Not keen on the new shielding.
Too much coding there for my liking. Just stick to the norm.... ;)
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Not keen on the new shielding.
Too much coding there for my liking. Just stick to the norm.... ;)
the names cool though ;)
Yes, the name is cool. :rolleyes: :D
I've just given the mapdrawing routines a major overhaul.
I had nearly 200fps out of it at one point when I was looking around the minimap (at unexplored land).
It now hovers around 50-60 fps at 800x600 (30-35 when you've explored everything) and 12-20 or so at 1280x1024. Not bad considering it's written in vb!
yay!
Is that all you have to say? :rolleyes:
Well, I'm working on the particle engine now.
What time are you coming round today?
particle engine? Thats a new idea...hows it coming along?
err...depends on the weather. If its as bad as it has been overnight, I'll be driving home at approximately 12mph and staying there :rolleyes:. If its clearer, I'll come down when I've had my tea (I finish work about 5:15, get home 6:00-6:30, finish tea...7:00 ish?)
that ok?
timescale adjustment:
I've left my bag (containing my phone charger) at Rachels, so I'll have to stop off on the way home to pick this up. Add 30 minutes to an hour onto my getting home time...
Well, come round when you can - I'll be in.
The roads are fine if you take care, no sudden acceleration for example. Though, in a Fiat Uno - that's hardly likely..... :p
I've driven all the way to Chorlton and back this morning (about a 45 mile round trip) and didn't die - so you should be ok.
Only issue worth noting is that the water for the windscreen wipers was frozen and I therefore had no method of getting crap off the windscreen. That's it really.
I also have some cool stuff to show you when you come round.... :)
damn VBF stole my post...
a) It'll be dark
b) It may have frozen over because its gone dark
c) If Oldham MBC are anything like Rochdale MBC, they'll be saving their road grit for a more important occaision...like summer...:rolleyes:
But if everythings ok, ill be down later.
Special projects:
orbital defence platform (comes after satellite tech- allows a: to destroy an enemy factions spy/defence satellite, and b: to take pot shots at the ground below)
Techs:
singularity synthesis
photosynthetic plastics
Bioneural circuitry
Temporal invariance physics
Causality looping
Continuum distortion propulsion
Metagenic weaponry
Elementary Particle Theory
Electroweak Theory
Unified Gauge Theory
Unified Field Theory
Quantum Chromodynamics
Statistical Mechanics
Catastrophe Theory
*Antimatter Stasis (do we have something like this)
Buildings:
Biomatter resequencer
antimatter storage facility (high tech battery)
*Remember buildings are also generated from weapons/chips/reactors/armour
Weapons:
Isomagnetic disintegrator
Acc-AM carbine
Temporal inversion cannon
microsingularity engine - generates a tiny but unstable black hole at the target, which collapses into nothingness after causing its damage
Armour:
Plated Metal
Ablative
synthetic chitin
Shielding:
Plasma Deflection
Impulse disurbance - Incredibly powerful stable magnetic fields interfere with the projectiles path. less useful against beam weaponry. fairly heavy
Temporal Invariance
Electromagnic Reflection
shock recycler - absorbs most of the force from a blow and transfers it into energy which can be fed back into the grid
Reactors:
fossil fuel
Fission
Fusion
Anti - Matter
Probability
Particle Resonance
Particle Collider
micropile (and the other ones you came up with a long time ago)
Chips/Processors:
abacus
quantum net
neuroresonant conductor
Lepton Collator
Neurality Causeway
Positronic Cerebrum
Synaptic Meshing
PsuedoSentient DNA
Gaydar
Mongoose Skirmish Processor
Titan Battle Command
Longbow Fire Control
If you're coming over and you're not working tomorrow - do you want to stay over?
Saves you having to go home in the dark. I have work tomorrow, so I'll be taking exactly the same route as you in the morning...
The offer's there.
I am working tomorrow, but thanks for the offer.Quote:
Originally posted by Arbiter
If you're coming over and you're not working tomorrow - do you want to stay over?
Saves you having to go home in the dark. I have work tomorrow, so I'll be taking exactly the same route as you in the morning...
The offer's there.
No probs.
I'm still working on Sentience as we speak.
My head will fall off if I look at any more VB code.
:o
I'm so tired it hurts.
I just fell asleep for ten minutes in work...:rolleyes:
Oh well, hometime soon :)
I'm knackered Ben, it's not safe for me to be driving. I hoped you'd be online so I could contact you direct. I'll try to phone you shortly.
It's not safe for you to be driving anyway.
Especially if there are French family sized cars on the road....
*rip*
oh sorry, was that your head? were you using it? do you want it back after I've finished wiping my arse on it?
Big as you are, you're still no match for me. ;)
And instead of wiped your arse on my head, why not do something constructive - like hollow it out and use it as a vase...?
Right, what you can do for me, is go through the components and make a list of what you think should be altered when using a different metal.
As discussed, for example, ammo using light metal provides more shots per ton.
is the current comonents spreadsheet as up-to-date as its going to get, or do you have a newer version for me?
you should have - on the off chance (attached)
Ian,
When am I going to get some more graphics from you?
I've not had anything for ages....
Sorry about the quiet patch there pal. Its been a mad week or two, what with Christmas, looking for a job(don't ask) and trying to maintain my car. Anyway, things should be quietening down somewhat soon, so things should pick up.
Even though I've not spent a lot of time at my PC, I've not bee lazy though- I've been trying to come up with ideas and designs for cosmetic things to make [S:] dead nice.
heres some notes ive been keeping - most of which i must have alread mentioned to you at some point
My most recent idea was composing a list of mech templates and names. Heres my ideas so far:Code:total conversion - reverse conversion?
