...... what do I use to do coding for Armada 2?
Talk about anything related to old versions of Armada.
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posted on January 19th, 2010, 3:27 pm
Okay, I have been thinking....... what program should I use to help turn one of my Armada 2 mods into an Armada 3 standard? Of course I would avoid using your path. I'm just curious what to use.
Because I was thinking about recoding Armada 2 just for the sake of seeing what I can do to improve it.
Some Examples:
- Cloak and Cloak Detection level system
- An increased amount of upgrades per race per system (say... 4 per system) that are all actively effective.
- Redo on the Wormhole system by adding two new wormhole types where their function varies from the standard 2 sided one.
- Nebula coding redo, allowing the ability to have whole new effects on vessels.
- Construction redo, allowing you to rotate how you want your station built in 90 degree intervals (beaning you can change the direction a station faces).
- Making research permanent reguardless if the pods are destroyed or not.
- Giving new cloaking effects, where differing cloaking types have different effects.
- Introducing 2 new weapon types with unique physics of their own ("missle" and "spacefold")
- rename certain codes to more proper and easier to understand titles
- remove all cheats
- Allow the ability for dfferent races to have differing transporter ranges, crew rates, sounds, and intervals.
- Have geometric blocking instead of "prism" blocking (meaning that small ships can fly through empty shipyards that are not building).
- And finally, a whole redo on the menu construction.
All of these and maybe more. But that is, if I can get the right coder.

Some Examples:
- Cloak and Cloak Detection level system
- An increased amount of upgrades per race per system (say... 4 per system) that are all actively effective.
- Redo on the Wormhole system by adding two new wormhole types where their function varies from the standard 2 sided one.
- Nebula coding redo, allowing the ability to have whole new effects on vessels.
- Construction redo, allowing you to rotate how you want your station built in 90 degree intervals (beaning you can change the direction a station faces).
- Making research permanent reguardless if the pods are destroyed or not.
- Giving new cloaking effects, where differing cloaking types have different effects.
- Introducing 2 new weapon types with unique physics of their own ("missle" and "spacefold")
- rename certain codes to more proper and easier to understand titles
- remove all cheats
- Allow the ability for dfferent races to have differing transporter ranges, crew rates, sounds, and intervals.
- Have geometric blocking instead of "prism" blocking (meaning that small ships can fly through empty shipyards that are not building).
- And finally, a whole redo on the menu construction.
All of these and maybe more. But that is, if I can get the right coder.
posted on January 19th, 2010, 3:58 pm
Last edited by tom on January 19th, 2010, 4:01 pm, edited 1 time in total.
1337_64M3R wrote:Okay, I have been thinking.......
good
1337_64M3R wrote:what program should I use to help turn one of my Armada 2 mods into an Armada 3 standard? Of course I would avoid using your path.
of course, why to repeat such an epic fail FO is

1337_64M3R wrote:I'm just curious what to use.Because I was thinking about recoding Armada 2 just for the sake of seeing what I can do to improve it.
i'm not sure here but from what i remember A2 is coded in c++ while FO is coded in Delphi
1337_64M3R wrote:Some Examples:
- Cloak and Cloak Detection level system
- An increased amount of upgrades per race per system (say... 4 per system) that are all actively effective.
- Redo on the Wormhole system by adding two new wormhole types where their function varies from the standard 2 sided one.
- Nebula coding redo, allowing the ability to have whole new effects on vessels.
- Construction redo, allowing you to rotate how you want your station built in 90 degree intervals (beaning you can change the direction a station faces).
- Making research permanent reguardless if the pods are destroyed or not.
- Giving new cloaking effects, where differing cloaking types have different effects.
- Introducing 2 new weapon types with unique physics of their own ("missle" and "spacefold")
- rename certain codes to more proper and easier to understand titles
- remove all cheats
- Allow the ability for dfferent races to have differing transporter ranges, crew rates, sounds, and intervals.
- Have geometric blocking instead of "prism" blocking (meaning that small ships can fly through empty shipyards that are not building).
- And finally, a whole redo on the menu construction.
All of these and maybe more. But that is, if I can get the right coder.
sure thing, why limit yourself. good luck.
*being serious now*
thats pretty ambitious. if u want to start developing games here r some links:
programming language: The Python Tutorial — Python v2.6.4 documentation <- i like it
game engine: Panda3D - Free 3D Game Engine -< good stuff
ide: Pydev
modeling: blender.org - Home
*seriousness off*
when can we expect to see first screenshots?
posted on January 19th, 2010, 4:21 pm
To be honest, i would recommend working on games you get the source code for modding (like Half-Life) or writing your own from sketch, which is quite something to do.
If you have no real clue on writing programs and no experience with it, i would try writing some simple stuff, like trying to do Tetris in XNA or a simple Jump-Run, R-Type style game or similar stuff in a "higher" language. Don't start with C++ .. simply.. dont..
As noted above Fleet Operations is developed in Delphy, but you could do the same in C++, and probably in other languages too.
If you have no real clue on writing programs and no experience with it, i would try writing some simple stuff, like trying to do Tetris in XNA or a simple Jump-Run, R-Type style game or similar stuff in a "higher" language. Don't start with C++ .. simply.. dont..
As noted above Fleet Operations is developed in Delphy, but you could do the same in C++, and probably in other languages too.
posted on January 19th, 2010, 4:34 pm
Optec wrote:As noted above Fleet Operations is developed in Delphy, but you could do the same in C++, and probably in other languages too.
Is it possible to construct a language?
tom wrote:when can we expect to see first screenshots?
Depends... it could be months to even years depending on how effectively I learn the code. Though I really could use a C++ editor that properly edits the Armada Code. And I would need an installer builder making it able to use the disk. Both FO and FW use this feature. But for now All I really need to do is get the tools to get started.
posted on January 19th, 2010, 4:45 pm
you are aware of that you dont have the C++ code of ArmadaII, arent you?
posted on January 19th, 2010, 4:48 pm
Optec wrote:To be honest, i would recommend working on games you get the source code for modding (like Half-Life) or writing your own from sketch, which is quite something to do.
If you have no real clue on writing programs and no experience with it, i would try writing some simple stuff, like trying to do Tetris in XNA or a simple Jump-Run, R-Type style game or similar stuff in a "higher" language. Don't start with C++ .. simply.. dont..
As noted above Fleet Operations is developed in Delphy, but you could do the same in C++, and probably in other languages too.
FO is written in Delphi?
Woo, my endless "Informatik" lessons pay off^^
posted on January 19th, 2010, 4:50 pm
yep, the tooling is done in VB.net, at least for the balancing part as well as MaxScript for the modeling part 

