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Hosted Projects - FS2 Required => Blue Planet => Topic started by: General Battuta on July 11, 2010, 03:59:23 pm

Title: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 11, 2010, 03:59:23 pm
July 11 2010

Improved meditation widget CB behavior to remove the unintentional implication that it was a brainwashing tool.

(additionally if you haven't seen the capital ship command stuff click here (http://www.hard-light.net/forums/index.php?topic=25406.msg1389528#msg1389528); if you haven't seen the ModDB assets show and its pretty pictures click here (http://www.moddb.com/mods/blue-planet-war-in-heaven))
Title: Re: SVN Commit of the Day
Post by: NGTM-1R on July 11, 2010, 08:47:40 pm
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. :(
Title: Re: SVN Commit of the Day
Post by: General Battuta on July 11, 2010, 08:48:27 pm
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. :(

We had a long discussion about it, but ultimately...
Title: Re: SVN Commit of the Day
Post by: Ravenholme on July 11, 2010, 09:35:46 pm
I just saw the capital ship commanding thing. I'm in love. Let me do that with a Tev vessel in a mini-campaign and I will love you oh so much. You can have my firstborn child as it is.
Title: Re: SVN Commit of the Day
Post by: General Battuta on July 11, 2010, 10:21:32 pm
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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Scotty on July 11, 2010, 10:36:52 pm
Got a little captain in you?  Autonomous gunnery all the way.

Although, for main guns, I dunno.  The promise of DAKKA makes me want to be pulling the trigger...
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Droid803 on July 11, 2010, 11:08:47 pm
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!)
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 11, 2010, 11:18:59 pm
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'd think so, but in combat, you've got so much to track that constantly mashing 'fire' might just turn into a distraction. Plus the guns would need to have their field of fire somewhat reduced to make them player-usable. Plus they'd need to be tabled in a roundabout way using 'burst' since normally player weapons cannot have a firewait > 1 second or so.

Plus it's just...not what a captain does.

It could be fun. Not sure yet. Balancing the satisfaction of unleashing mass drivers and gauss cannons versus the need to focus on situational awareness and captaining rather than GUNS GUNS GUNS.

Decisions will be made.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on July 12, 2010, 02:31:20 am
You gonna fit strike craft deployment into this system as well?
 
Ie- launch and recovery.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 12, 2010, 10:50:24 am
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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: -Norbert- on July 12, 2010, 11:12:51 am
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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Dilmah G on July 12, 2010, 11:16:13 am
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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Snail on July 12, 2010, 11:38:47 am
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.
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?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 12, 2010, 11:45:06 am
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.

Of course there's things that pick up your current target - look at the fire control system currently in place.

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.

It would be possible, but would require swapping between different pofs. It could be done, it's just ugly.

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.
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?

Yes, but their behavior afterwards is problematic.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Snail on July 12, 2010, 11:55:37 am
Oh, yeah. I forgotted about that part.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: -Norbert- on July 12, 2010, 01:00:51 pm
I guess as a compromise you could just warp the fighters in close, but still outside of the fighterbay (without warp-effect of course). Unless you are on external camera and front view, the illusion should be convincing enough.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on July 12, 2010, 01:02:24 pm
Problem is, you kinda need to be on external camera, just to gauge your ship's maneuvers accurately.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: -Norbert- on July 12, 2010, 01:05:25 pm
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?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Rodo on July 12, 2010, 01:05:32 pm
Cool stuff going on with FS lately.


Looking forward for BP's sequels as always :)
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 12, 2010, 01:10:50 pm
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?

It does, but if we're going to warp the fighters in, we'd rather just warp the fighters in.

We can get a code-side fix for player fighterbays later.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Snail on July 12, 2010, 01:11:40 pm
We can get a code-side fix for player fighterbays later.
Magical E-Man?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on July 12, 2010, 01:15:44 pm
Don't get your hopes up yet.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: redsniper on July 12, 2010, 08:20:16 pm
Improved meditation widget CB behavior to remove the unintentional implication that it was a brainwashing tool.

What does this mean?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Dilmah G on July 12, 2010, 08:28:47 pm
Problem is, you kinda need to be on external camera, just to gauge your ship's maneuvers accurately.
Hey, I like internal view!
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 12, 2010, 09:31:38 pm
July 12 2010

Moved betty script to main.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: NGTM-1R on July 13, 2010, 06:17:55 am
July 12 2010

Moved betty script to main.

I wonder how many people understand that. Probably a fair number given our content, but...
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Dilmah G on July 13, 2010, 06:27:44 am
All you English lads are gonna be disappointed. We don't have a Bob.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on July 13, 2010, 08:33:57 pm
For today's commit, I present to you number 2333 from the 20th of June: "Muahahahaha. With the fixed animation code, these VLS doors are now actually WORKING! This is soooo great."

(For the record, we're right now at revision 2652)
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on July 14, 2010, 03:30:16 am
Like a nuke sub nukes firing or like pam system on the new D-type?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on July 14, 2010, 04:24:08 pm
Nuke sub would be a good analogy.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on July 14, 2010, 04:47:14 pm
 :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
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 14, 2010, 04:52:03 pm
: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

What? They don't look functionally any different.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on July 14, 2010, 04:56:12 pm
Yeah, looking at the images, our system looks very much like the SYLVER system.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on July 14, 2010, 04:58:04 pm
NUke subs deploy the missiles under pressure then the principle motor kicks in after a short while, the PAMS missiles STREAK/TEAR AWAY from the off at a ludicrous rate. :D :yes:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on July 14, 2010, 05:02:12 pm
It's a combination then. The Launchers themselves look like SYLVER, the missile behaviour is like that of a sub-launched missile, with the missiles travelling away from the launchers relatively slowly before turning to attack and speeding off.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on July 14, 2010, 05:06:55 pm
The Sylver launcher is packed into a tight grid, is that the case with yours as well :confused:

Also, :yes: to the missile behaviour *Remembers Wing Commander the movie torp behaviour fondly
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 14, 2010, 05:15:27 pm
The Sylver launcher is packed into a tight grid, is that the case with yours as well :confused:

On some combatants, not on others.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on July 14, 2010, 05:19:34 pm
I guess i'll see for myself in a few weeks ^_^




This last feature was a welcome unexpected treat by the way.

Appreciate all the efforts behind the scenes guys:)
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 15, 2010, 12:36:07 am
July 14 2010

Modularized the capship ability system by separating the training message component from the events that handle timer and cooldown variables. Each ship now maintains its own separate ability timers and cooldown timers. The player can switch between ship display panes with the fourth ability slot. Each ship can receive its own suite of three abilities, and an effectively unlimited number of ships can be toggled between. This allows players to command their 'wingmen' - whether warships or fighters - to activate abilities, which can be identical to or different from the player's. Players can, for example, trigger an ECM burst on their own ship, toggle to another ship's ability pane to activate a LIDAR targeting suite, and then toggle back to their own ship to check on the ECM cooldown timer. The system is modular enough that a simple FRED-scripted AI could be implemented for certain abilities as well.

July 15 2010

Aligned briefing grids. The things you learn from Axem.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Shivan Hunter on July 16, 2010, 05:56:22 pm
Blargs... I remember the days of setting rotation rate to 1 and going back and forth again and again until it was aligned perfectly... :P
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 16, 2010, 06:02:18 pm
July 16 2010

(pulled from the midst of a flurry of tiny final mission fixes)

Updated radar icons .tbm for new ship classes.

July 17 2010

Implemented mid-mission checkpoints on m01 and m10. **** I'm awesome.

July 18 2010

Implemented a FRED-side ETS system for capship turrets. You thought turrets weren't affected by gun power settings? Think again! In the process discovered that is-ai-class is hilariously useless and arguably broken'd.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Shivan Hunter on July 18, 2010, 11:22:15 pm
ooooooooooooooooooh

for the mission where you command a Karuna? ;7
/me wants WiH before he has to go back to uni, dear god pl0xx0rz
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 18, 2010, 11:29:41 pm
Indeed.

And god willing we can release as soon as the 3.6.12 MVPs and exes are finalized. No promises - something could always go horribly wrong - but we're mostly just tinkering and polishing.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: SpardaSon21 on July 18, 2010, 11:46:33 pm
So, you're basically saying "What's the worst that could happen?".
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Scotty on July 18, 2010, 11:48:11 pm
You fool!  He was avoiding those cursed words!
Title: Re: SVN Commit of the Day/capship command discussion
Post by: SpardaSon21 on July 19, 2010, 12:00:10 am
I've been reading Schlock Mercenary for the past several days.  I had to say them.  In fact, I'm tempted to bookmark myself a link to the Wikipedia list of the Seven Rules of Highly Effective Pirates, which actually has thirty-eight rules, but who's counting?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: NGTM-1R on July 19, 2010, 01:03:10 am
You fool!  He was avoiding those cursed words!

