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Terl Obar

USA
898 Posts

Posted - 15 Jan 2008 :  16:13:37  Show Profile  Visit Terl Obar's Homepage  Send Terl Obar an AOL message  Send Terl Obar an ICQ Message
Played around with it and it is pretty good as far as it goes. It'd be fun to try out in multiplayer mode.

Things I would add:

1) Box on Radar showing size of screen
2) Zoom on main playing field and/or ability to scroll it around independent of your ship.
3) Weapon recharge status to show when weapons can be fired again.

To err is human, to really screw things up you need a computer.
Webmaster - The Star Frontiers Network
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Aethelwulffe

USA
1782 Posts

Posted - 16 Jan 2008 :  10:01:11  Show Profile  Visit Aethelwulffe's Homepage
Number one really would be important. I am not sure if we shouldn't re-loacte the radar screen as well. The radar can see things outside of the "battleroom". If it were located further out it could see more, but it might not be pretty.
Actually, all three of these things are pretty important. #3 I already planned on, and needs to be done before creating any more classes of ships in case code must go in the ship. #2 was given some thought, but the mouselook feature (hold down shift, move the mouse) is a little jumpy fast right now as the scroll speed is not controlled. Smooth scrolling should not be too hard.

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
//end Geek Code
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Admin

USA
631 Posts

Posted - 24 Jan 2008 :  19:01:50  Show Profile  Visit Admin's Homepage
Latest release:

solo as well as multiplayer mode. Still only two classes of ships (working out kinks before adding a lot of ships) but there is an AI version of the Sathar fighter in the game now. Here is the link:

http://starfrontiers.org/gallery2/artsprojects/vector.zip
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Terl Obar

USA
898 Posts

Posted - 25 Jan 2008 :  18:55:17  Show Profile  Visit Terl Obar's Homepage  Send Terl Obar an AOL message  Send Terl Obar an ICQ Message
Cool. I was playing the single player version and finally managed to kill all the Sathar vessels without getting blown up.

A couple of comments.

1) Is it possible to have an unlimited size to the board? The first time I played it I flew right off the edge. Luckily I was thrusting to come back in already so I just held down the thrust key until I reappeared.

2) If you are playing single player and you die the game should bounce back to the title screen. Right now you just sit there.

3) Pressing the 'r' key seems to give me a new ship by the planet but when that happens my radar doesn't work and I don't have any of the display information (gun status, HP, etc) on the screen anymore.

Other than that it is looking good. I could probably set up tonight to play a bit of multiplayer if anyone is interested in testing that out.

To err is human, to really screw things up you need a computer.
Webmaster - The Star Frontiers Network
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Terl Obar

USA
898 Posts

Posted - 25 Jan 2008 :  21:38:54  Show Profile  Visit Terl Obar's Homepage  Send Terl Obar an AOL message  Send Terl Obar an ICQ Message
Okay, more comments

I set up a two person multiplayer game with my laptop in my router's DMZ hosting the game and my desktop as the client. The game started up but I couldn't control the little green Sathar ship on the desktop. On the laptop, I could control the AS just fine.

Also, what exactly is the 'r' key supposed to do. I pressed it on the client computer and it reset the display so that my ship status information and the blips on the radar vanished. Also when the AS go within range it never showed up on the client display after pressing 'r'. It worked fine the first time when I didn't press 'r'. I blew up fine when I got hit though.

