July 11 2010
Improved meditation widget CB behavior to remove the unintentional implication that it was a brainwashing tool.
July 11 2010
Improved meditation widget CB behavior to remove the unintentional implication that it was a brainwashing tool.
That was the best part of it. :(
It's surprisingly fun. I thought it'd be a clumsy bore but it's exciting.
One thing we're debating right now is whether to place the main guns under player control (i.e. press shoot to SHOOT THE GUNS) or leave them as part of the ship's fire control system (you select a target, the AI handles shot placement.)
I know it sounds like the first solution is the obvious one, but there's so much to keep track of already that it almost feels more fun to let your gunnery people handle the gunnery.
It's surprisingly fun. I thought it'd be a clumsy bore but it's exciting.
One thing we're debating right now is whether to place the main guns under player control (i.e. press shoot to SHOOT THE GUNS) or leave them as part of the ship's fire control system (you select a target, the AI handles shot placement.)
I know it sounds like the first solution is the obvious one, but there's so much to keep track of already that it almost feels more fun to let your gunnery people handle the gunnery.
The forward guns you mean? I'd feel it's a lot more satisfying if you get to push the button and watch things asplode, rather than wait for the AI to do it. :P
'specially if you could get them to fire straight (ie. no autoaim, point your ship!)
You gonna fit strike craft deployment into this system as well?
Ie- launch and recovery.
Couldn't you just find the relative coordinates of the fighterbay to the center of the Karuna and use get-object-coords and coordinate manipulation to move the ships into the fighterbay?You gonna fit strike craft deployment into this system as well?
Ie- launch and recovery.
One of the first things we tried, but it doesn't work yet; wings can't arrive from a player fighterbay.
I'm not sure, since player weapons have to be listed under primaries. Although, perhaps you could link a keypress (the trigger?) to firing a turret or whatever? But I think it requires you to acquire a target for that. I'm not sure if there's anything that picks up your current target however, that you could insert in there. It'd be an interesting thing to try.
Would it be possible to put the forward weapons on a toggle, to switch between AI guided turret-mode and player controlled straight-forward-mode?
I guess something like in X (two and following anyway) were you could switch between piloting and each side with turrets wouldn't be possible (at the moment) in FS.
Couldn't you just find the relative coordinates of the fighterbay to the center of the Karuna and use get-object-coords and coordinate manipulation to move the ships into the fighterbay?You gonna fit strike craft deployment into this system as well?
Ie- launch and recovery.
One of the first things we tried, but it doesn't work yet; wings can't arrive from a player fighterbay.
Yes, but isn't the fighterbay at the front?
Most time you will be in external, but behind the ship, and thus the ship itself hides the place the fighters are spawned at.
At least I think the Karuna has the bay at the front.... or am I only thinking that because of the close resemblance to the Babylon 5 Omega?
We can get a code-side fix for player fighterbays later.Magical E-Man?
Improved meditation widget CB behavior to remove the unintentional implication that it was a brainwashing tool.
Problem is, you kinda need to be on external camera, just to gauge your ship's maneuvers accurately.Hey, I like internal view!
July 12 2010
Moved betty script to main.
:sigh: i was hoping it'd b like how mine would've been on the old nova imperia mod. The ordnance kept clipping during testing though.
http://en.wikipedia.org/wiki/PAAMS#Capabilities
The Sylver launcher is packed into a tight grid, is that the case with yours as well :confused:
You fool! He was avoiding those cursed words!
A table maybe.You win!
A table maybe.You win!
A table maybe.You win!
No he doesn't.
Sorry Droid803 my manager tells me you will not be getting your prize today.Curious and Curiouser.No he doesn't.A table maybe.You win!
July 23 2010D:
Various files related to frenzied troubleshooting of a REDACTED; still ongoing.
Avoid the enemy fire, and you WON'T get hit pilot!
That issue was resolved on two fronts, one of which was a hilarious piece of coding by The_E: he added a single letter to the engine code which doubled the vertex limit. (Or so I understand.)
July 25 2010
A thing which took nine hours. :shaking:
AGRGRGWGEGERWGREDGRGHREGREAGH
AGRGRGWGEGERWGREDGRGHREGREAGH
Chill, have a cold one, sit back, breathe out, it's just one bump on the otherwise smooth road of progress.