It is contractually obligated they must be said. Besides, it's less dangerous than if somebody on the team does.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 21, 2010, 05:41:21 pm
July 20, 2010

Dropped the invincible 'deadtime' for bombs to 1/2 second after launch, from the retail 1.5 seconds. Two-thirds less time wasted on invincible bombs.

July 21 2010

Undeleted the thing that accidentally got deleted, thereby un-breaking critical missions.  :nervous:

Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on July 21, 2010, 05:49:42 pm
Was it a script or a pof?

I'm on a 50/50 odds on win with a bet i just placed with myself.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 21, 2010, 05:50:15 pm
Neither.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on July 21, 2010, 06:02:42 pm
Looks like i lose.


Owait, was it an event? :confused:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Aardwolf on July 21, 2010, 08:45:30 pm
Hm, he said missions (plural)... campaign-persistent variable?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Droid803 on July 21, 2010, 08:55:58 pm
A table maybe.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Snail on July 22, 2010, 05:11:26 am
A table maybe.
You win!
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 22, 2010, 11:35:38 am
A table maybe.
You win!

No he doesn't.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Ravenholme on July 22, 2010, 12:06:39 pm
A table maybe.
You win!

No he doesn't.

Curious and Curiouser.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Snail on July 22, 2010, 12:17:27 pm
A table maybe.
You win!
No he doesn't.
Curious and Curiouser.
Sorry Droid803 my manager tells me you will not be getting your prize today.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 22, 2010, 12:19:41 pm
It was a mishap that occurred while moving Blue Planet content over to the MediaVPs.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on July 22, 2010, 01:54:35 pm
<nosy git> Sooooo, what exactly got deleted accidentally?
</nosy git>
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Madcat on July 22, 2010, 04:04:43 pm
Maybe you accidentally an important asset?  :pimp:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: TopAce on July 22, 2010, 05:20:18 pm
Maybe you accidentally an important verb? :pimp:

(Couldn't resist)
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 22, 2010, 08:32:15 pm
July 22 2010

Added or polished a number of dialogue skip triggers.

July 23 2010

Various files related to frenzied troubleshooting of a REDACTED; still ongoing.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Snail on July 24, 2010, 01:19:19 am
July 23 2010

Various files related to frenzied troubleshooting of a REDACTED; still ongoing.
D:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 25, 2010, 11:43:06 pm
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:

July 26 2010

A failure debrief in the event the player dies in a certain tricky dogfight, so they can get recommendations.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on July 30, 2010, 08:29:49 pm
Avoid the enemy fire, and you WON'T get hit pilot!
Title: Re: SVN Commit of the Day/capship command discussion
Post by: NGTM-1R on July 30, 2010, 09:01:10 pm
Avoid the enemy fire, and you WON'T get hit pilot!

Press Q not to die?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Aardwolf on July 30, 2010, 11:57:14 pm
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:

Ah, I saw this on the SCP commit log... he changed a variable from being a signed integer to an unsigned integer (adding the letter 'u' to the beginning of it, e.g. uint, ushort, ulong), thus changing the valid range from going approximately -x through x to being 0 through 2x, which is better considering negative values are useless as array indices :p
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on August 02, 2010, 03:47:18 pm
AGRGRGWGEGERWGREDGRGHREGREAGH
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Ravenholme on August 02, 2010, 05:19:04 pm
AGRGRGWGEGERWGREDGRGHREGREAGH

Chill, have a cold one, sit back, breathe out, it's just one bump on the otherwise smooth road of progress.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on August 02, 2010, 05:29:06 pm
AGRGRGWGEGERWGREDGRGHREGREAGH

Chill, have a cold one, sit back, breathe out, it's just one bump on the otherwise smooth road of progress.

It's already fixed, but holy ****, panic situation. This is why constant testing is always necessary.
 
Also fixing it was really unpleasant.  :( It's like having to kill my own babies and then file detailed coroner's reports on how I killed my babies.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Madcat on August 03, 2010, 06:44:22 am
AGRGRGWGEGERWGREDGRGHREGREAGH

He speaketh in mysterious ways.  :P

Glad the issue is fixed!
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on August 03, 2010, 04:09:21 pm
August 03 2010

A better Karuna!
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Droid803 on August 04, 2010, 12:37:07 pm
August 03 2010

A better Karuna!

Was that the one asset you were waiting for? :D
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on August 04, 2010, 12:37:24 pm
No.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Droid803 on August 04, 2010, 12:53:58 pm
:(
Title: Re: SVN Commit of the Day/capship command discussion
Post by: AugustusVarius on August 04, 2010, 01:05:19 pm
By better, do you mean optimized and with LODs?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on August 04, 2010, 01:11:03 pm
It's a new model with fixed smoothing (really important), some various fixes, and texture count parity. However in the long run it still needs optimization.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Rodo on August 04, 2010, 01:26:06 pm
Texture count parity?


sounds yummy
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on August 04, 2010, 01:27:14 pm
With the old model (i.e. atrocious but not as apocalyptically bad as it used to be.) Texture count is a far bigger performance hit than polycount.

I haven't been able to find anything lately I can really talk about.

But we're coming up on commit #3000. It's a race!
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on August 09, 2010, 01:00:48 am
Commit 3000 is up next. I'm trying to get Fury to take it in honor of all his hard work. He is too grumpy and stubborn.   :(
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on August 09, 2010, 01:12:18 am
August 8 2010

A series of small balance changes.
Spoiler:
Delenda Est beam overload sequence made slightly easier.
Droid803 Memorial Fixer-Upper: player received Medium-type armor on many (but not all) missions where friendly ships used Slammers, instead of the default Light. Damage reduction against most weapon types will be unchanged (because our armor system uses both type and percentage and percentage is unchanged) but player will receive resistance to Slammers.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on September 13, 2010, 12:36:01 pm
September 13 2010

Prevented Artemis Station from warping out when frightened.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Scotty on September 13, 2010, 02:33:46 pm
Wat.

 :lol:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: ssmit132 on September 13, 2010, 06:54:32 pm
Ah, looking at the mission file I can see how that would happen...

EDIT: Wait, maybe not - I missed the fact that the Florence had an undock order.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on September 13, 2010, 06:55:27 pm
Ah, looking at the mission file I can see how that would happen...

Given that it's in an R2 mission I doubt that. :P
Title: Re: SVN Commit of the Day/capship command discussion
Post by: ssmit132 on September 13, 2010, 06:56:59 pm
Oops, my bad. I was looking at the first mission in the already released one. *facepalm*
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on September 13, 2010, 06:58:57 pm
Oops, my bad. I was looking at the first mission in the already released one. *facepalm*

Totally understandable mistake to make - it was an ambiguous topic. Though I'm curious how you could get Artemis warping out there...
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on September 30, 2010, 12:25:06 pm
September 29 2010

Prevented the [redacted] installation from rotating to face the player and shouting 'HAET YOU!' once per second when player was nearby.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Scourge of Ages on September 30, 2010, 03:42:44 pm
September 29 2010

Prevented the [redacted] installation from rotating to face the player and shouting 'HAET YOU!' once per second when player was nearby.
That sounds serious  :shaking:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: NGTM-1R on September 30, 2010, 04:01:10 pm
I would love to know how it did that in the first place.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on September 30, 2010, 04:12:22 pm
I would love to know how it did that in the first place.

Should be pretty trivial to reverse-engineer in FRED, though the method involved was not the simplest or most effective one.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Jellyfish on September 30, 2010, 04:15:00 pm
No superbomber or Transcendant paying a visit level bugs in WiH2 yet? Or those appear right before release?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: SomeGuyWithAName on October 02, 2010, 06:09:18 pm
No superbomber or Transcendant paying a visit level bugs in WiH2 yet? Or those appear right before release?

Oh, I loved reading those. I don't really hope that you'll have many of them, but I do hope that you will make them as entertaining as you did before when they show up anyway  :D
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on April 24, 2011, 01:06:13 pm
April 24 2011

Moved Act 3 missions to beta testers!

8 missions, the most complex we've ever done, including things that could not be achieved without features the SCP recently added for us (<3 you SCP).
Title: Re: SVN Commit of the Day/capship command discussion
Post by: JCDNWarrior on April 24, 2011, 01:50:50 pm
It's like chasing in seperate elevators.. ;)

I'm looking forward immensely to WiH2 though. It's bound to make me feel like a noob FREDer again, I bet.

Keep up the good work.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on April 27, 2011, 09:54:47 pm
April 27 2011

Better misc status gauge. Now wider for more :WORDS:.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on April 13, 2012, 08:32:58 pm
maypril 13 2012

Added $glide flag to Raynor
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Legate Damar on April 13, 2012, 08:41:52 pm
Capships can glide?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Droid803 on April 13, 2012, 10:02:30 pm
Capships can glide?

