-
Methinks you posted this in the wrong forum (though I can't see how). Or maybe you're just thinking that because City are from MCR it's going to rile us in some way...
Well, you're wrong. I have no interest in football whatsoever and Behemoth's pretty much the same. It is a matter of great indifference to me whether City get demoted or not.
NOW GO BACK TO YOUR SHERRY DRINKING YA DAMN SOUTHERN POOF!!!!!
*ahem* Sorry - maybe a little harsh.
Anyway matey, how're ya keepin'? I ain't heard from you in ages...
-
so much work, so little surfing :(, Yeah I'm fine thanks mate, just had a couple of days off and went up to alton towers with seven mates/ Stayed at their hotel and a good time was had by all.
How yourself ?
-
IanP,
Sorry I took so long replying, VB-world was 'server busy' ing me. Yeah, I'm kickin ass. I'm clearing off to Alton towers in a couple of weeks. Any new cool things for me to play on?
Behemoth,
I think a night of SC is called for tonight. If you can't get the car, let me know and I'll provide you with a lift, free of charge...
-
why do you need to go all that way to find something to play on? ;)
Tonight...Maybe...:D
-
Actually, I'm REALLY in the mood for a good ol' bash at SC...
-
Good good,
What time do you finish college? Is there any chance of you finishing early so we can sort it in one single journey?
Or, you could call your Dad whilst he's on lunch and find out if he's willing to let you have the car - in which case it doesn't matter.
I'm quite looking forward to some SC. No RPG's though, at least not to start off with. Violent all out death is what I'm after tonight. Me & You vs three comps. We CAN do it on any map.
I'm confident.
-
Good. We've still got that dodgy RPG with the Archon to finish too.
No, I'm not ringing my Dad. He's been in a funny mood for a couple of days. I'll go home for tea first. I'm fairly confident I'll be able to talk him round. Don't worry about it.
-
Arbiter - Be careful of the teacups, I don't think you'll be able to handle them
-
Righto, I won't wait up for you then. What time do you think I can expect you?
Have you requested the lightwave file from thingummy bob?
Oh yeah, I forgot about that Archon RPG thing. We will do it! I think I have a plan for it this time. It involves vast numbers of seige tanks and a minor airforce.
Basically, if we put a hefty chunk of Photon Cannons in the middle (not all across, but in a clump in the middle, and then pad them with as many siege tanks as can be constructed, we'll be safe from the Torrasques. We need at least 8 seige tanks there to be competitive (enough to kill a single Torrasque in one volley), and if they're supported with photon cannons, they'll be safe from the rank and file troops.
I noticed that the Torrasques are set to attack buildings, so if we leave a gap for them to get through between the middle and top right raised area, they'll run right past as we hammer them with rounds. The damage they'll do to the buildings should be minimal.
I'll use the Probe I get given at the start to build low tech Protess buildings and go hard zealots and concentrate on a ground force (low vespene requirement - my vespene's going on tanks) and you build a command group of scouts immediately to provide cover from guardians/carriers etc and also use them for picking holes in they're defenses/scouting.
Once they're done, go hard carriers for an assault force. I'll provide ground support with bog loads of zealots upgraded to the max.
WE WILL WIN!!!
-
IanP,
Just noticed your reply. As Behemoth will agree, I'm actually scared of Tea Cups. Charcontainerphobia I believe it's called.
Still, we can't all be as big and brave as you. Well, as big as you anyway... ;)
-
Behemoth,
How much free time you got today?
Was thinking of bashing some ideas around for pathfinding...
-
at home...waiting to drive...slow connection...
Will give pathfinding some (more) thought. What happened to that dead simple A* tutorial I found for you?
I'll also ask Rick (tomorrow). Hes recently designed some pathfinding and AI for an asteroids-style game he made in Flash...:D
-
Hmmm.... not quite on the same scale.
Well, if you've connected don't disconnect or you'll never get back on again. I guess you're plugging away with graphics then whilst you're waiting. Did you get anything interesting done last night.
You fancy popping round for a bit tonight? I won't be drinking so I can pick you up on my way home and give you a lift back. It may be best if we design our own pathfinding routines. They won't be a fast or as cool, but they'll be custom made and the experience will be good for us.
We could do with a pen and paper session tonight I think. In fact it's your call if you want to come round, we could just as easily use your study.
Good luck with your pass plus btw.
-
Behemoth,
Have uploaded the pathfinding thing to Btinternet. Compiled, so it should run (as long as you have the VB6 runtimes - get em from MS web site if not).