AGRGRGWGEGERWGREDGRGHREGREAGH
August 03 2010
A better Karuna!
Ah, looking at the mission file I can see how that would happen...
Oops, my bad. I was looking at the first mission in the already released one. *facepalm*
September 29 2010That sounds serious :shaking:
Prevented the [redacted] installation from rotating to face the player and shouting 'HAET YOU!' once per second when player was nearby.
I would love to know how it did that in the first place.
No superbomber or Transcendant paying a visit level bugs in WiH2 yet? Or those appear right before release?
Capships can glide?
Lowered the time threshold for stalemate detection...
Toutatis Tacos
But aren't the gefs against development?Define "development". The gefs are very, very advanced in some specific areas. More so than the UEF and GTVA combined.
But aren't the gefs against development?Define "development". The gefs are very, very advanced in some specific areas. More so than the UEF and GTVA combined.
But aren't the gefs against development?Define "development". The gefs are very, very advanced in some specific areas. More so than the UEF and GTVA combined.
Hold on a sec, do they have some giant super-destroyer juggernaut that we haven't heard about yet? :shaking:
Stupid gefs are hard enough fighting against as it is...(I blame you, Simitar!)
I would guess stuff that has to do with Stealth, electronic hacking and EMPs and so on.
From where did the gefs get funding and/or research for their advancement in stealth/emp tech. is beyond me. I pictured the gefs as some kind of crude piratey faction. :doubt:Raids on poorly defended scientific stations? Or they have their own scientists and mine the crap out of some asteroids to get funding.
Iain MacDuff
-Snip-
They also have gigantic Hephaestus-class foundry ships that are the best imitations of a GSV they can pull off.
and where is it stated in the BP-verse about the Hephaestus class?Knowing about the hephaestus is one of the many privileges of lurking in the #bp channel.
and where is it stated in the BP-verse about the Hephaestus class?Knowing about the hephaestus is one of the many privileges of lurking in the #bp channel.
If von Neumanns were practical in the FSverse don't you think one of the pre-Ancient victims of the Shivans would've tried using them?
While their ships and habitats remain crude, they've had to explore radical technologies to survive: von Neumann assembly, cloning, genetic engineering, radical cybernetic augmentation.Now I want some kickass fiction about these guys where before they were bland space hippies. Damn you, Battuta. :(
The deeper Gef factions are no longer tied to Iain MacDuff's agenda. They have their own transhumanist plans. Infighting is still constant, though, and the standard of living even among the radical Gef factions is fairly miserable by in-system standards.
Oh damn, now the Gefs seem much more interesting. I thought they were just around to be the trouble-making third party.You're that naive? :p
-Removed keypresses that would cause instant insanity
"Oh god no! Steele is using the French Defence!"inb4whiteflag
January 2 2013
-Enhanced chess metaphors when discussing Steele's strategy.
December 30 2012
Long overdue burst of commits in prep for upcoming Act 3 release. At least 50 commits in the last couple days. Probably the coolest sounding non spoiler one:
Lowered the time threshold for stalemate detection + Toutatis becoming available as buyable asset
"Hey guys, we figured we would reorganize the SVN before launch. Please redownload 1+GB at 20kb/s. Kthx!"
We'll be releasing Act 3, hopefully in the next couple days. It's not quite the full R2 but it's something!Meh. I strongly hope you release at the beginning of the a weekend (which would be, after all, right now, pal. :D), so I have enough time to play it through in one go.
January 3 2013
Fleet-specific team color stripes for UEF warships.
We'll be releasing Act 3, hopefully in the next couple days. It's not quite the full R2 but it's something!Act 3 of 4? So WiH will be released as a trilogy?
Hopefully, and yes, Act 3's going to be delivered as a reinstall of your existing blueplanet2 folder. Windows users will get a cool installer to help minimize the dependency hell that's built up over the years.
We'll provide individual VPs, but unfortunately, you're probably going to end up having to delete and replace whatever you've got anyway.
Don't commit the mistake of falling into his trap.If he commits mistakes he can always revert.
:lol:Don't commit the mistake of falling into his trap.If he commits mistakes he can always revert.