Someone hasn't seen the video. SHOW THE MAN.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on April 13, 2012, 10:05:31 pm
this one's good

http://www.youtube.com/watch?v=wW02fSsbPFg

this one's even better! (at the end)

http://www.youtube.com/watch?v=uT7genOP62c&feature=player_embedded
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Legate Damar on April 14, 2012, 12:20:21 am
So you can get the ai to do that? Interesting. I can barely make out the gliding ship in the end of the last video, though. This could be useful. What version of FSO does this require?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Dragon on April 14, 2012, 04:21:35 am
Just get the latest one, the RC builds are pretty stable.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Legate Damar on April 14, 2012, 04:27:22 am
Well I'm a bit nervous about upgrading as I've been doing a lot of modding stuff and I'm worried that if I upgrade it might mess up some of my edits.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on April 14, 2012, 04:30:17 am
Upgrading, in this case, only means using a different exe. The only thing you can expect to see is better error reporting if one of your edits does something stupid.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: headdie on April 14, 2012, 04:31:05 am
you will have to do it at some point because mods will less and less be compatible with 3.6.12, might as well bit the bullet now and just get it done.

-bah, ninjad by The_E
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Legate Damar on April 14, 2012, 05:04:45 am
Yeah but I have heard some stuff in the table files gets changed around in the updates so my tables that worked before might have a field that doesn't work in the new version or be missing a required field
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on April 14, 2012, 05:09:51 am
No, table entry order will stay stable across versions. New table options may be added, but old entries won't stop working.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Dragon on April 14, 2012, 05:13:16 am
There are entries that were renamed, but those aren't very numerous, it's easy to change those fields that got renamed. Also, unless you work with the latest, cutting edge features, it's unlikely you'll need to make any changes. Stuff like +Frequency: subfield in $Burst Shots: was recently changed to +Period: , but that's about the only such change in recent builds and even if you're using it, changing it should be straightforward.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on April 14, 2012, 05:17:18 am
Here's a rule of thumb: When moving between stable versions (3.6.12 and 3.6.14, for example), table options will be added but not changed, so that old tables are guaranteed to work across versions. When working with development builds (like the nightly builds), new table options may change according to feedback from the community, however those changes will always be documented in the changelogs.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Legate Damar on April 14, 2012, 05:19:28 am
Okay thank you. I currently have a 3.6.13 Inferno build, what would you recommend I upgrade too? (I want to keep the Inferno options for more ships and weapons and such)
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on April 14, 2012, 05:35:35 am
3.6.14. In .14, the Inferno options have been merged into the normal build (that is, all builds will be inferno builds going forward).
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Legate Damar on April 14, 2012, 05:51:13 am
So just 3.6.14 or any specific build?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on April 14, 2012, 05:52:52 am
3.6.14RC5, to be exact. Or 3.6.14 Final, if we EVER get that out there.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Legate Damar on April 14, 2012, 06:02:59 am
What's the difference between those?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on April 14, 2012, 06:04:51 am
3.6.14RC5 is the fifth release candidate for version 3.6.14. 3.6.14 Final will be the final build in that series, then we'll switch back to regular FSOpen development with nightly builds until 3.7 comes along.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Legate Damar on April 14, 2012, 06:19:11 am
So should I just wait until final comes out?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on April 14, 2012, 06:22:07 am
Since i cannot in good conscience give an estimate on when it'll be out, my recommendation would be to switch to RC5 now and upgrade to final when it does come out.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Legate Damar on April 14, 2012, 07:06:44 am
Got it
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Trivial Psychic on April 14, 2012, 08:11:13 am
I suspect that we won't see 3.6.14 Final at least until those anomalous balance/damage issues reported with BP have been finally identified and resolved.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Aesaar on April 14, 2012, 02:15:52 pm
I've had no problems using the last version of Valathil's shadows build, myself.  Well, except for Simak station spinning and smacking up the Altan Orde, but I somehow doubt that's caused by the build. 

Could be wrong.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on December 30, 2012, 01:49:55 pm
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
Title: Re: SVN Commit of the Day/capship command discussion
Post by: niffiwan on December 30, 2012, 04:06:01 pm
... you can buy a Solaris destroyer?!?!  Heck, how about starting with, a Solaris destroyer is for sale?!?!  Is that a "real" for sale or some kind of "virtual-fleet-resource-management" sale?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Aesaar on December 30, 2012, 04:52:43 pm
Sounds to me like the way you "buy" Second Fleet assets in Aristeia.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: niffiwan on December 30, 2012, 04:56:01 pm
you're probably right, I was just intrigued by the implications of it being a "real sale" :)
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on December 30, 2012, 07:07:17 pm
Toutatis Tacos
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Crybertrance on December 31, 2012, 12:50:24 am
Lowered the time threshold for stalemate detection...

This has got me more intrigued...
Title: Re: SVN Commit of the Day/capship command discussion
Post by: X3N0-Life-Form on December 31, 2012, 04:10:39 am
^  I'm guessing it's related to this:
http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl#.24Stalemate_Time_Threshold:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on December 31, 2012, 09:05:34 am
nope, something else entirely
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 01, 2013, 03:45:15 pm
Just thought I'd share the current SVN command line

-mod blueplanetSVN,blueplanetSVN\advtest_bp2,blueplanetSVN\adv_bp2-r2,blueplanetSVN\test_bp2,blueplanetSVN\bp2-r2,blueplanetSVN\blueplanet2\bp2-core,blueplanetSVN\blueplanet2\adv_bp2,blueplanetSVN\blueplanet2\bp2-visuals1,blueplanetSVN\blueplanet2\bp2-visuals2,blueplanetSVN\blueplanet2\bp2-audio1,blueplanetSVN\blueplanet\adv-bp,blueplanetSVN\blueplanet\bp-core,blueplanetSVN\blueplanet\bp-visuals1,blueplanetSVN\blueplanet\bp-visuals2,blueplanetSVN\blueplanet\bp-audio1,blueplanetSVN\blueplanet\bp-audio2,mediavps_3612

(http://fi.somethingawful.com/safs/smilies/2/4/catstare.001.gif)
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Spoon on January 01, 2013, 04:08:20 pm
"Hey guys, we figured we would reorganize the SVN before launch. Please redownload 1+GB at 20kb/s. Kthx!"
(http://fi.somethingawful.com/safs/smilies/2/4/catstare.001.gif)

Being beta tester is suffering
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on January 02, 2013, 05:51:05 am
1+ GB?

I've really got to sort out a new PC  :banghead:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Luis Dias on January 02, 2013, 06:57:39 am
Toutatis Tacos

Oh come on. Will it also come overpriced?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 02, 2013, 08:58:13 am
January 1 2012

Expanded Draco weapons compatibility to meet TEI requirements. Fluff to explain lack of 'bomb' flag on Paveway.

Finalized Gef unhappiness variable

Title: Re: SVN Commit of the Day/capship command discussion
Post by: SF-Junky on January 02, 2013, 09:36:06 am
Sorry for being off topic, but what does SVN actually mean?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 02, 2013, 09:37:01 am
Subversion. It's the version control system we use to enable rapid collaboration between lots of distant people working on the same files.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on January 02, 2013, 10:08:40 am
So it doesn't mean Super Virgin Ninjas? :banghead:





Gef unhappiness variable? Hmmmmmmm, can has it set to 1 plox?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Darius on January 02, 2013, 10:37:10 am
Build temples and lower taxes to keep unhappiness down.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: QuakeIV on January 02, 2013, 09:19:48 pm
But aren't the gefs against development?  So wouldn't it be demolish temples?  Like in the expansion.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: -Norbert- on January 03, 2013, 03:46:27 am
Not if you build the tempels on asteroids or in the void.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: MatthTheGeek on January 03, 2013, 03:56:23 am
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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Crybertrance on January 03, 2013, 06:27:45 am
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!)
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Phantom Hoover on January 03, 2013, 06:41:28 am
They are presumably far better and building, maintaining and living in self-sufficient space habitats than anyone else.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on January 03, 2013, 06:43:01 am
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!)

No. The Gef have absolutely no need for something so crude.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: MatthTheGeek on January 03, 2013, 08:14:54 am
I said very advanced in some areas. Those areas do not include military technology, the Gefs are not an army.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Luis Dias on January 03, 2013, 08:36:50 am
I would guess stuff that has to do with Stealth, electronic hacking and EMPs and so on.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: crizza on January 03, 2013, 08:48:06 am
Or launching a headshot asteroid at enemy ships  ;7
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Crybertrance on January 03, 2013, 09:18:40 am
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:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Jellyfish on January 03, 2013, 09:35:12 am
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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: SpardaSon21 on January 03, 2013, 10:34:16 am
The Gefs are damn good at surviving in isolated space habitats which means waste reclamation, materials recycling, and everything else needed to survive in a really small closed system, and pretty good at genetics too since IIRC Battuta's said some Gef cells are no longer quite human.

They also have gigantic Hephaestus-class foundry ships that are the best imitations of a GSV they can pull off.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 03, 2013, 10:34:31 am
I wouldn't pick out stealth, EMP, or electronic warfare as areas of particular Gef sophistication. Where the Gefs excel is in living where they do.

