontRequireReceiver);
}
}
}

void  CalculateJumpVerticalSpeed (){
return Mathf.Sqrt(2 * jumpHeight * gravity);
}

void  Update (){

if(isRemotePlayer)return;

if(grounded){
if ( rigidbody.velocity.magnitude < (walkSpeed+2) && rigidbody.velocity.magnitude > (walkSpeed-2) && !Input.GetButton("Fire2")){
playerWeapons.animation.CrossFade("Walk");

}else if (rigidbody.velocity.magnitude > (runSpeed -2)){
playerWeapons.animation.CrossFade("Run");

}else if (rigidbody.velocity.magnitude < (crouchSpeed+1) && rigidbody.velocity.magnitude > (crouchSpeed-1) && Input.GetButton("Fire2")){
playerWeapons.animation.CrossFade("CrouchAim");

}else{
playerWeapons.animation.CrossFade("IdleAnim");
}
}else{
playerWeapons.animation.CrossFade("IdleAnim");
}

if(mainCameraGO.transform.localPosition.y > normalHeight){
mainCameraGO.transform.localPosition.y = normalHeight;
} else if(mainCameraGO.transform.localPosition.y < proneHeight){
mainCameraGO.transform.localPosition.y = proneHeight;
}

weaponCameraGO.transform.localPosition.y = mainCameraGO.transform.localPosition.y;


if (Input.GetButtonDown("Crouch")) {
if(state == 0 || state == 2){
state = 1;
} else if(state == 1){
state = 0;
}
}



if(state == 0){ //Stand Position
collider.direction = 1;
collider.height = 2.0f;
collider.center = Vector3 (0, 0, 0);
if(mainCameraGO.transform.localPosition.y < normalHeight){
mainCameraGO.transform.localPosition.y += Time.deltaTime * moveSpeed;
}



}else if(state == 1){ //Crouch Position
collider.direction = 1;
collider.height = 1.5f;
collider.center = Vector3 (0, -0.25f, 0);
if(mainCameraGO.transform.localPosition.y > crouchHeight){
if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1) < crouchHeight){
mainCameraGO.transform.localPosition.y = crouchHeight;
} else {
mainCameraGO.transform.localPosition.y -= crouchingHeight * Time.deltaTime/.1;
}
}

if(mainCameraGO.transform.localPosition.y < crouchHeight)
  {
if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1) > crouchHeight)
{
mainCameraGO.transform.localPosition.y = crouchHeight;
}
else
{
mainCameraGO.transform.localPosition.y += crouchingHeight * Time.deltaTime/.1;
}
}

if (Input.GetButtonDown("Jump")){
state = 0;
}

} else if(state == 2){ //Prone Position
collider.direction = 2;
collider.height = 0.5f;
collider.center = Vector3 (0, -0.5f, 0);
if(mainCameraGO.transform.localPosition.y > proneHeight){
mainCameraGO.transform.localPosition.y += proneHeight * Time.deltaTime * (moveSpeed + rigidbody.velocity.magnitude);
}


if (Input.GetButtonDown("Jump")){
state = 1;
}
}

if (Input.GetButtonDown("GoProne")){
if(state == 0 || state == 1){
state = 2;
} else if(state == 2){
state = 0;
}
}
}

void  Accelerate ( float accelerateY ,   float accelerateZ  ){
grounded = false;
rigidbody.AddRelativeForce (0, accelerateY, accelerateZ);
}

void  OnGUI (){
if(onLadder && !canClimb)
GUI.Label( new Rect(Screen.width - (Screen.width/1.7f),Screen.height - (Screen.height/1.4f),800,100),"Press key >>E<< to Climb");
}
}

Converting it to C# to use it with the new network stuff.. its the last piece of the puzzle lol
605  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: March 02, 2015, 12:02:32 AM
idk their about to get big it seems and ive got their admins interested in us, just need community support there now, ive made almost 17k sats from the tipbots so far tonight, its pretty awesome... but their worried about that old 97% premine deal that was distributed to pretty much everyone that posted an address back in the day.. need your guys support to show them where it went


One of their admins thinks the board holds 100% of the coins when together we hold maybe .5% lol so funny...

I agree. Appreciate that it is a new exchange and is trying to build up it's user base and reputation, however there is much about it that I like and whether c2 joined it or not I had planned to integrate it into the wallet as it makes inter coin trading so much easier. My question in the past simply was one of timing. Ideally we wanted to be on the exchange when the game is released but not months before with the problem of trying to maintain volume on three or four exchanges. With the game so close to release, I think that now is probably a good time to start working towards getting listed.