posted on January 19th, 2010, 4:52 pm
1337_64M3R wrote:Is it possible to construct a language?
I really wished I wouldn't think that the creators of C++ and Delphi actually did just that...
posted on January 19th, 2010, 5:16 pm
Optec wrote:you are aware of that you dont have the C++ code of ArmadaII, arent you?
Hmmm..... maybe I could try to follow through (stepping carefully). Though, yes I do not really have it. Though who knows, I might happen to come across it accidentally for all I know. Anyway, however things go. I'll try my best with what I got.
posted on January 19th, 2010, 5:22 pm
Last edited by tom on January 19th, 2010, 5:24 pm, edited 1 time in total.
1337_64M3R wrote:Is it possible to construct a language?
1337_64M3R wrote:Depends... it could be months to even years depending on how effectively I learn the code. Though I really could use a C++ editor that properly edits the Armada Code. And I would need an installer builder making it able to use the disk. Both FO and FW use this feature. But for now All I really need to do is get the tools to get started.
gamer u r my all time facepalm leader as of now, counting this one:

Optec has spoken, and his words r wise. go pick open source game/game-engine, get free tools, and try learning it top-down method -> from using a game/game-engine to designing one yourself. do yourself a favor and drop c++, i know many games r coded in it and its v cool and 1337 but as optec said (he has probably tons of experience more then i do) just dont

EDIT: ninjad
posted on January 19th, 2010, 5:27 pm

I thought of doing something similar, but I thought it's too nasty...
posted on January 19th, 2010, 5:28 pm
1337_64M3R wrote:Is it possible to construct a language?
Sure providing you have advanced knowledge of computers and coding. But really why construct one when there is already a lot of very good programming languages with lots of objects that you could easily use.
1337_64M3R wrote:Depends... it could be months to even years depending on how effectively I learn the code.
I would be amazed if you could learn it in months. The college i am attending doesnt teach c++ but there are 4 different visual basic classes that i have to take. It is generally expected that it will take 10 years to become an expert in c++
1337_64M3R wrote:Though I really could use a C++ editor that properly edits the Armada Code. And I would need an installer builder making it able to use the disk. Both FO and FW use this feature. But for now All I really need to do is get the tools to get started.
Here you are showing that you dont understand coding. You cant edit the armada code without a hex editor. That means you will have thousands of lines of 1s and 0s and it will mean nothing to you. Not to mention that you wont be able to release it because its illegal to do so. However if you want coding tools to create your own program i would recommend using visual studio I dont what the best language to code it in would be. I guess it would depend on what platform you wanted to release it on. Anyway post on here over the next few years and let us know how it turns out.
posted on January 19th, 2010, 5:42 pm
RedEyedRaven wrote:
I thought of doing something similar, but I thought it's too nasty...
im a mean person, love me for what i am


posted on January 19th, 2010, 5:47 pm
tom wrote: im a mean person, love me for what i am(though most ppl dont
)
Don't worry. We share the same fate (and the nasty blood):D
For the idea itself you could also be my hero, but I don't need a hero since my goal is to become one myself

posted on February 8th, 2010, 6:18 pm
I saw a C++ manual once. It was about 3 inches thick.
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