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I've been a modder for a long time. I'm currently working on a game with its own engine to make the game I've always envisioned. I'm a scientist during the day, but I like modding/developing as a hobby. Infectious diseases, game engines, I say bring it on.

Comment History  (0 - 30 of 67)
TheMadChemist
TheMadChemist - - 67 comments @ Experimental Game Concept

I agree with your point. By no means do I advocate reducing the quality of output or thought put into a game; at the same time, user feedback is an important tool to indie developers.
Ideas are cheap and pre-made assets let some feign good execution for a time. In the end, those with the technical skill, passion and good organization will provide gamers with a substantial product. At the same time, I thinks it may be important to try to swim above the waves of garbage.

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TheMadChemist
TheMadChemist - - 67 comments @ Emerge

Thanks for the info, I took a look at that one. I'd say I probably want to go a little less hardcore with the procedural generation that he did. At the moment, all my buildings do have procedural interiors that are randomized off of templates. The structures are mostly made up from my snap-build system but are pre-baked into an optimized mesh. In theory, I'll eventually get it to the point where all of the structures are close to 100% destructible.
As for the city layout, I'm considering making it a static terrain and default city layout. This way, there is symmetry between players game worlds allowing me to add drop-in/drop-out style multiplayer.

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TheMadChemist
TheMadChemist - - 67 comments @ Hold The Line Alpha 0.15

Yes, I have scanned it with McAfee and it was produced on a computer with AV protection. The installer generator is the same one used by some malicious programs in the past so some AV software will mark it (Avast and a few others). As I'm a small developer, I have not sought to have my exe's white-listed by any AV providers.

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TheMadChemist
TheMadChemist - - 67 comments @ Hold The Line

Thanks guys! If you've tried it out let me know if there is anything you'd like to see added in the future!

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TheMadChemist
TheMadChemist - - 67 comments @ A Very Different Kind of Battlefield

Thanks! For the first release, I'll focus on infantry and land vehicles. I have ships and aircraft programmed in but I haven't the artwork and they will need tweaking. I'll take it as far as there is interest.
As for the development. The underlying systems were written for my old engine but I recently ported all that from C++ to C#. I got that into unity and removed and ignored alot of their high-level, stock junk. I wasn't keen on their engine, but I can get performance out of it these days

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TheMadChemist
TheMadChemist - - 67 comments @ Dyvox Pytheas

Thanks for the feedback, I see we have similar taste in games! Spread the word; if the kickstarter succeeds, it will be much easier to get the game going!

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TheMadChemist
TheMadChemist - - 67 comments @ Dyvox Pytheas

Hey! Thanks for supporting the game! I know what you mean, in time we will hopefully have a big enough community for large battles. The player count is actually not limited, those are just some default values. You can put any number you want in there; the performance will depend on the game host. My basic dummy client stress test indicated 24 players should be very possible on medium CPU speed server. The bandwidth budget even looked ok up to 90. However, I suspect real-world ping times will increase the bandwidth requirements due to reliable packet checks and re-sends.

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TheMadChemist
TheMadChemist - - 67 comments @ Multiplayer Alpha Demonstration Released!

Fixed, Thanks for pointing that out! I had to convert everything back and forth for different news feeds and some extra code got left in.

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TheMadChemist
TheMadChemist - - 67 comments @ The Basics of Construction

If the initial launch meets enough support, future Mac compatibility is planned. All the chosen libraries are cross-platform compatible for Windows, Linux and Mac. I just need to go through and create the supporting OS code and change some of the filesystem usage per platform.

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TheMadChemist
TheMadChemist - - 67 comments @ Dyvox Pytheas

It looks like it was unable to create the shader cache. Run the program as administrator to ensure it has the proper permissions. This issue has been corrected for the next update. Sorry for the inconvenience!

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TheMadChemist
TheMadChemist - - 67 comments @ Pytheas Alpha v1.0

First, if you have not already tried to run it as administrator, do so. This is a manifest issue which has been addressed in newer, unreleased versions. There is also a newer version available at www.dyvoxstudios.com..

There are some compatibility issues with certain graphics cards (especially intel chips) as well as some windows 8 problems that are hopefully resolved in future releases. If bugs persist, I may be able to track it by posting the log file in the forum bug section.

I apologize for any compatibility problems, I am a one man team but I am working to resolve these types of issues.

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TheMadChemist
TheMadChemist - - 67 comments @ DyVox Studios Presents - The DyVox Sandbox

Oh yeah, the new content manager allows me to add tons of content easily. For a test, I modeled and skinned a new part, programmed it, and got it in game in under 1 hour. I'm also working on a much more in-depth crafting system ;)

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TheMadChemist
TheMadChemist - - 67 comments @ Dyvox Pytheas

Thanks! I am happy to report I have added much more graphics scaling into the new engine. You will be able to reduced draw distances and the LOD system should lighten the load. I also have created an option to deactivate the advanced shaders, grass, ect.

