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sylverone Static Enemy
Joined: 24 Jan 2007 Posts: 28
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Posted: Thu Mar 29, 2007 5:12 pm Post subject: Progress on NERO 2.0? |
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Lol. I know that posting in the forums is a futile effort, but I just want to ask about the progress on NREO 2. The monthly report was only updated in December (which I understand; who's gonna bother to give updates in an empty forum). I'm just curious. Us players out here are cut off from the developement side of things, and with no forum there's no way to get an idea of any timeframe. Will it come out soon? two, three months? half a year?
Also, I read about possible plans to use a different game engine so NERO could be made available for user coding and such. Is that still going to happen, or has it already? Sorry for the prying questions. _________________ Digg NERO!
NEROvid: Community Trailer Project! Please pitch in! |
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ikarpov Normal Turret

Joined: 18 Dec 2005 Posts: 70 Location: Austin, TX
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Posted: Fri Mar 30, 2007 10:27 pm Post subject: |
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We are working on it. At this point we are just updating help and tutorial and testing and debugging. It will be released soon. _________________ Igor Karpov
NERO AI Lead |
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jbsheblak Site Admin

Joined: 20 May 2005 Posts: 52 Location: Austin, TX
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Posted: Wed Apr 11, 2007 12:58 pm Post subject: |
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In reference to your second topic, Igor and I are currently in the deep of working on an open source version of nero. While we are for sure going to release the code, we have yet to make a decision of how we are going to let the community contribute to the project. I personally would be all for it, but we'll have to see how things shake out.
I'll be making a much more substantial post about the details of the open source project in a few weeks, but for now i'll just leak a few of the design decisions we have made for it. First of all, the different gameplay modes are going to be user created. We'll supply the three modes that are currently in the development version of Nero2.0 , but we'll also make it easy for any user to script up his own mod. The second point is that we want the AI to be plugin based. Currently, the AI is rtNEAT. We would like to abstract the 'AI' into a system that can run any plugin. This means you could use any sort of learning policy to control your units.
More to come later... _________________ John Sheblak
NERO Lead Programmer |
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sylverone Static Enemy
Joined: 24 Jan 2007 Posts: 28
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Posted: Sun Apr 22, 2007 12:47 am Post subject: |
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Thanks for the info! All sounds well. Using plugins would be very good, as it would allow you to test whick AI learning systems produce the best soldiers, and whick ones produce the most "natural" acting ones. I suppose "three modes" means training, tutorial, and battle, right? _________________ Digg NERO!
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Madis731 Untrained Genome
Joined: 03 Jul 2005 Posts: 9
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Posted: Fri May 25, 2007 4:54 pm Post subject: |
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YEAH!
NERO 2.0 will make the first version look like a good demo
Cheers!
PS Anything you need help with? _________________ http://flatassembler.net spreads like plague  |
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makikopper
Joined: 24 Jul 2008 Posts: 1
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Posted: Thu Jul 24, 2008 4:33 am Post subject: |
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Thanks for sharing information _________________ website |
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JamesDub
Joined: 25 Sep 2008 Posts: 2
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Posted: Fri Sep 26, 2008 5:54 am Post subject: |
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YEs thanks for the info
Dubai _________________ Jerry James |
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