Remember that Kostadin cell is just one (conservative) element of Gef society. They've been expanding out into the Kuiper Belt and Oort Cloud for decades. They have an entirely spaceborne infrastructure, with access to both the riches and dangers that implies. 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.

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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Luis Dias on January 03, 2013, 10:49:50 am
Hm. So it's a kind of a post-singularity / post-apocalyptic kind of dystopian cyberpunk society within BPverse, contrasting as hell with earth. I was aiming more for underground pirate mafias that learned how to exploit security holes in the bigger Sol economy (thus the "hacking" angle). When I mentioned "stealth" I wasn't referring to high-end technological feats, but simpler stealth techniques that were based on experience, tenacity and general cleverness.

Von Neumann' **** hints at a very possible big danger lurking in the margins of Sol, like a virus that is only contained and restrained by the sheer lack of resources / energy they have available....

I like where this is headed. Multiple vectors and strategies may well imply that at least some form of humanity will be able to survive the Shivaggedon.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Phantom Hoover on January 03, 2013, 10:55:19 am
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?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on January 03, 2013, 10:55:46 am
Iain MacDuff

Related to Quartermaster Colin Macduff?

Title: Re: SVN Commit of the Day/capship command discussion
Post by: Crybertrance on January 03, 2013, 11:00:20 am
-Snip-
They also have gigantic Hephaestus-class foundry ships that are the best imitations of a GSV they can pull off.

Slightly off-topic, but what is a GSV? and where is it stated in the BP-verse about the Hephaestus class?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Phantom Hoover on January 03, 2013, 11:11:49 am
GSVs are a thing from Iain M. Banks' Culture series; they're massive, self-sufficient habitat/constructor ships. (The name stands for General Service Vehicle, but that's not much help.)
Title: Re: SVN Commit of the Day/capship command discussion
Post by: MatthTheGeek on January 03, 2013, 11:18:24 am
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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Crybertrance on January 03, 2013, 11:19:51 am
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.

Damn, I missed it then...Whenever I go onto #bp, everything is as dead as a bone!
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Phantom Hoover on January 03, 2013, 11:37:22 am
I suppose it might be based off this (http://www.hard-light.net/wiki/index.php/TDM_Hephaestus).
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on January 03, 2013, 11:38:55 am
Nope. Very much no.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Luis Dias on January 03, 2013, 12:07:35 pm
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?

The answer to this question is much more interesting and intriguing than one might initially think. I think of Von Neumanns obviously as "living beings" that could be obeying darwinian principles and so on. In darwinian speek, what you are saying is that there are a lot of strange attractors that might be funnelling the landscape of genetic solutions towards something ultimately impractical against Shivaggedon. A lot of odd questions can arise though.

First off, is that even true? Is it true that *no* species has managed to survive against the Shivans in this way? According to FS2verse and BPverse, we have not sufficient knowledge of the galactic landscape to know the answer to this question. So, possibilities abound. It is possible that many species have survived this way. It is even possible that many of these Von Neumann species have competed against each other for their own survival. It is possible that some, a few or even a single one of such species actually dominates the galactic landscape.

Another completely different possibility is that there is very little competition between these Von Neumann life forms, since obtaining resources for their very energy-efficient economies might not actually interfere with any other Von Neumann life forms. However, in the landscape of possibilities, if enough variety is achieved, you would expect some of them being more aggressive than others.

Many have already thought about Shivans and Vishnans *as* Neumann probes, or we could even say these denominations are too simplistic to even begin to define these higher webs of complexity. Perhaps one of the first intelligent beings in the Galaxy ended up creating such probes, and when a very aggressive species emerged from darwinian pressures, they started competing with each other. One darwinian strategy that may have emerged from natural selection pressures was precisely the genocidal strategy, where a species genocides an entire living species when it begins its warfaring before a new Neumann species is created by the organics.

Think of it as "Mass Effect done right".
Title: Re: SVN Commit of the Day/capship command discussion
Post by: redsniper on January 03, 2013, 12:15:31 pm
Oh damn, now the Gefs seem much more interesting. I thought they were just around to be the trouble-making third party.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: SpardaSon21 on January 03, 2013, 12:33:50 pm
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.

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.
Now I want some kickass fiction about these guys where before they were bland space hippies.  Damn you, Battuta. :(
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Phantom Hoover on January 03, 2013, 12:35:04 pm
They were never bland space hippies what with the whole living in Kuiper belt habitats thing.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 03, 2013, 12:37:08 pm
Kostadin cell != all gefs
Title: Re: SVN Commit of the Day/capship command discussion
Post by: SF-Junky on January 03, 2013, 12:46:14 pm
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
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 03, 2013, 12:52:50 pm
January 2 2013

-Enhanced chess metaphors when discussing Steele's strategy.

-Removed keypresses that would cause instant insanity
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Phantom Hoover on January 03, 2013, 01:20:40 pm
"Oh god no! Steele is using the French Defence!"
Title: Re: SVN Commit of the Day/capship command discussion
Post by: redsniper on January 03, 2013, 01:28:20 pm
-Removed keypresses that would cause instant insanity

No please, leave it in as a secret or something. Like Mr. Cuddles.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: MatthTheGeek on January 03, 2013, 01:47:25 pm
"Oh god no! Steele is using the French Defence!"
inb4whiteflag
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Luis Dias on January 03, 2013, 04:11:30 pm
January 2 2013

-Enhanced chess metaphors when discussing Steele's strategy.

I'll be quite picky with these in particular. Keep the variations sharp, grandmaster.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Axem on January 03, 2013, 06:27:12 pm
Steele's got Byrne pinned to Earth, unveiled a devastating discovered attack on the Wargods and is keeping his ranks open on Calder; being wary of any of violent moves from Calder that may lose Steele his tempo. The Federation's only hope at this point is to get a passed pawn to promotion and use the new Queen to cause an upset.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Luis Dias on January 03, 2013, 06:40:33 pm
Pinwheels are the dirtiest. My body is ready :D.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: redsniper on January 03, 2013, 07:53:08 pm
An upset new queen indeed......
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 04, 2013, 09:50:21 am
January 3 2013

Fleet-specific team color stripes for UEF warships.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Leeko on January 04, 2013, 10:21:34 am
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!"

Am... am I reading these right? Does that mean BP2 R2 is like, almost here?
 :nervous:
/me goes back to permalurk mode
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 04, 2013, 10:37:15 am
We'll be releasing Act 3, hopefully in the next couple days. It's not quite the full R2 but it's something!
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Leeko on January 04, 2013, 11:12:42 am
 :jaw: well if I had noticed that new thread I guess I'd not be surprised, iamdumb
Title: Re: SVN Commit of the Day/capship command discussion
Post by: SF-Junky on January 04, 2013, 11:27:37 am
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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on January 04, 2013, 12:28:01 pm
Until FIRESPAWN manages to update me on the status of my PC, i am unable to form an opinion on downloading this, let alone playing it. :banghead:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Crybertrance on January 04, 2013, 12:28:38 pm
January 3 2013

Fleet-specific team color stripes for UEF warships.

Oh gawd I've waited for this for soo long!
Thanks 'ttuta
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Jellyfish on January 04, 2013, 12:50:11 pm
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?

Also, will Acts 1 and 2 be rereleased with all these awesome updates?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 04, 2013, 01:00:49 pm
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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Luis Dias on January 05, 2013, 09:23:08 am
Please tell me it's a different campaign. Don't make me replay WiH act 1 and 2 again (pilot issues don't even ask).
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 05, 2013, 09:27:54 am
Yep, it is.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Crybertrance on January 05, 2013, 09:34:41 am
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.

Aww....does that mean we have to download....EVERYTHING AGAIN!?!?! Some of us have terrible speeds you know (took me 8 hours to download the AoA update) :banghead:

Maybe provide manual (only Act 3 files) install for us cool guys?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 05, 2013, 09:44:55 am
We'll provide individual VPs, but unfortunately, you're probably going to end up having to delete and replace whatever you've got anyway.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on January 07, 2013, 06:11:50 am
We'll provide individual VPs, but unfortunately, you're probably going to end up having to delete and replace whatever you've got anyway.


 :banghead:


EDIT---

On contemplation, i do appreciate the amount of times you (the glorioous BP team) have probably had to do just that. (download and re-download everything)
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on January 07, 2013, 06:17:18 am
Not that often, because we have svn :P
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 25, 2014, 02:44:47 pm
January 25 2014

Added a dialogue segment to flesh out Taki and the overall dynamic and reset player emotional state. Added more intelligence to Hyperion behaviors (the 'runner' ship will now slip into the 'shooter' role if the shooter cruiser has to pull out). Reallocated Janus and Epimetheus power slightly towards beam weapons to cut ~5 seconds off cycle time - they are very slow to jump out so it seems they have the spare power.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 26, 2014, 08:11:19 pm
January 26 2014

Major update focused on AI behavior in m27. Hyperions whose jump clocks are still running when they hit critical hull will attempt a crash jump with a chance of catastrophic failure. All cruisers will now use the Hood's battlenet and ECM advantage for salvo fire at range. The Tigris will lend ECM channels to the Hesperia in defense. Diomedes capabilities tied to the quality of their jump solution. Diomedes will reallocate power and enter defensive stance once heavily damaged. More Tev ships deploy flares for Paveway, Warhammer, and Apocalypse defense. Added beam shutter and regen system to Hyperions. Auroras in Auriga wing will now use their ECM capabilities for buddy stealth on Auriga 3 until the objective is complete. All fighters gained the ability to use their afterburners when executing any order type, not just attacks (thanks coders!)

