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 Post subject: Deus Ex Mundo
 Post Posted: Thu Aug 28, 2014 4:51 pm 
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A glimse of the future D.E.M. I'm working on atm.


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 Post subject: Re: Deus Ex Mundo
 Post Posted: Thu Aug 28, 2014 8:12 pm 
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Nice!


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 Post subject: Re: Deus Ex Mundo
 Post Posted: Thu Aug 28, 2014 9:46 pm 
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This is only the basics of it, explosions will be much better in a near future, smokes, fire and sound! Just have to program/mod all that stuff..
here you only see some bushes fly around, at the end you will see vehicle parts and smokes and fire ;)
Lots of goodies to come

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 Post subject: Re: Deus Ex Mundo
 Post Posted: Mon Jan 05, 2015 4:57 pm 
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A call to those with graphic skills, hit me up, might have a good deal for you if we can sell the stuff

It's supposed to be a strategy game with good graphics, but mostly high level strategy game play

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 Post subject: Re: Deus Ex Mundo
 Post Posted: Tue Jan 06, 2015 9:26 pm 
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Doooz eyyxxxx!

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 Post subject: Re: Deus Ex Mundo
 Post Posted: Fri Mar 03, 2017 5:55 pm 
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A little code insight into the program, this is just for battle units to find new targets

function TWarUnit.FindTarget: TMostInterrestingTargetResult;
var
P: TPoint;
D: Double;
I: Integer;
UnitsList: TUnitsListShort;
BuildingsList: TBuildingsListShort;
MITR: TMostInterrestingTargetResult;
begin
UnitsList:= WarGrid.GiveMeUnitsListShort;
BuildingsList:= WarGrid.GiveMeBuildingsListShort;
MITR.TargetType:= ttNone;
MITR.ArrayID:= -1;
MITR.MilitaryInterrest:= -10000000;
MITR.HealthPercent:= 200;


for I:= 0 to UnitsList.Count-1 do
begin
if UnitsList.Units[i].Owner = _Owner then continue; // dont shoot friendlies
if not UnitsList.Units[i].DataValid then continue;
P:= UnitsList.Units[i].Position;
D:= TrueDist2d(_Position.X, _Position.Y, P.X, P.Y);
if D > _ViewRange then continue;

if MITR.MilitaryInterrest < UnitsList.Units[i].MilitaryInterrest then
begin
MITR.TargetType:= ttVehicle;
MITR.ArrayID:= UnitsList.Units[i].ArrayID;
MITR.Position:= P;
MITR.MilitaryInterrest:= UnitsList.Units[i].MilitaryInterrest;
MITR.HealthPercent:= UnitsList.Units[i].HealthPercent;
end;

// check for a weaker unit to finish it off
if (MITR.MilitaryInterrest = UnitsList.Units[i].MilitaryInterrest) and (MITR.HealthPercent > UnitsList.Units[i].HealthPercent) then
begin
MITR.TargetType:= ttVehicle;
MITR.ArrayID:= UnitsList.Units[i].ArrayID;
MITR.Position:= P;
MITR.MilitaryInterrest:= UnitsList.Units[i].MilitaryInterrest;
MITR.HealthPercent:= UnitsList.Units[i].HealthPercent;
end;
end;


// needs some tweaking about buiklding size
for I:= 0 to BuildingsList.Count-1 do
begin
if BuildingsList.Buildings[i].Owner = _Owner then continue; // dont shoot friendlies
if not BuildingsList.Buildings[i].DataValid then continue;
P:= BuildingsList.Buildings[i].Position;
D:= TrueDist2d(_Position.X, _Position.Y, P.X, P.Y);
if D > _ViewRange then continue;

if MITR.MilitaryInterrest < BuildingsList.Buildings[i].MilitaryInterrest then
begin
MITR.TargetType:= ttVehicle;
MITR.ArrayID:= BuildingsList.Buildings[i].ArrayID;
MITR.Position:= P;
MITR.Size:= BuildingsList.Buildings[i].Size;
MITR.MilitaryInterrest:= BuildingsList.Buildings[i].MilitaryInterrest;
MITR.HealthPercent:= BuildingsList.Buildings[i].HealthPercent;
end;

// check for a weaker unit to finish it off
if (MITR.MilitaryInterrest = BuildingsList.Buildings[i].MilitaryInterrest) and (MITR.HealthPercent > BuildingsList.Buildings[i].HealthPercent) then
begin
MITR.TargetType:= ttBuilding;
MITR.ArrayID:= BuildingsList.Buildings[i].ArrayID;
MITR.Position:= P;
MITR.Size:= BuildingsList.Buildings[i].Size;
MITR.MilitaryInterrest:= BuildingsList.Buildings[i].MilitaryInterrest;
MITR.HealthPercent:= BuildingsList.Buildings[i].HealthPercent;
end;
end;

SetLength(BuildingsList.Buildings,0);
SetLength(UnitsList.Units,0);
Result:= MITR;
end;

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 Post subject: Re: Deus Ex Mundo
 Post Posted: Fri Mar 03, 2017 8:10 pm 
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greek!


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 Post subject: Re: Deus Ex Mundo
 Post Posted: Wed Mar 08, 2017 9:44 am 
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no, Pascal ;)

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 Post subject: Re: Deus Ex Mundo
 Post Posted: Fri Mar 10, 2017 8:07 pm 
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bloody French hehehe


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 Post subject: Re: Deus Ex Mundo
 Post Posted: Sun Mar 19, 2017 3:02 pm 
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Looks to me like this sucker knows his shit...


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 Post subject: Re: Deus Ex Mundo
 Post Posted: Tue Apr 18, 2017 12:59 am 
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Battles are starting to work slowly, but they fight to the end, ugly stuff uv23 uv27 uv19 uv20

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 Post subject: Re: Deus Ex Mundo
 Post Posted: Wed Apr 19, 2017 2:07 pm 
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[GLTC]Goultek wrote:
no, Pascal ;)


Pascal is old school! I learned a little back in the late 80's... why not BASIC? uv16

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 Post subject: Re: Deus Ex Mundo
 Post Posted: Mon May 08, 2017 1:40 pm 
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[X]Dx_Phoenix[X] wrote:
[GLTC]Goultek wrote:
no, Pascal ;)


Pascal is old school! I learned a little back in the late 80's... why not BASIC? uv16

Pascal is pretty similar to C++, the language is a bit different, but more clear than C++, at least to me.. I tried to use C++ some time, I never really could wrap my mind around the declarations of variables and stuff in C++, mine is actually Turbo Pascal

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 Post subject: Re: Deus Ex Mundo
 Post Posted: Mon May 08, 2017 8:48 pm 
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what car is that?????


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 Post subject: Re: Deus Ex Mundo
 Post Posted: Tue May 09, 2017 9:50 am 
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[GLTC]sev98 wrote:
what car is that?????

lol

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