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TheMadChemist
TheMadChemist - - 67 comments @ DyVox Studios Presents - The DyVox Sandbox

Thanks! I needed an engine that was capable of switching between scripted levels and randomly generated content. I also wanted the gameplay flexibility of games like Half-Life and Crysis. It's pretty much a different game when you switch the components around so I left it open for modding. This way I can also pack some bonus mini-games as well!

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TheMadChemist
TheMadChemist - - 67 comments @ DyVox Studios Presents - The DyVox Sandbox

Haha, not quite. That was part of Trikovski's 1812 overture. He used that iconic part of "La Marseillaise" to conjure images of armies.
I hope you will enjoy the new version when it's out!

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TheMadChemist
TheMadChemist - - 67 comments @ Dyvox Pytheas

The new version is getting close to completion. I've completely rewritten the game and improved the overall gameplay. I will get some news material together very soon. It's certainly not closed, it has evolved to make it different and unique.

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TheMadChemist
TheMadChemist - - 67 comments @ Dyvox Pytheas

Sorry about that, OpenGL is currently not supported on the prototype engine, the next release will (already tested). What is the name of the zip it mentions? I don't think I've heard of the issue yet. I guess that post on the forums is from you? Post the info and I'll look into it.

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TheMadChemist
TheMadChemist - - 67 comments @ Dyvox Pytheas

The mining rocket issue has been fixed for the next release. I am ls making sure to add more tutorials and expand the key map. I see you're also making a space game with a similar space-exploration idea. Good luck to you man!

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TheMadChemist
TheMadChemist - - 67 comments @ Dyvox Pytheas

Hey, I personally would strongly recommend OGRE. It is a very well put together system with a staff that is very professional. OGRE allows a great degree of freedom while simultaneously offering out-of-the-box support for many features game rendering systems are expected to have. You will also find a very large and supportive community that is generally eager to share their knowledge for the good of all OGRE developers. I would suggest setting up some basic functions and managers in a test environment to experiment with how you want to apply it for your games. I can guarantee you will learn a lot and benefit from OGRE.

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TheMadChemist
TheMadChemist - - 67 comments @ Dyvox Pytheas

Thanks! I'm currently working on the engine to make it even better. It will take me a while to get the next release out but I can promise it will be worth it.

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TheMadChemist
TheMadChemist - - 67 comments @ Dyvox Pytheas

Thanks for helping him Insolent, hold ctr for y axis, shift for z axis and shift+ctrl for x axis. I am currently reworking the build tool to make it easier to use in the future!

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TheMadChemist
TheMadChemist - - 67 comments @ Pytheas Alpha v1.0

This is a known issue with some languages' operating systems. I have made some changes that will add a conversion check to ensure keys are encoded properly in the next version.

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TheMadChemist
TheMadChemist - - 67 comments @ Pytheas Alpha v1.0

Did the oalinst.exe give you any error messages when you ran it? It sounds like your windows registry location may be incorrect or may require a reboot to work. I'm not sure why the installer would fail to set this up properly. You may be able to place the openAL32.dll directly in the Pytheas directory as long as wrap_oal.dll isn't causing the problem.

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TheMadChemist
TheMadChemist - - 67 comments @ Pytheas Alpha v1.0 Release

I just noticed the front page banner! Thanks guys!

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TheMadChemist
TheMadChemist - - 67 comments @ Dyvox Pytheas

Thanks! I'm working on getting a list together of all the features the full release will include. Once I have that, I'll be able to give a rough estimate. I have a habit of over-loading on features.

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TheMadChemist
TheMadChemist - - 67 comments @ Dyvox Pytheas

Ah ok, you need directX as well. Get it here: Microsoft.com
If that doesn't work it could be your d3d registry is not correct. Run the installer again and select "Repair".

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TheMadChemist
TheMadChemist - - 67 comments @ Dyvox Pytheas

OK, now you'll need the OpenAL libraries, here is the link for those: Connect.creativelabs.com

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TheMadChemist
TheMadChemist - - 67 comments @ Dyvox Pytheas

Sounds like you need the MSVC++ runtime libraries. You can download them here: Microsoft.com

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TheMadChemist
TheMadChemist - - 67 comments @ Pytheas Alpha v1.0

If you have downward pointing thrusters, your ship will work more like a VTOL. The VTOL physics aren't complete but it will keep you safe from gravity with enough thrusters.

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TheMadChemist
TheMadChemist - - 67 comments @ Pytheas Alpha v1.0

I have plenty more on the way. The next build will focus on the most unique portions of the game!

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