/me quietly leaves
He's just trolling us with his pseudo-spoiling logs. Don't commit the mistake of falling into his trap.
UEF bombers cannot be tamed.
January 28 2014Hmm... Deimos/Diomedes with intelligently-targeted Trebs instead of Piranhas?
UEF bombers cannot be tamed. Implemented Aegis-style battlegroup defense system for the Hood + escorts. Pushing mission towards alpha complete.
Refire rate is determined by weapon and ship AI class, not individual turrets.Unless you alter the refire rate of the turret through tables or SEXPs. I know I prefer altering a turret's refire directly rather than changing the ship's entire AI class, that you can tune the ship's effectiveness more finely - make anti-fighter weapons fire slightly faster while keeping the huge weapons' rate of fire normal or vice-versa.
Wasn't Spoon working on multilock swarm missiles? That could work.
Unless you alter the refire rate of the turret through tables or SEXPs.
Guided warhead intercept would get its own purpose-made weapon (though it would have to outcompete the PDTerPulse which is a tall order.)
February 2 2014
Major progress on m25.
m25 is the first act4 mission, right. Looks like a lot of things happening for one mission only.
Read that as M25. London M25..... The road they are NEVER finished working on :'(
Which means the Tevs will probably pull off a successful landing on Earth (or maybe Mars?)
What was the UEF MBT called? It appeared in Into the Storm, if I recall.
That might be.Which means the Tevs will probably pull off a successful landing on Earth (or maybe Mars?)
Or perhaps Luna? :)
February 6 2014hnnnnnnnnnnnnnnnnnnnnng
Situation was too morally clear. Muddied moral palette. Improved survivability of tanks when they arrive via orbital drop. Experimented with tank-mounted beams (hellaciously effective, must nerf). Wrapped up another mission.
...Atmospheric combat?Love that track... "A Yellow's hit and trailing smoke!"
http://youtu.be/st84hazcfMU
I'm still kind of into the idea of doing atmospheric variants of certain weapons that create ridiculous explosion glare.Even if it doesn't wind up in acts 4-5, I'd still like to just see an example video of what it might look like.
I'm still kind of into the idea of doing atmospheric variants of certain weapons that create ridiculous explosion glare.
a ~Hiroshima detonationSo, basically a FS1 era MX-52.
And there's why "canon" yields are stupid.
a ~Hiroshima detonationSo, basically a FS1 era MX-52.
In that case. . .
Holy ****ing armor. Is it degenerate matter? Is it being considered degenerate matter?
Actually, the MX-52 is a swarming, heat-seeking, anti-fighter weapon.a ~Hiroshima detonationSo, basically a FS1 era MX-52.
Not particularly - the MX-52 is an antiship weapon and while its raw yield may be comparable, we can expect that yield to be focused into a shaped detonation in order to defeat the target's active and passive defense. It's not going to blow up like an airburst bomb.
February 8 2014
Trial run on enhanced high-end Federation torpedoes with countermeasures to defeat warship close defenses, including decoy dispensers and armor. Good effect in tests. Accidentally created a torpedo which strikes a target, bursts through the other side, turns around, and reattacks, weaving in and out until target is destroyed. :shaking:
Trial run on enhanced high-end Federation torpedoes with countermeasures to defeat warship close defenses, including decoy dispensers and armor. Good effect in tests. Accidentally created a torpedo which strikes a target, bursts through the other side, turns around, and reattacks, weaving in and out until target is destroyed. :shaking:Recursive round? I like this idea.
February 8 2014
Trial run on enhanced high-end Federation torpedoes with countermeasures to defeat warship close defenses, including decoy dispensers and armor. Good effect in tests. Accidentally created a torpedo which strikes a target, bursts through the other side, turns around, and reattacks, weaving in and out until target is destroyed. :shaking:
Oh, and BP's now trunk-compatible again: the experimental lighting stuff will be moved to its own special package and left to people who want to actively seek it out and use it.
