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Terl Obar
USA
898 Posts |
Posted - 12 Sep 2008 : 18:58:47
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That is coming right along. I've been playing with it just a bit and here are some observations
- Character generation. Need a way to undo an increase. I gave my PC a Pilot two and decided I only wanted a one but there was no way to undo my mistake. - I accidentally overwrote the first pre-generated PC. It would be nice if the slot you were saving into was highlighted. If it was I didn't notice. - When I tried to begin with the character I had just made it crashed. - When traveling through the "hatches" it always takes to to the "starting point" in the room you are going into instead of taking you back to the location of the hatch in that room. - Those darn NPC's won't get out of my way and I keep running into them when I turn around!!   - That's going to take some avoidance code - The zoom feature in doesn't work very well (or I can't figure out how to get it to scroll around). I was in the bottom right quadrant but when I zoomed out it was showing the upper left. - The Frontier map is way cool!.
I'd love to help out more on this. What do you want me to work on?
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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 - 12 Sep 2008 : 22:48:11
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Okay, I know what I want to work on. The KH part needs the following:
1) a button to pick the nearest enemy target 2) a button to toggle through all enemy targets
The button to select the nearest target would be useful when defending yourself against a swarm of missiles or fighters. When you got one hand on the maneuvering controls and the other on the weapon buttons you don't have third hand to be picking targets. It would be nice to just have another button on the keyboard that you could tap to shift targets. Either that or have your target automatically shift to the next closest bad guy when you blow up your current target.
I find it extremely frustrating that I can't select a target for my missiles until they are either a) on the screen when I'm too busy firing energy weapons, or b) just happen to be the closest enemy and just close enough that I'm no longer the closest ship to the cursor. The AI ships can shoot from long range. I want to be able to as well.
The other thing that is frustrating is that when I'm the carrier, I have the same problem directing my fighters as I do shooting missiles. I have to launch them early and then they head out but I can't give them a target until the bad guys get on the screen. By then I'm either too busy defending myself or half my fighters are dead because they didn't have direction. I should be able to launch them and give them a target when I'm still way far away from the bad guys but I can't because they have to be on the screen to select them.
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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 - 12 Sep 2008 : 23:43:01
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I am uploading the most recent source code to the KHVCODE folder. it will be called KHVSource.zip
As far as picking targets that are off the screen, use the mouselook function: Hold down the right mouse button, drag the mouse in the direction you wnat to go. The view will shift in that direction. Keep the right mouse button down for mouselook function, and you can left click to select your targets just as if they were on the screen. I will make sure the mouselook function is documented.
The hatch thingies for transport buttons are temporaries. So is the fact that the transport pads are not really set even for the bar-concourse transport. THat will change.
THe NPC's do have avoidance code. It is only implimented for the Vrusk at this time. THe Vrusk non-com NPC is also the only one of it's type created so far. The code is there, but is still being tweaked before finalizing.
Character sheets, inventory...just tons of infrastructure is necessary. Yes, we could use some better targeting buttons for quick selects as well. Have at it buddy! |
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StarFrontiers
USA
41 Posts |
Posted - 24 Nov 2008 : 19:05:09
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lemme know if I can help in any way .. I'm free for the holidays ..
Tim |
================= Admin@ StarFrontiers.com |
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Aethelwulffe
USA
1782 Posts |
Posted - 25 Nov 2008 : 02:47:42
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| Like.....whatever you would like to work on! What would you like to do? |
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Aethelwulffe
USA
1782 Posts |
Posted - 08 Sep 2009 : 03:47:27
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It's been a LOng Long time. Here is the latest (like 3:33AM latest) Alfa version (that means an incomplete development version). 25meg download
http://starfrontiers.org/khvcode/Star_Frontiers_VECTOR_2A15.zip
Here is what we have that is new:
The space combat side has been constantly improved. Now the ships for the RPG will finally provide the long-awaited fully-customizable ship. You can't "see" this yet, but the ship you fly in the RPG can be upgraded to anything. There will be an interface for this at construction centers throughout the Frontier. This same sort of thing has resulted in a fully random ship scenario generator. Your character starts on a planet, and can board a ship, fly away from the planet, navigate the planets in the solar system, or even jump to another star system. He would be able to land on lots of planets, but I havn't built a lot of spaceports and the like yet. As soon as I turn it on, you will be able to visit space stations, as a modular version of that will provide at least the generic settings. Once again, anyone that likes using terrain editors is welcome to join in the fun and make some planetside scenes. I have the resources, but there is a lot of clever detail in putting together interesting places and adventures to explore. Most of the coding is now done. Just a bit more for the characters themselves, and then a LOT of artwork and storyline coding will be needed. http://starfrontiers.org/khvcode/Star_Frontiers_VECTOR_2A15.zip
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Aethelwulffe
USA
1782 Posts |
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Aethelwulffe
USA
1782 Posts |
Posted - 14 Sep 2009 : 23:06:17
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This release features a full set of stars to cruise around, a way to dock with (just Hakosaur) a planet (implimenting more now) and any UPF space station. The character's ship can be fully customized (see the Character.ini savegame for hints on some stuff) but the interface for upgrading the ship and such is not there yet. I have new terrain starting up, and it's looking good. You can walk around on the planet, launch a spacecraft, go into orbit, go into interplanetary space, and jump through the void to any solar system in the frontier. You get random encounters all along the way. Need people to check it out, and give lots and lots of input for dialog/character interaction, Menu bar appearance, and other game elements. Some "I would add this next" ideas would be helpful. As a note, the home key takes you to the character sheet, end key takes you to the star chart so that you can get your bearings, and shift key lets you enter doors and such.
I'll post more tomorrow.
P.S. This version (mostly) supports any screen resolution. With in-game play, the bigger your screen, the more you see. |
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Terl Obar
USA
898 Posts |
Posted - 14 Sep 2009 : 23:20:18
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| Downloading now. |
To err is human, to really screw things up you need a computer. Webmaster - The Star Frontiers Network |
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Gurgalen
USA
78 Posts |
Posted - 26 Oct 2009 : 21:30:01
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In case if you didn't see the reply I created in the Multiplayer Knight Hawks topic. I'll be willing to help create any buildings, floral, or untrespassable objects for the RPG. I'll be using CS3 Photoshop provided by my school to help work on it during my free time in my Computer Graphics class. Name the next thingy to work on, and I'll work on the thing.
I have created a few terrain pieces, including a sort of moon surface created by taking a few pictures of rocks from the Internet, overlayed the rock pictures, and then added a black and white luminousity. |
Dang.. I can't think of anything intelligent to type. |
Edited by - Gurgalen on 26 Oct 2009 21:33:23 |
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Aethelwulffe
USA
1782 Posts |
Posted - 27 Oct 2009 : 17:15:50
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Well send it to me by gum!  |
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Aethelwulffe
USA
1782 Posts |
Posted - 03 Nov 2009 : 13:01:30
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| Locking this topic to re-organize a bit. |
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