Restructured mission into cleaner loops to avoid message jams.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Lepanto on January 26, 2014, 08:25:59 pm
STOP TAUNTING US WITH AWESOME!  :hopping: Or keep taunting us with it, if you feel like it . . .
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Luis Dias on January 27, 2014, 06:43:30 am
He's just trolling us with his pseudo-spoiling logs. Don't commit the mistake of falling into his trap.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: MatthTheGeek on January 27, 2014, 06:51:32 am
Don't commit the mistake of falling into his trap.
If he commits mistakes he can always revert.

/me quietly leaves
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Crybertrance on January 27, 2014, 08:17:00 am
Don't commit the mistake of falling into his trap.
If he commits mistakes he can always revert.

/me quietly leaves

:lol:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 27, 2014, 08:20:18 am
He's just trolling us with his pseudo-spoiling logs. Don't commit the mistake of falling into his trap.

Talking about new features is not only great for FREDder morale, but it helps improve those features too. One of the systems in the last log got a bit of improvement after a #bp discussion.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: EuclidianGeometry on January 27, 2014, 08:22:21 am
Beam shutters? Beam shutters.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Mars on January 27, 2014, 09:45:09 am
Probably to keep the cannons from being shot off.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 27, 2014, 09:55:02 am
The Tevs are sick of their beams being Paveway'd and sick of getting absolutely hammered by Apocalypse and Warhammer volleys. The strategic opening the Fedayeen hammered so aggressively in Act 3 wasn't spent idly.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Luis Dias on January 27, 2014, 10:19:45 am
research & development
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 28, 2014, 01:20:20 pm
January 28 2014

UEF bombers cannot be tamed. Implemented Aegis-style battlegroup defense system for the Hood + escorts. Pushing mission towards alpha complete.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Shivan Hunter on January 28, 2014, 10:13:30 pm
UEF bombers cannot be tamed.

<battuta|2> (i think the solution to op durgas in this scenario might be to make them lapiths)

how'd it go?

Also I'm loving all this talk of intelligent capships. Dynamic waypoints truly are the best waypoints~
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 28, 2014, 10:37:46 pm
Any UEF bomber carrying antimatter weapons is just an absolute terror, but I think I've wrestled the mission into a decent place. It's a lot of fun to play to the Hecate's strengths and show off how it can perform well in a very different role from the Orion and TEI ships.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on January 31, 2014, 05:48:23 am
Can has Petrarch adaptive battle computer and cappuccino subsystem?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on January 31, 2014, 11:24:56 pm
January 31 2014

Fixed an incompatibility between the equippable armor pack and quality-of-life shockwave resistance SEXPs for the player.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Alan Bolte on February 01, 2014, 01:07:57 am
January 28 2014

UEF bombers cannot be tamed. Implemented Aegis-style battlegroup defense system for the Hood + escorts. Pushing mission towards alpha complete.
Hmm... Deimos/Diomedes with intelligently-targeted Trebs instead of Piranhas?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Scotty on February 01, 2014, 01:56:11 pm
Maybe trebuchet anti-torpedo salvoes?  That'd be pretty fantastic.  Effectively neuters the Narayana's greatest strength for the "mere" cost of a warships missile launchers.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 01, 2014, 02:07:14 pm
Trebs can't fire rapidly enough to effectively degrade Apocalypse salvos, unfortunately. Direct fire point defenses work better there because they can more efficiently retarget.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: X3N0-Life-Form on February 01, 2014, 02:11:24 pm
Well, you can always increase the refire rate of an individual turret if needs be. Say warship launchers can reload trebs faster or something.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 01, 2014, 02:15:43 pm
Refire rate is determined by weapon and ship AI class, not individual turrets. We prefer not to just drop in rapid fire Trebuchets willy-nilly since you then need to deal with the tactical ramifications of this weapon system. Guided warhead intercept would get its own purpose-made weapon (though it would have to outcompete the PDTerPulse which is a tall order.)
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Jellyfish on February 01, 2014, 06:13:59 pm
Wasn't Spoon working on multilock swarm missiles? That could work.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: X3N0-Life-Form on February 01, 2014, 06:14:22 pm
*Remembers his own issues with faster firing trebs*
OK yeah that's not a great idea :P . Trebs are problematic enough as it is, there's no need for a berserker-mode warship-mounted upgrade. I'm honestly impressed that you've managed to include a few trebuchet strikes without them being insanely frustrating.
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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 01, 2014, 10:12:51 pm
Wasn't Spoon working on multilock swarm missiles? That could work.

It's possible this wouldn't apply to the AI, which doesn't use aspect lock. But the solution might be robust and include AI behavior.

Unless you alter the refire rate of the turret through tables or SEXPs.

Turrets don't have a refire rate to alter. Refire rate is determined by the weapon and the ship's AI class (not the turret's AI class, which has no effect). If you wanted to alter a turret's refire rate you would need to alter the weapon mounted on it.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 01, 2014, 10:27:14 pm
WAIT A SEC THOUGH now we have turret-set-rate-of-fire, that's pretty cool.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Scotty on February 02, 2014, 12:35:00 am
/me's imagination once again fills with sheets of Trebs engaging incoming Apocalpyse salvos.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: crizza on February 02, 2014, 05:58:51 am
What about fusion mortar like dumbfire missiles?
Shouldn't a warship fire controll system be able to track incoming torpedos and fire missile accordingly?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 02, 2014, 08:24:02 am
Again:

Guided warhead intercept would get its own purpose-made weapon (though it would have to outcompete the PDTerPulse which is a tall order.)

Missiles tend to be slower than primaries which means they spend more time and overkill on individual targets at long range.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Husker on February 02, 2014, 09:34:03 am
They are, however, effective at anti-fighter harassment and defense. I would imagine a Phalanx-style CIWS for anti-missile defense.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 02, 2014, 09:46:03 am
The Tevs have the PDTerPulse for that role.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 02, 2014, 06:21:24 pm
February 2 2014

Major progress on m25. Three opening conversations (randomized in techroom, cyclical in campaign). Added a drone with a radio station zipping around the debris field so players can customize their soundtrack experience! Added training for attacking warships that are deploying countermeasures. Added options for players who'd prefer to pursue character development vs. get into the action.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Jellyfish on February 02, 2014, 07:43:41 pm
Are those options exclusive from each other, of the familiar "fire to skip"?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: The E on February 03, 2014, 01:19:54 am
Exclusive. You will only get one conversation per run through the mission.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Luis Dias on February 03, 2014, 04:11:18 am
m25 is the first act4 mission, right. Looks like a lot of things happening for one mission only.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on February 03, 2014, 08:07:08 am
February 2 2014

Major progress on m25.


Read that as M25. London M25..... The road they are NEVER finished working on :'(
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Shivan Hunter on February 03, 2014, 11:28:12 am
m25 is the first act4 mission, right. Looks like a lot of things happening for one mission only.

Certainly a hub mission, especially since there's a soundtrack picker like the Dreamscape had.

Read that as M25. London M25..... The road they are NEVER finished working on :'(

"when it's done" :drevil:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 03, 2014, 05:52:25 pm
February 3 2014

Enhanced wingmate RPS AI when they're bored in one of the m25 branches. Gave both wingmen an individual frequency distribution for rock, paper, and scissors. Gave them the ability to remember who's ahead over the course of the campaign.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Hobbie on February 03, 2014, 06:08:09 pm
Oh crap, Battuta's writing Skynet.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Jellyfish on February 04, 2014, 01:14:55 am
How do you play RPS over comms?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 04, 2014, 01:16:45 am
Datalink! You're not the only pilot with a load of new HUD MFDs.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 05, 2014, 10:48:52 pm
February 5 2014

Rejiggered friendly tanks' CAS calls to reflect the urgency of the situation. Added Minotaur MBT and Minotaur Air Defense System. Retuned MBT loadout: primary mass driver, two countermeasure launchers, a defensive missile launcher, and a surface-to-surface/air heavy missile launcher. Nerfed air defense capability of MBT main guns so the CAS birds will stand a chance.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: InsaneBaron on February 06, 2014, 06:29:28 am
Holy cow, we're gonna be flying atmosphereic attack roles! Izra'ils as A-10s FTW :P

Which means the Tevs will probably pull off a successful landing on Earth (or maybe Mars?)
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on February 06, 2014, 08:57:48 am
Or carrier decks :0
Title: Re: SVN Commit of the Day/capship command discussion
Post by: niffiwan on February 06, 2014, 05:59:09 pm
Which means the Tevs will probably pull off a successful landing on Earth (or maybe Mars?)