The post was years ago, I'm not sure where. Essentially Harbingers and Furies are hilariously overpowered, according to the Tech room only.A Fury (3kt) is roughly equivalent to one-fifth a Hiroshima and a Harbinger (5000Mt) is equivalent to a magnitude 9.7 earthquake. Pretty reasonable figures... in a realistic setting where you're shooting these things across light-minutes and exploding a warhead within a kilometer of the target is a close hit. Not so much at Freespace's scale with direct-hit detonations that would vaporize ships even with half the payload. But you don't really want to play a game about making a sandwich while waiting to see if your lasers lase true, you want to play a game where you get up and shoot ugly aliens in the face, and to that end you handwave everything as a virtual abstraction and go back to shooting ugly aliens in the face.
Uh, where do they say that? I was under the impression that yields in FS were embraced, rather than shunned (especially considering how anti-matter warheads of any capacity are going to be orders of magnitude more devastating, and the UEF uses **** tons of them.).Indeed. A matter/antimatter weapon of mass equal to the Harbinger's theoretical minimum would be over twenty times as powerful, in the ballpark of 105 gigatons. A Solaris firing such warheads would kill off the dinosaurs in five minutes. Needless to say the Tevs are lucky the UEF never had the need for such a weapon.
Accidentally created a torpedo which strikes a target, bursts through the other side, turns around, and reattacks, weaving in and out until target is destroyed. :shaking:Backing the requests for code. Seems like it could be used to make fun weapons that bounce between targets, Mutalisk-style.
Accidentally created a torpedo which strikes a target, bursts through the other side, turns around, and reattacks, weaving in and out until target is destroyed. :shaking:
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Ships in the Dreamscape will now render into existence with a cool effect.
Ships in the Dreamscape will now render into existence with a cool effect.
Something Valathil designed?
the FS1 Ship Select effect
What about headlights?Make it happen. With how dark(because of the -no_emissive_light flag) WiH is we need it. And they should come in a variety of colours, completely ruining war in heaven's serious tone.
Don't forget the neon underbody lights.I think this is the only possible way to make an Athena look sexier than it already does.
March 25 2015IIRC, one of the Vulcan's (many) problems was that its max range was pretty poor--roughly 1000m. Even the Maul has significantly better range.
Rebalanced Maul, Vulcan, Scalpel, Rapier, Gattler so they'll all hopefully remain viable and pose interesting choices down the length of the campaign.
Vulcan currently a high-ROF anti-hull weapon. Scalpel is a high-ROF shield breaker/leech/disruptor. Maul is a balanced, short-range, high-alpha weapon. Rapier has long range and good ROF but slightly inferior hull damage. Gattler has longest range and excellent performance against hull but weak vs shields.
Also gave the Dirk a 10% chance of chasing a decoy compared to the standard aspect seeker's 50%.
There's really no reason to ever link your banks in a 4-2 layout fighter.Higher alpha damage, which is not inconsiderable depending on your piloting style/skill.
Right now we're trying to offer two choices in Act 1, all-Maul or Vulcan/Scalpel. The Dirk's seen some love and should hopefully be a better option for head to head/antibomber.
I'd also like to give the Vulcan and Maul enhanced longevity in the later acts. I'm thinking of giving each of them an interesting standalone perk. My thought for the Maul is that it will do massive bonus damage inside 100 meters.
I'm not sure what to do with the Vulcan...
Just throwing randomly this out there, what if it briefly weakened enemy fighters' armor, causing it to temporarily take more damage the longer you keep it on target? Seems like a suitable effect for a fast-ROF weapon like the Vulcan.
Sounds like a complex feature, how would one even go about it?True, Like I said, I just threw out the suggestion at 2am without really considering the implications.
Run a script on weapon collision to detect whenever a ship is hit by a specific weapon? Once you have that, you can change the ship's armor class, then have another script running on regular intervals to restore it back once the debuff duration is expired.
It should also restore 15 mana on hit for each hit on a debuffed target while reducing the cooldown of your secondaries by 0.1 seconds. Freespace mobafied should probably be saved for the next JAD though.
The Scalpel picked up the leech ability for the next release. It's pretty fun to use now and will occasionally cause targets to 'stall' cause they run out of AB.
*glee*
*fanboy squee*Pretty much this. :yes:
That's cheating :p
Get the subsystem you want in the reticle and press V.That's cheating :p
Sounds helpful to me. Like , finding the right subsystems to Target is a tab bit annoying .