I think that would be cool to do man, and maybe offer something similar to their exchange shares so people would be more interested in using your platform.
606  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: March 01, 2015, 07:28:25 AM
idk their about to get big it seems and ive got their admins interested in us, just need community support there now, ive made almost 17k sats from the tipbots so far tonight, its pretty awesome... but their worried about that old 97% premine deal that was distributed to pretty much everyone that posted an address back in the day.. need your guys support to show them where it went


One of their admins thinks the board holds 100% of the coins when together we hold maybe .5% lol so funny...
607  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: March 01, 2015, 06:14:50 AM
Well I thought I was gonna have something other to report now than I fixed the error being caused when you play and it would magically make everything work, but the remote player(the guy shooting at you) still isnt showing when you play.. at least i dont think it is.. none of the other guys are on to test with atm, so i had to play the editor against the web browser file.. it could be working idk, i dont have a way to test this by myself atm.. lol
608  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: March 01, 2015, 04:35:13 AM
rainbot is hot atm..don`t miss it guys..a lot of coins giveaway!

you are borring sir with bluetrade, please leave

Pagona this is sorta of shocking me that me of all people is saying this, considering the
way I used to handle things and be unproffesional, but please be respectful, this dude is
on to something and im supporting the idea we get on there now.

Coin2 needs to be there..

Lets rally support for our coin to be added.

Benefits: 2 tipbots running in the chat meaning you will be tipped heavily in many types of coins just for chatting.
             They offer "Bleutrade Shares" which means if you own them, you take a percentage of all trades made.
             They have a large userbase which increases our exposure.



Updates on the multiplayer progress, I spent 12 hours today on the code and got us narrowed down to a warning that causes an error when the game is running. It narrows back to "Listener listen = new Listener();" which is whats causing the warning. The Error goes to Line 1 of Listener.cs which is completely confusing to me since I haven't actually written any code in 8 years.. but Dom said he will deal with it tomorrow after he gets home from his real job. I'm excited and frustrated over this at the same time, lol, 1 warning, 1 error, were close. Were also not using the same cloud server setup that kalisto had, it was very limited on the max amount of users that could be playing at 1 time, it was only 20... the new one is able to sustain 300 at once.. big difference.
609  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: February 26, 2015, 10:58:14 PM
The fun part is now that we have some sort of actual networking where we can actually see each other in game, is going back and fixing the landscape for the map we currently have. Unity doesn't like to export and import very well sometimes but no big deal, I'm down to just fixing back a few models in the village and then dom has to begin working on getting the character model back in. He has to get his animations network compatable, then do the same with the monsters, fun stuff.. lol
610  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: February 26, 2015, 01:50:14 AM
Ok just a update, we have our team repository set up so the 2 programmers, an me can stay in sync with each other.
611  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: February 24, 2015, 08:55:37 PM
why dont you run your miners while it is cold, they are producing heat and cold air is good for cooling

In my garage and its quite frosty.  Is it safe to run a pc in frost conditions

Well personal experience, from when I lived on my own a few years back, my entertainment room was my basement. It was also where I passed out from being drunk most nights, but it was half above ground, and it got pretty damn cold down there because there was no heat
at all. I ran my pc down there, but it was an old pentium 2, lol.. It seemed to run just fine in the winter along with most of my other electronic stuff, ps2, tv, stereo, dvd player..  Anyways personal experience aside. I found you something to read:

http://www.tomshardware.com/forum/30141-63-cold-cold-computer-gargae-canada

Thanks and good read.  So I will just pump that sucker 24/7 and should be good.  Thanks.

No problem man
612  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: February 24, 2015, 08:18:39 PM
why dont you run your miners while it is cold, they are producing heat and cold air is good for cooling

In my garage and its quite frosty.  Is it safe to run a pc in frost conditions

Well personal experience, from when I lived on my own a few years back, my entertainment room was my basement. It was also where I passed out from being drunk most nights, but it was half above ground, and it got pretty damn cold down there because there was no heat
at all. I ran my pc down there, but it was an old pentium 2, lol.. It seemed to run just fine in the winter along with most of my other electronic stuff, ps2, tv, stereo, dvd player..  Anyways personal experience aside. I found you something to read:

http://www.tomshardware.com/forum/30141-63-cold-cold-computer-gargae-canada


it cant be to cold, thats for sure, but cold air in basement or garage is wet, i have also very wet garage and i have seen rust on some MB parts

Tell me about it, I rented my basement to a couple of my cousins friends that needed a place to live and they unplugged the damn dehumidifier and the sump pump, then the freakin basement flooded and had almost a foot of water in the floor.. I was so pissed that I kicked them out immediately.. they ruined my couch and dvd player.. all because they couldnt handle the noise from the pump and dehumidifier
613  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: February 24, 2015, 08:07:03 PM
why dont you run your miners while it is cold, they are producing heat and cold air is good for cooling