Antimatter Storage system- enables immense power storage, coupled with excellent conversion efficiency.
EPCF/em: electron-positron containment field (electromagnetic)- cheaper but prone to BIG explosion on destruction
EPCF/s: (stasis)- more expensive to build/run, smaller capacity, no risk of explosion
Skyhook / Skyclaw class: air-based scout/recon
Buccaneer / Dreadnaught class: sea-based general assault
Rhino / Juggernaut Class: land based heavy assault
Hobbit / Hermit class: land-based Spotter/Scout/Decoy
Typhoon / Cyclone Class: land based heavy support
Councillor / Arbiter Class: land based assault/recon
Mammoth / Behemoth Class: land based heavy assault/support
Justice / Executioner Class: land based assault/support
Basilisk / Chymaera Class: land based support
Cleaver / Broadsword Class: land based assault
Emperor / Demigod Class: land based heavy assault
Ghost / Wraith Class
Reaver Class
Leviathan Class
Titan Class
Overlord Class
Posiedon Class
Witness / Sentinel Class
Balrog / Beelzebub Class
Colossus Class
Hydra Class
Jackal Class
Mule Class
Minesweeper Class
Nautilus Class
Manowar Class
Scorpion Class
Taurus Class
Jaguar Class
Tyrant Class
Jackhammer / Sledgehammer Class
Odin Class
Hermes Class
Horus Class
Samurai Class
Nice names. :)
We need to think of some way of having them allocated to mechs though.
How's the computer going to allocate these names?
Or are we going to design these and have them as user selectable templates?
my original idea was the latter, but it occurred to me that each mech design would have a unique reference made up of its constituent components, eg legs number 1, torso 4, hat and scarf 7- the mech is then 147. Assign this "template" a name. Then you can select the template, or stumble across the design manually and have it attributed the same name. We can also have a stockpile of unused names to attribute randomly to user-designed mechs
Arbiter says:
Right, mines are going to be buildings
Arbiter says:
You build them, then move them to wherever you want
Arbiter says:
I can frigg the framework so it doesn't display the component graphic
Arbiter says:
It can display one of a set of generic 'mined' graphics
Arbiter says:
There will not be different levels of mining
Arbiter says:
All buildings will have an explosion radius and a blast damage for when they die (as discussed)
Arbiter says:
And this will form the mines detonation thing as well
Arbiter says:
It all ties together nicely
Behemoth says:
k
If you look in the scripts folder, there is already a script marked templates. These are the generic templates available - we'd make these.Quote:
Originally posted by Behemoth
my original idea was the latter, but it occurred to me that each mech design would have a unique reference made up of its constituent components, eg legs number 1, torso 4, hat and scarf 7- the mech is then 147. Assign this "template" a name. Then you can select the template, or stumble across the design manually and have it attributed the same name. We can also have a stockpile of unused names to attribute randomly to user-designed mechs
There will also be the option to load and save your own set of templates in game, but that's by the by.
I like the idea of a stockpile of names but not the applying randomly part.
ok, ill expand on my previous post...
assume sentience shipped with the afforementioned template 147: donkeychoker class mech.
Kedaman goes to his local Electronics Boutique and buys Sentience. He's playing around for a bit, and eventually designs a mech that has the same spec as our donkeychoker template - sentience recognises this and offers donkeychoker1 (or something similar) as a name for the mech regardless of whether it was build from a template or not..
[General Duke's Voice]Could work....[/General Duke's Voice]
I had a feeling that was what you meant. Yeah, I can do that.
And if we supply quite a comprehensive list of templates then it should come up with a name on most occaisions.
And for those that don't fit in our template list?
thats where a name "randomly" plucked from our spare names list would come in...
But then you'd either end with two different mechs named the same and mechs will silly names (a scout named Nihilus)...
perhaps a few lists:
light land generic
mid land generic
heavy land generic
light sea gen
mid sea
hvy sea
lt air
mid air
hvy air
Ok, we're getting somewhere.
Now - classify light/med/hvy....
light - under 10? tons
med - 10 - 40 tons
heavy - 40+ tons
(super heavy 60+ tons inc 4 heavy weapons and at least 1 battle chip?)
Still having trouble with buildings- the building site dropdown is ghosted out when a building is built so it cannot be constructed.
see attached bug1.jpg: is this the satellite? it appears onscreen as a mobile building (see top left square).
The satellite overlaps its own path, so it doesn clear away any more fog of war after its first lap. It also has a view of <57 so it only sees one square...
Whats the difference between the two satellites? I can see none.
d'oh!
Bonkers.
The thing you have on the mech design screen is actually an unbuilt chemical battery.
The ':-(' means it is not built, mobile (in unit form), or is otherwise to be ignored by the framework.
Ergo - it should certainly not be visible in the mech design screen - how did you select this?
The second spy satellite (ob plat) is slightely different from the first in it's trajectory and view radius. I think it's view radius is set to something crap in the script though.
Feel free to amend these settings...
Just re-read your post.
Interestingly enough, there's a mobile chemical battery up there.
The only thing I can think of is that it's the one you built.
PS - Can you show me an example of the building site being ghosted out please?
I attempted to build a wall, not a battery.
I'll post a screenshot later, I've got to go out now.
and how about this?Quote:
Originally posted by Behemoth
light - under 10? tons
med - 10 - 40 tons
heavy - 40+ tons
(super heavy 60+ tons inc 4 heavy weapons and at least 1 battle chip?)