Or perhaps Luna? :)
Title: Re: SVN Commit of the Day/capship command discussion
Post by: redsniper on February 06, 2014, 06:59:11 pm
It's on Beta Aquilae Prime!

(http://i.somethingawful.com/forumsystem/emoticons/emot-black101.gif)(http://i.somethingawful.com/forumsystem/emoticons/emot-black101.gif)(http://i.somethingawful.com/forumsystem/emoticons/emot-black101.gif)
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Jellyfish on February 06, 2014, 08:49:21 pm
What was the UEF MBT called? It appeared in Into the Storm, if I recall.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Lepanto on February 06, 2014, 08:58:28 pm
What was the UEF MBT called? It appeared in Into the Storm, if I recall.

Dakota.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: InsaneBaron on February 06, 2014, 09:06:57 pm
Which means the Tevs will probably pull off a successful landing on Earth (or maybe Mars?)

Or perhaps Luna? :)
That might be.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 07, 2014, 12:25:46 am
February 6 2014

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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: An4ximandros on February 07, 2014, 12:52:26 am
February 6 2014

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.
hnnnnnnnnnnnnnnnnnnnnng
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Jellyfish on February 07, 2014, 01:40:05 am
Tank on tank combat? Will we end up driving one? DARE WE DREAM?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Hobbie on February 07, 2014, 01:42:14 am
...Atmospheric combat?

http://youtu.be/st84hazcfMU
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Luis Dias on February 07, 2014, 03:51:54 am
Ah so I'm guessing Axem let you toy with his "Plants vs Zombies" BP mission thingy. That must be fun! :D
Title: Re: SVN Commit of the Day/capship command discussion
Post by: InsaneBaron on February 07, 2014, 07:53:27 am
...Atmospheric combat?

http://youtu.be/st84hazcfMU
Love that track... "A Yellow's hit and trailing smoke!"

But... tank-mounted BEAMS? Battuta, what kind of monster are you creating?!?

I wonder if we'll be getting a new ship class specifically for this kind of CAS. A properly equipped Uriel or Izra'il ought to work, but a purpose-designed ship would be great.

Lastly, about bombs... aren't standard FS bombs a little powerful to be using in atmosphere? (Yes, Yes they are.)
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Mars on February 07, 2014, 11:57:33 am
BP doesn't recognize the yields listed in legacy FS. They're just too crazy to be true.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Scotty on February 07, 2014, 12:55:11 pm
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.).
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Mars on February 07, 2014, 01:02:52 pm
The post was years ago, I'm not sure where. Essentially Harbingers and Furies are hilariously overpowered, according to the Tech room only.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 07, 2014, 01:08:56 pm
They definitely are, but BP kinda rolls with the canon numbers, in an affable 'everything is ridiculous' way. FreeSpace materials are ridiculous, weapon yields are ridiculous, and when it comes down into an atmosphere, well, let's just kinda...assume that some component of that ridiculous yield is a directional shaped charge...

I'm still kind of into the idea of doing atmospheric variants of certain weapons that create ridiculous explosion glare. And in one of our Act 4 atmo missions we do have at least one detonation that's roughly in scale with a ~Hiroshima detonation - even in a shielded fighter you're in trouble if you're within a kilometer, and you'll suffer major blast out to three.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: AdmiralRalwood on February 07, 2014, 01:11:08 pm
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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Leeko on February 07, 2014, 01:13:10 pm
I just wanted to pop in and say how much this thread made my day. I've not lurked HLP since 2013, but I will definitely start checking in more often again. BP means a lot to me and I am glad to have some sort of indication that progress continues at what appears to be a steady pace! Keep on keepin' on. :D
Title: Re: SVN Commit of the Day/capship command discussion
Post by: redsniper on February 07, 2014, 07:24:14 pm
I'm still kind of into the idea of doing atmospheric variants of certain weapons that create ridiculous explosion glare.

I'm totally into this idea. If you're going to roll with the canon yields, might as well roll hard.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Jellyfish on February 07, 2014, 10:31:16 pm
a ~Hiroshima detonation
So, basically a FS1 era MX-52.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Aesaar on February 07, 2014, 11:25:38 pm
And there's why "canon" yields are stupid.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: NGTM-1R on February 07, 2014, 11:32:23 pm
And there's why "canon" yields are stupid.

They're fun. Atmospheric detonations should wipe out everyone.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 07, 2014, 11:34:51 pm
a ~Hiroshima detonation
So, 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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Mars on February 08, 2014, 12:53:04 am
In that case. . .

Holy ****ing armor. Is it degenerate matter? Is it being considered degenerate matter?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: An4ximandros on February 08, 2014, 01:55:52 am
I kinda want to make a cheap Photoshop of the Atreus & a Solaris nuking each other with missiles while falling towards the Martian surface now. :D
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Mars on February 08, 2014, 02:19:39 am
Falling through Jupiter towards 'hard deck' would be epicly awesome.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 08, 2014, 07:42:10 am
In that case. . .

Holy ****ing armor. Is it degenerate matter? Is it being considered degenerate matter?

The Deimos is explicitly armored in 'collapsed core molybdenum', however you choose to read that.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Trivial Psychic on February 08, 2014, 08:58:54 am
a ~Hiroshima detonation
So, 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.
Actually, the MX-52 is a swarming, heat-seeking, anti-fighter weapon.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 08, 2014, 08:59:55 am
Yes, exactly: it's an anti-ship weapon. It attacks armored hard targets. An ATGM or RPG doesn't just kaboom like a Looney Tunes bomb, wasting its blast force in all directions. It produces a directional detonation designed to penetrate. Similarly, a SAM or AAM blows up and hurls a cone of debris meant to intercept the target. The weapon system's raw yield isn't a complete description of its explosive behavior.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 08, 2014, 10:47:55 pm
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:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: BritishShivans on February 08, 2014, 11:07:54 pm
You should totally release that code, and let people see if it can be made into a non-OP weapon for silly mods.  :drevil:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: An4ximandros on February 08, 2014, 11:15:17 pm
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:

Byrne: Phase one Shambhala, *****es! Who's the coward sitting back and shooting from afar now Caldouche!?

Also, I can has that code please? I'v been looking to make something along those lines for my seecret Shevan shiop. :nervous:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Jellyfish on February 09, 2014, 12:36:09 am
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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 09, 2014, 08:10:36 am
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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: NGTM-1R on February 09, 2014, 10:13:46 am
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:

I hear you panic, but all I see is STARGATE MOD.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Shivan Hunter on February 09, 2014, 01:17:20 pm
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.

Excellent!
Title: Re: SVN Commit of the Day/capship command discussion
Post by: qwadtep on February 11, 2014, 12:36:58 am
Took a trip over to Atomic Rockets.

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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Leeko on February 11, 2014, 10:41:48 am
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:

You should leave this is as an easter egg, accessible via the weapon switching cheats.

...please? :D
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 11, 2014, 10:41:48 pm
Try this on for size:

Code: [Select]
$Name: Jackhammer IIEC
+Title: XSTR( "Jackhammer Enhanced Capability", -1 )
+Description: XSTR("
Bomb
Velocity 100, Range 2000, ROF 20.0
DPS 200 Armor, 20 Shield, 170 Subsystem
BAS 20.0
", -1 )
$end_multi_text
+Tech Title: XSTR( "Jackhammer Enhanced Capability", -1 )
+Tech Anim: none
+Tech Description: XSTR( "Jackhammer Enhanced Capability", -1 )
$end_multi_text
$Tech Model: JackhammerMK2EXT.pof
$Model File: JackhammerMK2.pof
$POF target LOD: 0
$External Model File: JackhammerMK2EXT.pof
$Mass: 35.0
$Velocity: 100.0
$Fire Wait: 20.0
$Damage:  8000
$Damage Type: HugeWeapon
$Arm radius: 250
$Detonation Range: 250
$Shockwave Damage Type: Shockwave
$Blast Force: 0.0
$Inner Radius: 0.0
$Outer Radius: 0.0
$Shockwave Speed: 0
$Shockwave name:                shockwave01
$Dinky shockwave:
+Blast Force: 0
+Inner Radius: 7
+Outer Radius: 24
+Shockwave Speed: 0.0
$Armor Factor: 1.0
$Shield Factor: 0.1
$Subsystem Factor: 0.85
$Lifetime: 20.0
$Energy Consumed: 0.0
$Cargo Size: 20.0
$Homing: YES
+Type: ASPECT
+Turn Time: 0.5
+Min Lock Time: 7.0
+Lock Pixels/Sec: 25
+Catch-up Pixels/Sec: 0
+Catch-up Penalty: 15
$LaunchSnd: 96
$ImpactSnd: 101
$FlyBySnd: -1
$Rearm Rate: 0.02
+Weapon Range: 2000
$Flags: ( "bomb" "Huge" "No Dumbfire" "player allowed" "particle spew" "Spawn Jackhammer IIEC, 1" "Spawn MIRVDecoy, 3" "no lifeleft penalty")
$Trail:
+Start Width: 0.4
+End Width: 0
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 4.0
+Bitmap: missiletrail02
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 22.52
$Dinky impact explosion: ExpMissileHit1
$Dinky impact explosion radius: 22.52
$Piercing Impact Explosion: exp04
$Piercing Impact Radius: 11.26
$Piercing Impact Velocity: 25
$Piercing Impact Splash Velocity: -25
$Piercing Impact Variance: 20000
$Piercing Impact Particles: 10
$Spawn angle: 0
$Spawn angle: 30
$Pspew:
+Count: 1
+Time: 1
+Vel: 0.0
+Radius: 0.2
+Life: 0.1
+Scale: 0.0
+Bitmap: missilespew02
$Thruster Flame Effect: missilethruster02
$Thruster Glow Effect: missileglow02

You'll have to add a MIRVDecoy entry or remove that spawn entry.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Rhymes on February 12, 2014, 12:32:15 am
Code: [Select]
"Spawn Jackhammer IIEC, 1" "Spawn MIRVDecoy, 3"
:eek2:

Um.

