Search found 34 matches

by lorant
Sat Apr 18, 2009 11:50 am
Forum: Introversion Blog
Topic: Darwinia+ deep and dirty Part I
Replies: 13
Views: 21243

I am currently reading the book "C++ Coding Standards" by Herb Sutter and Andrei Alexandrescu, and they talk about this exact problem. Their 8th guideline is "Don’t optimize prematurely", but their 9th guideline is "Don’t pessimize prematurely"... Knuth's rule is no exc...
by lorant
Fri Oct 24, 2008 12:03 pm
Forum: General
Topic: Translation help wanted, French Italian German and Spanish
Replies: 28
Views: 11799

If you need more than one person per language, I can help with French. I'm a native speaker and have a bit of free time at the moment.
by lorant
Tue Oct 14, 2008 9:10 pm
Forum: Gameplay Discussion
Topic: Officer control
Replies: 20
Views: 7533

I think that the replies in this thread are a bit hard for felixxx999 and evotech... They have a valid point, that has been brought on this forum several times before (well, once by me): the default speed feels a bit slow for some people. Therefore many people constantly hold the shift key. There is...
by lorant
Fri Oct 03, 2008 11:50 pm
Forum: Mods and Maps
Topic: How to start Map Editor on resources MULTIWINIA?
Replies: 21
Views: 9382

This thread by The Goldfish explains a lot of things. You can also take a look at official maps.

The general idea is to create a map from scratch in Darwinia, and then convert it by hand to a Multiwinia map.
by lorant
Thu Oct 02, 2008 5:40 pm
Forum: General
Topic: Do I need unique keys for LAN Play?
Replies: 17
Views: 6780

Another related possibility would be to have limited support for multiplayer in the demo. This would ease our proselytism attempts (or is that evangelism?), and may also bring more player available for those who own the full game. Would make everyone happier... But I understand it may not be the mor...
by lorant
Thu Oct 02, 2008 4:19 pm
Forum: General
Topic: My amazing accidental experience
Replies: 3
Views: 1214

This is exactly what is described in this bug. Do you have an ATI card? And while reinstalling Multiwinia, didn't you change anyhting related to the Catalyst A.I. setting in ATI's driver?
by lorant
Tue Sep 30, 2008 2:35 pm
Forum: Mods and Maps
Topic: 4 player coop?? - Zulu's Revenge! AKA: Why coop doesn't work
Replies: 13
Views: 6996

Sorry, I totally missed the download link to your map on my first read! :( I feel really stupid now. Your experiments go much further than what I had in mind. Also, I never tried to increase the player count above 4, that's probably why I had issues with trunk ports, and size of teams (and why triff...
by lorant
Tue Sep 30, 2008 1:53 pm
Forum: Mods and Maps
Topic: 4 player coop?? - Zulu's Revenge! AKA: Why coop doesn't work
Replies: 13
Views: 6996

What I have in mind is a 2v2 map, with the evilinians thrown in the middle, controlling some key feature (e.g. spawn points, or scoring zones). The map should be designed such that 2 players is not enough to defeat the EWG, so that both team should at first cooperate to free the infested area. As yo...
by lorant
Tue Sep 30, 2008 10:36 am
Forum: Mods and Maps
Topic: 4 player coop?? - Zulu's Revenge! AKA: Why coop doesn't work
Replies: 13
Views: 6996

The Goldfish, could you describe a bit more the issues you're talking about? I'm trying to do a small "proof of concept" map for such cooperative play, mainly to see if it would be fun or not. The issues I've encountered so far are: - no support for more than 2 players team (i.e. 3v1 doesn...
by lorant
Sat Sep 27, 2008 10:40 pm
Forum: The Future
Topic: Planned Future Patches
Replies: 94
Views: 25704

I don't think we need a new game mode. We can bring more cooperative gameplay in MW just by creating a "new kind" of maps, where 4 players would fight against the AI (which could be the evilinians, as in Aegis Tyra's proposition). Almost everything is already there for this, and the few bi...
by lorant
Sat Sep 27, 2008 10:28 pm
Forum: Gameplay Discussion
Topic: Constant use of the shift key?
Replies: 18
Views: 3785

You can find detailed instructions here:

http://forums.introversion.co.uk/multiw ... php?t=1877
by lorant
Sat Sep 27, 2008 3:48 pm
Forum: Gameplay Discussion
Topic: Fiction Idea: Who are the Futurewinians?
Replies: 30
Views: 7831

I really like the idea of Aegis Tyra, that the futurewinians are some kind of "force of the good". That fit nicely with their behavior (i.e., the subversion gun). Also, with the evilinians as "force of evil", this give a nice manichaean touch to MW world. Especially since the pla...
by lorant
Sat Sep 27, 2008 3:39 pm
Forum: The Future
Topic: A new mode - Team Defence
Replies: 19
Views: 2516

Here's a screenshot of how things are coming, which SEEM to be ok so far... remember that this is still a work in progress . I see there's a TrunkPort in the evilians team... Does it work? I tried to convert an existing assault map into a "defence against evil", but the trunk ports refuse...
by lorant
Sat Sep 27, 2008 2:34 pm
Forum: The Future
Topic: A new mode - Team Defence
Replies: 19
Views: 2516

Agreed. I'd love to see more cooperative possibilities in multiwinia. Especially, maps were all players fight against evilinians would be awesome. I think almost everything is already in place for this, with a few exceptions (e.g. trunk ports, or scoring). This would also fit well into the plot line...

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