Finally, in another game I fired the SM at the Sathar fighter and blew it up but then a strange thing happened. On the client side, after the SM and the fighter blew up there was a new SM sprite flying around that wasn't visible on the server screen. (I guess it was the ghost of the sathar crew flying home )

To err is human, to really screw things up you need a computer.
Webmaster - The Star Frontiers Network
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Admin

USA
631 Posts

Posted - 26 Jan 2008 :  17:26:26  Show Profile  Visit Admin's Homepage
I think that the multiplayer communication in that version is screwed up. Since I have not been able to test themultiplayer communications since re-designing the way damage is done (all damage happens on the server computer so that the outcome is the same from a hit)everything is certain to be hosed up. I will have to investigate the client status of the SM after contact with the enemy. Could be that the server blew up the fighter on the client, and didn't do so to the client SM. Other possibilities are available too....
The R key is supposed to restart a room/game. The version you tested has some persistent objects however. Those objects were not "re-created" when re-starting the room. Problem is, when those objects are created, they have one-time "creation event" code that creates other objects, such as the radar and hud display. I have set those objects to "not persistent" so they will now be created anew and do their job properly. Since the R was an undocumented feature, I accept no blame
I am working on the scenario creator right now. Not figuring out how to convert a string to a real value has forced me to use the graphical interface vs. text input that I first attempted. I am getting close to a test run for that already. I am including the infrastructure for more ships right now (I have the sprites for them, just not the ship objects) but it will only really support two player for the test run. After a good test run of the scenario creator, I will get back to cleaning up the communications messages for the existing ships and weapons and doing some real multiplayer testing. Included in that will be setting up the Foxtrot and the Assault Scout with their own parent objects to make replication for multiple player object types easier, and then getting to making more ship base classes. Once the scenario creator is complete, I think all the game elements will be in place, and real tweaking and filling out can begin.
Currently, the "other player is dead" Other Player is not connected" etc. message code is commented out for troubleshooting and testing purposes. Eventually, when you die in the game, I suppose a nice death video would be appropriate....
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Aethelwulffe

USA
1782 Posts

Posted - 26 Jan 2008 :  21:31:39  Show Profile  Visit Aethelwulffe's Homepage
My string as a real value problem never existed... a variable that was supposed to be global and was only local was the problem. In any case, I have successfully created a GUI scenario creator for the game. Until that global variable issue was tracked down, I would create a scenario and the only ship that would appear would be the assault scout (even if I didn't pick it) Apparently, the variable that was supposed to contain the ID of the ships in the scenario was never initialized as a global, so it defaulted to the first game object in the index, which happened to be the first I created, which happened to be the Assault Scout. If it had been some other object, I would not have been so confused.... Anyway, issue solved, and a real success has come about. W00t! I just have about 1000000 more objects to create, lots of special effects to generate, and some better slicker packaging, and we are ready to go!

The Restart bugs with having only half the ships, no planet, and no screen data is solved. The controller was set as persistent, so it was not re-created, so it didn't create the radar/display object. Each ship/planet creates it's own radar blip, so you still saw those, just no radar screen.

It is possible to make a play area that is very large, and it is possible to make the play area scrolling as well. Let's play the game for a bit to see just how big we need it, and how big it can be before performance is affected. It probably won't affect performance much but.......

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
//end Geek Code
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The Rogue

USA
173 Posts

Posted - 03 Feb 2008 :  11:27:14  Show Profile  Send The Rogue an AOL message
It's looking pretty good. It isn'r real extensive and such yet, but I noticed that games like the free halotrial are pretty one-them but ltos and lots of people have been playing them for years...same thing over and over. Having a quick re-start and short game length, and a multiplayer set-up that works good will be important. Think about programming in a delay once say all the one-sides ships are dead then retarting the game with the players. If a session is in progress, then if you can send the start code at any time with the position of everything then you can just join a game and make it work. I kinda like the action in it. With lots a players, it will be real fun. The automatic ships are harder to beat than I thought they might be.
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rumrogue

USA
112 Posts

Posted - 04 Feb 2008 :  15:19:53  Show Profile  Send rumrogue a Yahoo! Message
<Off topic rant>
Ok, who the hell is running the account "The Rogue"?
That was my original account, I had to create this one when I could no longer access my original.

If you are going to keep using it, then please identify yourself and change all the personal information.