Holy ****. 
Title: Re: SVN Commit of the Day/capship command discussion
Post by: X3N0-Life-Form on February 12, 2014, 03:56:00 am
And I though recursive SSMs were bad ...
Title: Re: SVN Commit of the Day/capship command discussion
Post by: redsniper on February 12, 2014, 07:53:59 am
Code: [Select]
$Name: Jackhammer IIEC
...
$Flags: .... "Spawn Jackhammer IIEC, 1" ....

.............................................................. ..................heh.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 27, 2014, 12:42:07 am
February 27 2014

Ships in the Dreamscape will now render into existence with a cool effect. Added the first Dreamscape tutorial: mission prep for the viral strike and anti-AWACS tactics used in 'Nothing is True'.

HIGHLY METAL REMIX OF FREEDOM.OGG
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Hobbie on February 27, 2014, 02:41:42 am
Metal remix. Wantssss. Precioussss...
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Luis Dias on February 27, 2014, 04:13:08 am
Ships in the Dreamscape will now render into existence with a cool effect.

Something Valathil designed?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on February 27, 2014, 12:03:48 pm
I dunno!

February 28 2014

Scrambling to add as much content as possible before I move. Added dreamscape training for the ESM tactics used in 'Everything is Permitted'. Still need to add training for escape and evade.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Axem on February 27, 2014, 12:07:46 pm
Ships in the Dreamscape will now render into existence with a cool effect.

Something Valathil designed?

There's a sexp (ship-effect) that lets us use a variety of animated shaders on ships (the cloaking effect for example). One that's neat to use in a "digital construct" context is the FS1 Ship Select effect. And Valathil did design it so, yes!
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Luis Dias on February 27, 2014, 12:14:26 pm
omg digital construct ship-effect sexps... O_o so cooooooool
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Shivan Hunter on February 28, 2014, 08:13:25 am
the FS1 Ship Select effect

Kinda though it was that, w00t!

(fs1 ship select effect > fs2 ship select effect)
(because fs1 > fs2)

All the dreamscape training stuff sounds really amazing. It'll be interesting to see how previous exposure to certain gameplay elements increases performance in the high-pressure scenario, and whether it works better for certain things than others. Oh god I'm thinking like a researcher now, I've been writing too much for class
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on June 03, 2014, 02:22:54 am
June 3 2014

All non-character UEF wingmen now use UEF Fleet-specific pilot personas.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on June 11, 2014, 12:36:52 pm
Jun 11 2014

All strike craft - added rear view mirrors.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: X3N0-Life-Form on June 11, 2014, 04:55:36 pm
What about headlights?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Klaustrophobia on June 12, 2014, 09:40:48 am
back up cameras?
Title: Re: SVN Commit of the Day/capship command discussion
Post by: TrickMagnet on June 16, 2014, 06:30:27 am
cup holders?!
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on June 16, 2014, 08:47:02 am
16/06/2014

Confirmed fluffy dice.

-Corvettes now have shielded karaoke subsystems.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: FrikgFeek on June 16, 2014, 01:02:21 pm
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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: SpardaSon21 on June 19, 2014, 02:38:54 am
Don't forget the neon underbody lights.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: FrikgFeek on June 19, 2014, 03:48:55 am
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.
P.s. I'm not sure mods appreciate the derail so I think I'll stop now.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: X3N0-Life-Form on June 19, 2014, 04:30:51 am
The mods are silent. [insert timelength here] without a whisper. I fear we have crossed the threshold, for good this time.
There's something else though, we are still picking up massive Nagari activity within the forum...
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Colonol Dekker on June 19, 2014, 06:27:40 am
smells like Transcendant.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on March 25, 2015, 10:50:32 am
March 25 2015

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%.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on September 22, 2015, 08:02:36 pm
September 22 2015

Put in a marathon day and finished the last Dreamscape training mission.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on September 24, 2015, 09:16:58 pm
September 24 2015

Found a way to squeeze even more words into Act 3 you poor bastards
Title: Re: SVN Commit of the Day/capship command discussion
Post by: TrickMagnet on September 25, 2015, 12:20:53 pm
god bless words
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Aesaar on September 26, 2015, 03:05:08 pm
September 26 2015

GTD Erebus Complete
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Mars on September 27, 2015, 01:01:47 am
*Looks at calendar.

You put a lot of hours into that ship.  :shaking:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Aesaar on September 27, 2015, 01:30:38 am
It's because I'm lazy.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on September 28, 2015, 02:36:35 pm
Just put so many words into the techroom that it broke the engine and started displaying worm.pof in place of other ships  :shaking: :shaking: :shaking: :shaking:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: SaltyWaffles on September 28, 2015, 04:02:13 pm
March 25 2015

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%.
IIRC, one of the Vulcan's (many) problems was that its max range was pretty poor--roughly 1000m. Even the Maul has significantly better range.

This kinda screws up what would be a notable strength of the Vulcan--low-energy, high ROF weapon for shooting down torpedoes en masse--and makes it fall short in a critical role.

Really, max-range is an undervalued capability in primaries. The Rapier's long range gives it excellent torpedo-interception capability when coupled with its good ROF, and that same range allows you to engage bomber wings much sooner. It also forces incoming fighters to go slightly evasive because you can hit them well before they can hit you.

Also, one of the important factors in deciding primary loadouts is how compatible one gun's velocity is with another. If one's shots travel half-again as fast as another's, then you can't really hit a moving target with both weapons at the same time, unless they're really close. This problem affects the Vulcan, too, since (IIRC) its shot velocity is quite high (1000m/s, which is also its max range) compared to, say, the Maul. And considering that you don't have access to the Rapier in Act 1, the poor synergy between the Maul and Vulcan is a shame. Combined with the redundancy and poor synergy between the Maul and Scalpel (too much energy consumption, and the Maul has high alpha already against both target types), it effectively means that your weapon loadout throughout every mission in Act 1 will always be all-Mauls.

Similarly, the Maul-Rapier combo is...somewhat problematic. They're difficult to use together, especially since in any situation where 4 of one and 2 of the other would work effectively, having 6 of just one would work even better.

Finally, the Scalpel...well, the problem is that there's rarely much of a reason to use it. If you need an anti-subsystem weapon, you have Paveways for the missions where you're using a Kentauroi, the Archer when you're using a Uriel (which is just superior as an anti-subsystem weapon in every way, when it's available) as well as the 2-gun slot on the Uriel that is better off with Gattlers. Really, the Gattler is an effective anti-subsystem weapon at no energy consumption, better range, far higher ROF, with effectiveness as an anti-hull weapon. It has more than enough ammo to make that limitation a non-issue, too. Even if the Scalpel does a better job at close-range anti-subsystem tasks, the cases where such an advantage is worth the tradeoffs of having a very high-energy consumption weapon that can't do **** against hull are rare.

The problem with specialized anti-shield or anti-hull primaries is that shield mechanics in FS2 just don't lend themselves well to effectively transitioning between the two. If even 10% or 20% of a fighter's shields are still remaining, switching to an anti-hull weapon is still going to be horribly inefficient at getting through that last bit of shielding. Likewise, using a high-energy-consumption anti-shield weapon to finish off that last bit of shielding is inefficient, too. So in practice, using a full loadout of all-purpose, sustainable guns like the Rapier, Balor, Maul (though the Maul suffers somewhat in the torpedo interception role), Prometheus (I'm pretending the Prom R doesn't exist, seeing as it's a terrible weapon that was worse than the standard-issue primary in service at the time of its introduction, let alone the Prom S), and Subach just works better and faster against nearly all fighters and bombers.