Well, it works. It plots a path. It's not lightening fast but it works. It will however, need significant amounts of changes to shoehorn it into the game. We now have custom chassis' and all sorts now. I think I can do it, but it's going to involve a few late nights, a lot of beer and a significant amount of swearing.
You get any graphics done?
-
a delicate handful...I've started the ball rolling again, but I've neglected to save stuff out as BMPs, my directories are getting cluttered again, so I have to be careful. Even my PSDs have silly filenames now (like heavy2legs3.psd :confused: ??) I'll try and tidy stuff up tonight.
I had a fairly early noght last night (about 11:15) and feel like crap today. Oho, the ironies of life...:(
-
You had a look at the pathfinder yet?
-
-
no bloody SSG. I'll fiddle at home...
-
1 Attachment(s)
-
Pathfinding is now, pretty much, integrated. I've got rid of the horrendous interface and replaced it with a menu option on units marked 'move unit'.
Once selected, the mouse pointers turns into a crosshair and you click where you want to go. You can still scroll around using the scroll bars, so it's possible to set a destination that doesn't share the same view screen as the unit.
This automatically engages the autopilot. When the autopilot is engaged, the unit cannot be moved by hand. There is another menu option to (dis)engage the autopilot. If the autopilot is set, the unit will travel towards its destination as planned. If it is disengaged you can move it by hand. If you re-engage it, the unit will recalculate a route to the destination and resume moveing towards it.
Very sexy.
Currently you can do other things whilst it's calculating a route, but I may disable that as I clicked next turn whilst it was thinking and it fell over. Route plotting doesn't take too long anyway, but I could still do with tidying it up.
Tonight, I intend to tidy up the mech design screen some more.
What did you get up to & how was Rachel's interview?
-
Oh, and why was your error message downloaded twice?
Do we have a witness floating around here?
Helllooooo??????
-
Behemoth,
When we set RMV's to 'autoslurp' are we having them search out the best square within a certain area (if discovered) or merely within their view range?
I'm thinking we should go with the latter, but I'd like to hear your opinion first.
-
The latter sounds easier, but if all RMVs are told to autoslurp from the off, there will be a big block off mining RMVs in a perfect circle around the construction yard.
BAD!
-
Kind of makes sense, really. If you can't see anything at the start you'll hardly go galloping off to a perfect seam of gold in the ground.
As soon as you expand though you'll find better bits and the RMV's will begin to dissipate.
I'll post some psuedo code I've been working on shortly for you to check if the logic's sound.
A further question is how we're going to calculate the 'enticement value' of a square. We can't just use (amount of resource * %) as everything will be unbalanced towards basemetals etc due to their volume, when gems may be a priority.
Any suggestions?
-
have you still got the spreadsheet of resource amounts we originally devised?
D'oh! we don't need it. It's already coded into the game.
take the of the required mineral in the square as a %age of the maximum such a terrain may have (eg a particular mountain square might have 80% of maximum possible base metals in it), and multiply it by the %age required by the RMV. this will then provide a %age value for that square, FOR THAT RESOURCE...
-
Code:
Define a grid based on the RMV’s location.
Start Xcoord is RMV’s pos – 5, Start Ycoord is RMV’s pos – 5.
End xCoord is +5, End Y is +5. We have a grid around the RMV.
Cycle through the grid
If square in view range then
If no other unit is on it & no other RMV has claimed it then
Determine its enticement value
Endif
Endif
End of cycle
Cycle through grid
Select highest enticement value (unavailable squares will be 0)
End of cycle
If value of chosen square is > (RMV’s current square + 20%) then
Plot course
Engage autopilot
Disable slurping
Endif
When unit arrives at destination turn slurping back on.
-
I can't remember how we set the damn thing up now.
Did we say as follows:
Code:
Max resources per square
BaseMetals: 1000
Gibbons : 30
Hatstands : 256
And then say:
Marsh: BM : 20%
GI : 15%
HS : 80%
Dirt : DM : 78%
GI : 12%
HS : 57%
If that's what we did then what you've said will work - good idea. If not, it falls flat.
-
I'm not sure at relocating as soon as an RMV spots a better square. RMVs could spen many, many turns trekking round the map, finding better squares, and no time slurping.
Perhaps have them slurp until the required resource has been exhausted, and then recalculate.
-
If you look at the code, at the point where the RMV has found the best square to go to, it compares it to it's own to decide if it should bother moving. If the new square is 20% better than the old, then it wanders off to slurp it. We may wish to amend this if they do tend to run around a lot. Maybe 50-60% would be a little better?
-
"I'm thinking the same thing..."