Thanks

Adam

Rum Rogue
Time flies when you're having rum!!
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Terl Obar

USA
898 Posts

Posted - 04 Feb 2008 :  16:00:36  Show Profile  Visit Terl Obar's Homepage  Send Terl Obar an AOL message  Send Terl Obar an ICQ Message
Adam, if you don't get a response to your query in the next couple of days I'll lock the account. The IP addresses associated with it are a private (192.168.x.x) domain and one registered to a rural telephone network that doesn't give any information.

I can give you back control of the account if you would like.

To err is human, to really screw things up you need a computer.
Webmaster - The Star Frontiers Network
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Aethelwulffe

USA
1782 Posts

Posted - 04 Feb 2008 :  17:48:40  Show Profile  Visit Aethelwulffe's Homepage
Adam, I thought you were just switching accounts maybe depending on which computer you are on. The log says that the user was logging onto the server and using an internal IP...in other words, actually logging onto my server computer and using it as a remote desktop. A windows server 2003 update left NetBios open AGAIN!!!. I am shutting off NetBios (AGAIN) and deactivating the account.
I recently had my account at the Orbiter Forums hijacked, it is a real pisser. Whoever this is, please fess up if it is just some sort of mistake. Possibly when we converted the database something weird happened.
Adam, you have been posting regularly lately, and I just assumed that it was you.
Can you still log onto your old account?...actually, nix that. For safety's sake, I am locking the account "The Rogue".

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
//end Geek Code
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Aethelwulffe

USA
1782 Posts

Posted - 04 Feb 2008 :  17:50:08  Show Profile  Visit Aethelwulffe's Homepage
On one note...that doesn't look like your writing does it? You use things like paragraphs and can...spell.

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
//end Geek Code
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Aethelwulffe

USA
1782 Posts

Posted - 04 Feb 2008 :  18:11:47  Show Profile  Visit Aethelwulffe's Homepage
Another note...somemone just told me that there is something screwy with ip logging and BrightHouse networks....doesn't explain all of this however.

On the SUBJECT: Just updated a new version. Still only three ships, but everything is FIXED!!!!! Both solo and multiplayer work. At this moment, as a legacy of the troubleshooting methods, player 8 does not function, but you can have players 1-7 no problem. The computer controlled ships work great in soloplay mode, but don't communicate in multiplayer yet, so don't use them in multiplayer. Everything else is a go, and these issues will be summed up shortly. I could use an internet playtest, so lemme know if anyone can have at it:

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
//end Geek Code
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rumrogue

USA
112 Posts

Posted - 05 Feb 2008 :  08:38:37  Show Profile  Send rumrogue a Yahoo! Message
Art,
Sorry I hijacked your thread. That was not my intent. I tried to create a new topic, but my work computer wouldnt let me. I lost access to "The Rogue" a few years back, that is why I created this one. I couldnt get it to respond to any of my recovery attempts. I didnt try again when I saw the post the other day. Im just glad whoever was using it didnt get stupid. Looked like the replies were friendly.
My Thanks to you and Terl for all your concern and help.

Back on subject, I am cleaning up my laptop so I can but this program on it. I am really interested to give it a try. Will let you know in a few days what I think.

Adam
(RumRogue)

Rum Rogue
Time flies when you're having rum!!
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Aethelwulffe

USA
1782 Posts

Posted - 05 Feb 2008 :  20:20:17  Show Profile  Visit Aethelwulffe's Homepage
You shouldn't have to do too much cleaning. It's only about 5-6 meg . It's actually getting smaller the more I add to it (better programming, less junk). I will be working a lot on AI for the automatics in the future, so don't expect too elaborate behavior from them just yet.

If I correlate correctly, The Rogue posts come at a time when 87.99.79.94 was logged onto the server. This is intriguing as that IP is in Riga Latvia..[%] Next time you have a problem with your account, just ask and we will fix it for you PRONTO.

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
//end Geek Code
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