This is a bigger problem for anti-shielding weapons, though, because warships don't have shields and anti-hull weapons tend to be fairly effective against subsystems too. Since the Maxim and Gattler outrange warship point defenses and make mincemeat out of most subsystems (and eventually, hull), having them along is often justifiable. Granted, the Scalpel is still worlds better than any comparable GTVA weapon, but it's more effective against Shivans and Vishnans, who are far more shield-heavy and field a number of fighters with tons of shielding but weak hull.

The Dirk...I always saw its long lock-time and relatively unimpressive range to be its problem. By the time it finally gets aspect lock, you're close enough to just use the more-effective Harpoon equivalents, or Darts.



Title: Re: SVN Commit of the Day/capship command discussion
Post by: FrikgFeek on September 30, 2015, 07:14:48 am
The 4-2 layout of the Kents always seemed like it was encouraging using different weapons as you don't get an increase in DPS with the banks linked vs just the 4-bank, just like a myrm. There's really no reason to ever link your banks in a 4-2 layout fighter.
Anti-shield weapons can be useful coupled with high hull-damage dumbfires, the only problem in BP was that you only got Hellfires which did about as much DPS as Tempests but with a higher firerate which made them chew through ammo way too quickly.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on September 30, 2015, 10:30:39 am
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...
Title: Re: SVN Commit of the Day/capship command discussion
Post by: AdmiralRalwood on September 30, 2015, 04:57:01 pm
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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: -Norbert- on October 01, 2015, 02:02:39 am
So is just a rough idea and I don't know if it would even work out in the game... or if it's even worth it, but how about making a weapon that's especially good for bomb interception?

A high RoF and a certain degree of scatter might do the trick. Of course the RoF would have to be high enough so that the entire field of fire reached by the scatter is saturated with enough shots to quickly bring down a bomb, but since most bombs need only one hit, that shouldn't be a problem.
The vulcan would be a natural candidate for this kind of thing.
With it's comparetively short range, the scatter won't make it worse against fighters and bombers, but against something as tiny as a bomb, it might make a difference.


If someone's not too good at aiming for bombs, it would make a good backup weapon for interception missions.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Riverstyx on October 01, 2015, 02:12:12 am
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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: X3N0-Life-Form on October 01, 2015, 04:59:38 am
Sounds like a complex feature, how would one even go about it?

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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: FrikgFeek on October 01, 2015, 07:40:07 am

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.

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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Riverstyx on October 01, 2015, 08:29:32 am
Sounds like a complex feature, how would one even go about it?

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.
True, Like I said, I just threw out the suggestion at 2am without really considering the implications.
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.

All joking aside, this did give me another idea for it.  (Again, brainstorming, may or may not be a completely stupid suggestion.)  Remember the Lamprey and Leech cannon and how underused they were?  What if the Vulcan had its own leech effect?  It fits my original idea of making hit targets more vulnerable, but it wouldn't be as much of a pain to code since the effect is already in the game.  And, since the Vulcan already does a decent amount of damage, this one might actually see use.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on October 01, 2015, 08:52:50 am
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.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Riverstyx on October 01, 2015, 08:55:36 am
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.

Ah, nice.  I've always thought the anti-subsystem primaries were fun to use so this is good to hear.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on October 02, 2015, 10:34:05 pm
October 2 2015

Huge amount of cool **** got done in the last couple days.

Title: Re: SVN Commit of the Day/capship command discussion
Post by: Riverstyx on October 03, 2015, 02:06:32 am
Great to see so much progress being made.  Can't wait for the release.  I'm excited to try out the new Maul.  I always preferred the Vulcan, personally, but this buff might change my mind.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Mars on October 03, 2015, 11:43:39 am
I hope something cool happens with the Vulcan, I always wanted to like it. I also hope that the Balor has some sort of perk over PromS in whatever Tev fighter missions there are.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on October 03, 2015, 12:01:44 pm
The Vulcan's 'perk' right now is excellent synergy with the Scalpel. They really make a cool power combo.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: crizza on October 05, 2015, 11:54:46 am
Sounds great, any chances to see the glorious finished Erebus? :D
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Darius on October 05, 2015, 12:26:48 pm
The Erebus emerged as a dream ship, poised on the edge of nightmare. (http://www.hard-light.net/wiki/index.php/GTD_Erebus)
Title: Re: SVN Commit of the Day/capship command discussion
Post by: T-Man on October 05, 2015, 01:39:03 pm
A genuine hats off to Aesaar. That has got to be one of the best looking Terran ships I've ever seen, especially with the lighting effects :). Have been massively impressed with his stuff for BP so far.

I liked the tech description too; you get the impression it's been a bloody long project building that ship, and it was a nice touch having the uncertainties with some of its equipment. Nice one! :yes:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Cyborg17 on October 05, 2015, 05:38:38 pm
Love it!   :yes: :yes: :yes:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Lepanto on October 05, 2015, 08:18:45 pm
October 5 2015

Updated the Atreus mission with (hopefully) functioning missile ammo, beam toggling, and WiP heat management.

Added TerPulse#Huge#Command variant, for capship control missions.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: niffiwan on October 05, 2015, 08:21:33 pm
*glee*

Ever since I saw that Blueplanet badge popup next to your posts I was hoping that it signified you taking on the Atreus capship command mission.  Wheeeeeee! :D
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Lepanto on October 05, 2015, 08:27:59 pm
You betcha. ;)

Working with the BP team has been a great, though intellectually challenging, experience. *fanboy squee* We've been brainstorming cool ideas for the mission, and have some basic plans for structure and cool Atreus abilities and stuff. The finished product should exceed anything I've done (mostly) solo.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: AdmiralRalwood on October 05, 2015, 08:57:50 pm
*glee*
*fanboy squee*
Pretty much this. :yes:
Title: Re: SVN Commit of the Day/capship command discussion
Post by: crizza on October 06, 2015, 01:48:00 pm
Awesome... so... three years for the Titan then? :D
No offense intended.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on October 06, 2015, 11:36:35 pm
October 7 2015

Brief training for new pilots and tooltips integrated into BP1. Enhanced Shivan presence on Vishnan missions to provide a worthy challenge. Too much other stuff to type!
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on October 08, 2015, 06:09:45 pm
October 8 2015

Implemented Ricardo Laporte persona. Added to appropriate location in appropriate mission.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: swashmebuckle on October 09, 2015, 12:13:17 am
Ricardo is persona grata in all locations if you know what I mean jajaja
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Lepanto on October 20, 2015, 11:01:30 pm
Oct 21 2015

Some scattered work on the Atreus mission. Started on the Minh/Ardent fight.

Added an Eos#Command variant, with longer range and higher velocity.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Aesaar on October 23, 2015, 11:52:01 pm
Oct 24 2015

GTD Titan preliminary version.  No lods or debris.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on October 29, 2015, 08:34:24 am
Oct 28 2015

Buffed the rarely used Morningstar and Circe so you can have more fun with them if you're replaying FS2! Also did a ****load of other ****, we are probably only days from release.

SVN is down :(

[09:29] <battuta> it me
[09:29] <battuta> a battuta
[09:30] <Hades_> ttutbata
[09:31] <{OvO}> bttutta
[09:31] * NoelShourai ([email protected]) has joined #bp
[09:31] <MatthTheTab> Tabbuba
[09:32] <{OvO}> atuttab
[09:32] <Hades_> TABULA RASA
[09:33] <{OvO}> BATTUTA RASA
Title: Re: SVN Commit of the Day/capship command discussion
Post by: QuakeIV on October 30, 2015, 07:09:56 pm
battuta fett
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 02, 2018, 05:02:35 pm
July 2 2018

MageKing17 hero commit: player can now cycle through mission-critical beams/turrets/subsystems with D.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Nightmare on July 02, 2018, 05:09:34 pm
That's cheating :p
Title: Re: SVN Commit of the Day/capship command discussion
Post by: emark4 on July 03, 2018, 06:30:54 am
That's cheating :p

Sounds helpful to me. Like , finding the right subsystems to Target is a tab bit annoying .
Title: Re: SVN Commit of the Day/capship command discussion
Post by: Renegade Paladin on July 04, 2018, 03:54:01 am
That's cheating :p

Sounds helpful to me. Like , finding the right subsystems to Target is a tab bit annoying .
Get the subsystem you want in the reticle and press V.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 04, 2018, 04:53:01 am
That's not useful if you can't see it and you're trying to plan an approach, though. Imagine all the situations in which the escort list is handy; imagine how obnoxious it'd be if instead of escort list you had to acquire the ship visually and target it with a keypress.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: QuakeIV on July 05, 2018, 12:18:59 am
Objective subsystem hotkey is a very nice feature, its kindof an obvious thing to add from an interface perspective I think.  Only real reason not to would be the difficulty in coding it up, so thanks to the guy who did that.
Title: Re: SVN Commit of the Day/capship command discussion
Post by: General Battuta on July 05, 2018, 01:49:05 am
It owns a lot, and MageKing found a bug in the LUA/code interface in the process.