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Aethelwulffe
USA
1782 Posts |
Posted - 23 Jul 2008 : 06:35:27
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Well here is another.
Version 1.33 was the worst version yet. Lots of bugs were created. I have mowed down quite a number and have moved on to version 1.4
Version 1.4 changes:
Fixed a bug with pirate missiles.
Added a player version of the Pirate Frigate. This and other pirate vessels will get some neat stuff soon.
All new model for planetary collision avoidance. Ships can now plot around planets pretty well, and can approach closely. All "kludge" fixes for this have been replaced with good math. You don't need to be wary about launching fighters to attack a space station anymore.
New implimentation of all missile code. You can't blow yourself or friends with your own torpedoes (but seekers will get ya). Pirate seekers did not work correctly (but should have...game engine bug), and that has been fixed, actually improving all the missiles.
Attack craft now will return to the carrier after depleting their AR's They reload and re-deploy.
Pirate vessels are wary of missiles, and run from them. This code may be implimented in other ships after playtesting.
Other minor fixes such as missiles that used to accellerate after engine shutdown and other things have improved.
Playtest data would really be appreciated.
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Aethelwulffe
USA
1782 Posts |
Posted - 12 Sep 2008 : 18:01:59
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Version 1.44 Pirate vessels for players are complete. Autoplayers are now much smarter with missile fire, and treat larger ships more warily. A "shipyard" for designing your own ship is in the works. The RPG game under development is now in the same program.
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Aethelwulffe
USA
1782 Posts |
Posted - 14 Nov 2008 : 09:26:17
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Version 1.45 Fixed a multiplayer session creation problem or two, fixed "Target Direction" on the HUD. File location has changed, as the whole website file organization has just been re-vamped. 14NOV08 |
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StarFrontiers
USA
41 Posts |
Posted - 24 Nov 2008 : 19:48:31
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very nice indeed!!
Tim |
================= Admin@ StarFrontiers.com |
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Aethelwulffe
USA
1782 Posts |
Posted - 11 Jan 2009 : 08:13:07
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Well, I have gotten up to version 1.6 without updating this thread!
Some changes (as I recall):
Many additions to the code for the campaign mode/rpg mode:
Stellar and sytem navigation screens, Character code for walking/avoidance, and we are working on some sprites awnd movies to make all this stuff start happening.
Ship code: I have included "Escape Pod Mode". If you ship is destroyed in a scenario, an escape pod is launched. It allows you to more easily look around the screen (better mouselook feature than you have while playing) and allows you to target objects to update your HUD. Since version 1.45, missile use by Autoplayer ships has become smarter. Avoidance and interception ability has too.
Scenario Builder: You now have the ability to delete individual objects off the screen. This only works in a "reverse order" sequence, as to make each ship individually deletable will take a complete re-write of the code (which I will eventually do). As of right now, you left click on "clear" to delete everything, and right click on "clear" to delete the last object placed on the screen. I will give seperate buttons for doing this in the next version. The next new feature added is the ability to set fleet speed/direction in the scenario editor. You can only set an entier fleet (Sathar, Pirate, UPF) all together, and I have not added a Civillian or Merc class to this yet (but easily can).
Changes in the next version will be the last ones before the navigation screens come on-line. It will include the ability to change the fighter loadout of a carrier, assign some mission priorities to auto-controlled ships.
It looks like I might finally get some help with some RPG artwork. If anyone feels like helping create terrain tiles or more complex sprites/art, playtesting, coding, or coming up with ideas about how to do things...lemme know. |
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Terl Obar
USA
898 Posts |
Posted - 27 Feb 2009 : 22:16:41
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| Art, if you lost the source code for this in your HD crash, I sent you a link via e-mail to the v1.44 source code. That was the most recent version I had. Just found it on my hard drive. |
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 - 27 Feb 2009 : 22:43:00
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| Ah, actually, since I was keeping the source code on the server, I didn't lose more than one or two small revisions to the game, and I have updated it several times already. Nontheless, I didn't have the really old version archived anywhere (I might be able to get another version off of the Yo-Yo games site)and I really appreciate you sending those versions to me Tom. Now if you happen across those Orbiter ships.......[8~2] |
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Gurgalen
USA
78 Posts |
Posted - 18 Apr 2009 : 18:40:44
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We should start a Vector match soon. If possible, we can start one next weekend, for I can get on from Friday 5:00pm to Sunday 9:00pm
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Dang.. I can't think of anything intelligent to type. |
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Will
USA
546 Posts |
Posted - 19 Apr 2009 : 13:24:11
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| If it can be coded in without too much difficulty, have it so you can select ships as good guys AND bad guys...I'd love to see a Prenglar on Prenglar slugfest.... |
________________________ "It's all bullshit, and it's bad for you." —George Carlin |
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Aethelwulffe
USA
1782 Posts |
Posted - 19 Apr 2009 : 23:04:07
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DUDE! What a great idea! It is of course a coding nightmare with the way i rigged it, but of course I can just add a few pirate factions I suppose....Until KHV II comes out! The major difference in the next version of the game (aside from the RPG element and star travel) is that the ships will not be coded in the same manner. Each ship will have a general set of code, the same as any other ship, but each time a ship is created in a game, a set of variables are added. Hopefully, this will mean only one ship parent object, and the ability to just create a new ship class just from a list of variables (ship sheet). This means custom ships are easy to create. We wil see how it comes out. In the meantime, I might just release a "cludge" version that lets your weapons hit friend or enemy.... |
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Gurgalen
USA
78 Posts |
Posted - 20 Apr 2009 : 23:56:30
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quote: Originally posted by Will
If it can be coded in without too much difficulty, have it so you can select ships as good guys AND bad guys...I'd love to see a Prenglar on Prenglar slugfest....
Magical things happen when i'm present? Lol. |
Dang.. I can't think of anything intelligent to type. |
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Aethelwulffe
USA
1782 Posts |
Posted - 17 May 2009 : 22:47:18
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| I posted a big yummy update: Pirates now fight Sathar as well as UPF when the mood suits them, and you can change the fighter loadout of player controlled carriers. |
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Gurgalen
USA
78 Posts |
Posted - 26 Oct 2009 : 21:05:19
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| Would you like if I were to help create some buildings, trees, or untrespassable objects for the campaign? I can any time during my lunch break or spare time during my Computer Graphics class use the CS3 Photoshop found on the computers at school. Just tell me what to make next, and I'll find the time to work on it. |
Dang.. I can't think of anything intelligent to type. |
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beowulf
USA
686 Posts |
Posted - 27 Oct 2009 : 00:30:53
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| I must have downloaded a bugged version. My red crosshair won't move all the way to the right on the screen, so my choices are very limited. |
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Aethelwulffe
USA
1782 Posts |
Posted - 27 Oct 2009 : 17:18:29
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Ah, I actually don't have a very good version posted right now. Believe it or not, this post helps. Tell me what version you are using, and what screen resolution you are running at if you don't mind. I will fix the issue and get a new version posted. I have the link on the main page for a stable old version (I think) and one of the newer version II Alphas linked elsewhere. Also indicate which page (Main screen, Character sheet etc..) the cursor restriction is present on. |
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