In my garage and its quite frosty.  Is it safe to run a pc in frost conditions

Well personal experience, from when I lived on my own a few years back, my entertainment room was my basement. It was also where I passed out from being drunk most nights, but it was half above ground, and it got pretty damn cold down there because there was no heat
at all. I ran my pc down there, but it was an old pentium 2, lol.. It seemed to run just fine in the winter along with most of my other electronic stuff, ps2, tv, stereo, dvd player..  Anyways personal experience aside. I found you something to read:

http://www.tomshardware.com/forum/30141-63-cold-cold-computer-gargae-canada
614  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: February 24, 2015, 07:41:27 AM
Forgot that Coin2's Birthday was yesterday and I had stuff planned for it... dammit man... HAPPY 1 YEAR EVERYONE!!!! Sucks I forgot, I was so caught up creating a model for the mountain stage that it just slipped my mind completely.. and no one reminded me.. wow  Cry
615  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: February 24, 2015, 05:11:07 AM
Ok, i got a reply from bleutrade.. seemed automated... "Thanks for your suggestion!!"

....

lol anyways i have Nikhil and Roslin working for us again, had to bring Nikhil in to lighten my load on the modeling, plus he is much better than I am anyway.. kinda screwed the gas gun up, so he is attempting to fix it... lol my bad.. Roslin will start working on levels next week or the week after next, so things are moving forward. If anyone is good with blender let me know, if you want to learn and help out with the game let me know that as well. I can point you to some very good tutorials that I read/watched myself to get started learning. Gonna need more modelers than just myself and nikhil or things will take forever. Even though we could just add the models in as we go in future update.. Anyway let me know if your interested in helping. Note: Models can also be used as levels.

Quick question, if someone has a game they built and are hosting it on a cloud server can we integrate c2 into it.  Or does it have to be held on ine of our own servers?

Great question, but no we dont have to host it, all they have to do is use garfields API
616  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: February 24, 2015, 01:48:40 AM
Ok, i got a reply from bleutrade.. seemed automated... "Thanks for your suggestion!!"

....

lol anyways i have Nikhil and Roslin working for us again, had to bring Nikhil in to lighten my load on the modeling, plus he is much better than I am anyway.. kinda screwed the gas gun up, so he is attempting to fix it... lol my bad.. Roslin will start working on levels next week or the week after next, so things are moving forward. If anyone is good with blender let me know, if you want to learn and help out with the game let me know that as well. I can point you to some very good tutorials that I read/watched myself to get started learning. Gonna need more modelers than just myself and nikhil or things will take forever. Even though we could just add the models in as we go in future update.. Anyway let me know if your interested in helping. Note: Models can also be used as levels.
617  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: February 22, 2015, 03:26:42 AM
lol i had woke up and started doing that, lmao
618  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: February 21, 2015, 09:30:14 PM
ok, so bter is up, still no coin2 balances, they are open for btc, usd and cny withdrawals, i hope soon for rest of alts

Thats good news at least, i been doing something dumb for the last 3 hours.. refreshing page 44 looking for new messages and I didnt realize there was a page 45 already, lmao..
619  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: February 21, 2015, 06:48:33 AM
Well some things that were accomplished today, nrigo wanting to help purchased a map for use in the game, roslin is level designing for us again, i created a team project repository for the CoC team to work together and stay in sync with each other(theres 4 of us, me, dominic, jessica, and roslin), and bittzy has me working on a gun for the game and i just now finished the barrel. Today has been long and my computer hasn't been much use other than modeling because of the file uploads to the repository. For some strange reason he wants a gun that shoots toxic gas and wants to call it the "Ass Gas Gun" lol.. basically it will be a gun with an Ass at the end of the barrel that fires deadly gas..  I haven't actually made the ass part yet or anything but the barrel of it.. its highly detailed..


Lol its fun idea.. but lets be honoust, dont make this a 'funny' shooter Cheesy Just hardcore weapons, and tacticalstuff will do. We want others to take us serious Cheesy

And is it possible to create a Map-Maker for 'newbs' so the community can help design cool maps? I like the barrel in your picture, but dont put an ass on it!

Actually hadn't really planned on it, was just something fun me and bittzy been talking about, it really will be a gas gun though. It will have refill canisters.
620  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [ANN][C2] Coin2 | Chain of Conflict FPS | POS | Official Thread on: February 21, 2015, 02:52:37 AM
Well some things that were accomplished today, nrigo wanting to help purchased a map for use in the game, roslin is level designing for us again, i created a team project repository for the CoC team to work together and stay in sync with each other(theres 4 of us, me, dominic, jessica, and roslin), and bittzy has me working on a gun for the game and i just now finished the barrel. Today has been long and my computer hasn't been much use other than modeling because of the file uploads to the repository. For some strange reason he wants a gun that shoots toxic gas and wants to call it the "Ass Gas Gun" lol.. basically it will be a gun with an Ass at the end of the barrel that fires deadly gas..  I haven't actually made the ass part yet or anything but the barrel of it.. its highly detailed..

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