Topic: jan 2016  (Read 8328 times)

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Offline [UFP]Exeter

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jan 2016
« on: January 20, 2016, 10:44:13 am »
nearly done reverse engineering sfc (have them all) and any ideas/changes are appreciated.  Keeping notes for this. :knuppel2:

Offline Captain Adam

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Re: jan 2016
« Reply #1 on: January 20, 2016, 11:17:49 am »
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« Last Edit: April 06, 2016, 06:17:13 pm by Captain Adam »
Odo :    
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Offline [UFP]Exeter

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Re: jan 2016
« Reply #2 on: January 20, 2016, 11:56:11 am »
models of sfc2:op, sprites will depend upon what I get, mostly op shiplist, ruleset reverse engineer, alpha very soon, modern ai, dx 9+ support

add this to eaw, that is sfc4

Offline Klingon Fanatic

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Re: jan 2016
« Reply #3 on: January 20, 2016, 01:05:44 pm »
Add some kind of mission customizer.

I would love to play SFC1 missions in EAW/OP. Imagine being able to play the repair roundevous mission as the Gorn or Romulans....
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Offline [UFP]Exeter

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Re: jan 2016
« Reply #4 on: January 20, 2016, 01:41:46 pm »
done, probably lua with total access via c# scripting.

Offline d4v1ks

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Re: jan 2016
« Reply #5 on: January 20, 2016, 02:59:40 pm »
It has been a project that has taken a lot of your time.
Wish you the best.

I really would enjoy a good IA, and a persistent multiplayer universe, a campaign were we could connect and play some games, once in a while, without having to use 3rd party services. Keeping the Dynaverse alive.
"But he isn't wearing anything at all!" (The Emperor's New Clothes)

Offline [UFP]Exeter

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Re: jan 2016
« Reply #6 on: January 20, 2016, 03:13:29 pm »
Quote
really would enjoy a good IA
Using the book "Programming game AI by example as a basis.

Quote
a persistent multiplayer universe
my intent, where this started.

Quote
a campaign were we could connect and play some games, once in a while
agreed or integrate with above.

Quote
without having to use 3rd party services. Keeping the Dynaverse alive.
have dyna source, and talk to frey, will try to change dyna and use it.

Offline Klingon Fanatic

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Re: jan 2016
« Reply #7 on: January 22, 2016, 06:22:56 pm »
 ;D I just played an OP game with custom asteroids and found myself wondering if we could have a SFC game that actually allows us to tow and maneuver asteroids.

Imagine a base assault mission with a cruiser pushing an asteroid under its tractor beam into an enemy station... or using it as an additional shield against say a missile using race. Imagine the NEW tactics that would come out of that kind of game play!
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Offline Corbomite

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Re: jan 2016
« Reply #8 on: January 22, 2016, 06:27:21 pm »
;D I just played an OP game with custom asteroids and found myself wondering if we could have a SFC game that actually allows us to tow and maneuver asteroids.

Imagine a base assault mission with a cruiser pushing an asteroid under its tractor beam into an enemy station... or using it as an additional shield against say a missile using race. Imagine the NEW tactics that would come out of that kind of game play!

I do that all the time in the Evil Dave and Karnak missions that have the tractorable asteroids. They wrote a handful of them at one point in time.

Offline TarMinyatur

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Re: jan 2016
« Reply #9 on: January 22, 2016, 07:37:54 pm »
Missions are more powerful than I knew. They can make asteroids towable, reduce the warheads of standard drones to 2, prevent capture, and who knows what else (make plasma speed 40 or 32?). When I open a mission with IDA it is read as an .exe, not a simple file of variables. But editing one with a HexEditor isn't easy. The word "asteroid" is not associated with tractor beams.

The mission itself can't directly alter game mechanics, afaik. So somewhere in StarfleetX.exe is a function that reads the mission script and sets variables accordingly...

Offline Captain Adam

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Re: jan 2016
« Reply #10 on: January 22, 2016, 07:40:45 pm »
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« Last Edit: April 06, 2016, 06:14:50 pm by Captain Adam »
Odo :    
"Being accused of a crime is not a disgrace, Chief. Some of the great figures of history have shared the honour with you."
to O'Brien
DS9 : Tribunal

Offline [UFP]Exeter

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Re: jan 2016
« Reply #11 on: January 23, 2016, 09:52:55 am »
agreed.  My thought is to use lua and open all missions.

Offline Klingon Fanatic

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Re: jan 2016
« Reply #12 on: January 25, 2016, 05:33:48 pm »
 ;D

Regarding ship specs.

If two ships use identical saucer size (or command boom) weapons, impulse and warp systems have them use the same numbers.

It really frosts me that most of the TMP fleets use the same weapons, warp engines and impulse and rarely do they have the same BASIC stats. I get that some ships have more or less weapons or are specialized but BASIC stuff should remain identical. FASA Trek contradicted itself repeatedly in this area. The Chandley is depicted in FASA Trek illustrations with TMP warp engines has the same weapons as a TMP Enterprise Class (Connie refit) but the stats reflect a TOS Enterprise warp engines...

Fleetdock13 had it right. The models used in SFB OP look like the ship designers used the same measuring stick for ship components. Ideally this should also translate into identical stats for standard power, weapons, etc.

FASA tried this with their TMP era Trek games but didn't really hone the idea until they published Battletech. In Battletech, mechs with specific engines, weapons and armor can be comparably spec'd to other mechs. Eventually players get to the point where at a glance they already know that a 25 ton mech is probably not going to hold its own by itself against a 75 ton mech for instance.

Just some thoughts.
« Last Edit: January 25, 2016, 06:41:17 pm by Klingon Fanatic »
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Offline [UFP]Exeter

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Re: jan 2016
« Reply #13 on: January 25, 2016, 07:05:24 pm »
shiplist uses years i could switch to era but need years for the eras and specs for the era's


Offline Fallen_Warrior

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Re: jan 2016
« Reply #14 on: February 05, 2016, 11:29:27 pm »
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« Last Edit: April 08, 2016, 04:06:14 pm by Fallen_Warrior »
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Offline [UFP]Exeter

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Re: jan 2016
« Reply #15 on: February 07, 2016, 04:13:31 pm »
can use all.  I use milkshape to check models but it only allows 65000 poly, tested my code on a 256000 poly model it worked but slowly.

sfc4 would like up to date models and new races, non ADB
« Last Edit: February 07, 2016, 04:56:15 pm by [UFP]Exeter »

Offline Klingon Fanatic

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Re: jan 2016
« Reply #16 on: February 07, 2016, 04:34:23 pm »
can use all.  I use milkshape to check mode;d but it only allows 65000 poly, tested my code ona 256000 poly model ir worked but slowly.

sfc4 would like up to date models and new races, non ADB

Yes please. No Klingon-Romulan exchange ships. I think for SFC4 they can damn well not steal Klingon designs.... LOL
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Offline [UFP]Exeter

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Re: jan 2016
« Reply #17 on: February 07, 2016, 04:55:03 pm »
agreed Rommies deserve their own