-
Code:
Sub FindRMVSlurpPlace(plyr As Byte, unt As Integer)
Dim x As Byte, y As Byte, xpos As Integer, ypos As Integer
Dim EntVals(10, 10) As Single
With player(plyr).unit(unt)
xpos = .xc - 5
ypos = .yc - 5
For y = 0 To 10
For x = 0 To 10
If calcdistance(xpos + x, ypos + y, .xc, .yc) <= .viewrange Then
If DetIfSquareClaimed(plyr, unt, xpos + x, ypos + y) = False Then
EntVals(xpos + x, ypos + y) = CalcSquareEntValue(plyr, unt, xpos + x, ypos + y)
End If
End If
Next x
Next y
For y = 0 To 10
For x = 0 To 10
If EntVals(x, y) > (EntVals(5, 5) * 1.2) Then '5,5 should be the units square
'Insert code to calculate route using pathfinding
.autopilot = True
.slurping = False
End If
Next x
Next y
End Sub
Function DetIfSquareClaimed(plyr As Byte, unt As Integer, xpos As Integer, ypos As Integer) As Boolean
Dim x As Integer
DetIfSquareClaimed = True
If map(xpos, ypos).unit <> "" Then
Exit Function
End If
For x = 1 To UBound(player(plyr).unit(unt))
With player(plyr).unit(unt)
If .destxc = xpos And .destyc = ypos Then
Exit Function
End If
End With
Next x
DetIfSquareClaimed = False
End Function
Function CalcSquareEntValue(plyr As Byte, unt As Integer, xpos As Integer, ypos As Integer) As Single
'This is where we calculate the value of square
End Function
-
-
Did we every come up with anything for accuracy?
PS - I'll be finishing late tonight to make up the time I took early yesterday. If want a lift home then let me know...
-
Task List:
Add unit reaches destination RMV check slurp thing
Add the functionality to the weap fire states buttons
Add the show/no show to the weap fire states buttons
Add ranged fire functionality
Give torso’s more realistic weights
Add new import routines for components
Improve/complete component spreadsheet
Add more voices (*sigh*)
Create options.ini
Add load/save routines for game options
Add voices toggle
Add pathfinding update each turn toggle
Add draw path line toggle
Alter draw path line to draw even if unit not on screen
-
no credit left...Never mind. Thanks for the offer, but I'll make my own way, cheers.
There are about 2 or 3 formulae in here that cover accuracy.
-
Code:
Sub LoadGameOptions(file As String)
Dim ifile As Integer
Dim options As String
Dim marker As Byte
Dim result As String
ifile = FreeFile()
Open file For Input As #ifile
While Not EOF
Input #ifile, options
marker = InStr(1, " ", options, vbTextCompare)
result = Trim$(Right$(options, marker))
Select Case Left$(options, marker)
Case "Voices:"
VoiceEnabled = result
Case "SFX:"
playstaticsound = result
Case "Music:"
playstreamingsound = result
Case "SFXVol:"
staticsoundvol = Val(result)
Case "MusicVol:"
streamingsoundvol = Val(result)
Case "SFXBal:"
staticsoundbal = Val(result)
Case "MusicBal:"
streamingsoundbal = Val(result)
Case "CalcPathPerTurn:"
CalculatePathPerTurn = result
Case "ShowPath:"
ShowPath = result
End Select
Wend
Close #ifile
End Sub
-
-
Code:
Sub SaveGameOptions(file As String)
Dim ifile As Integer
ifile = FreeFile()
Open file For Output As #ifile
Print #ifile, "Voices: " & voiceenabled
Print #ifile, "SFX: " & playstaticsound
Print #ifile, "Music: " & playstreamingsound
Print #ifile, "SFXVol: " & staticsoundvol
Print #ifile, "MusicVol: " & streamingsoundvol
Print #ifile, "SFXBal: " & staticsoundbal
Print #ifile, "Musicbal: " & stramingsoundbal
Print #ifile, "CalcPathPerTurn: " & calcpathperturn
Print #ifile, "ShowPath: " & showpath
Close #ifile
End Sub
-
Loads in the game options.
These take the form of a text file like the rest, but it's a bit more flexible.
Basically all the case xxx's are options that may appear in the options.ini and can be altered by the user either in, or out of the game.
The file will look like:
where it says true it may say -1 instead - can't test it here..
SFX: True
Music: True
SFXBal: 50
MusicVol: 100
ShowPath: True
The save options outputs the current game options to file.
-
Chunky monkey!
Probably won't be able to get much done tonight as I'm going out in Oldham. You're more than welcome to join us for a few...