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RE: Nightly builds

Posted: Sun May 01, 2011 10:50 am
by Marcel
So you give me an entire galaxy of beautiful landscapes to explore, but instead you want me to stay inside that grimy docking bay. Sheesh! can't a guy take a little vacation? :roll: Seriously, thanks. At the rate I'm going it will probably be another couple of weeks before its marginally ready, but if I wait until I've done everything I have in mind it would be like trying to reach the speed of light. I'd never get there.

RE: Nightly builds

Posted: Mon May 02, 2011 9:34 pm
by Guest
With each night build that I download and install, is it assumed that night build will be able open previously night build saved games?If so, and loading these pervious saved games causes error or cashes should I be lodging issue?

RE: Nightly builds

Posted: Mon May 02, 2011 10:59 pm
by robn
Most builds won't break save files, but there's no guarantees. The last build that explicitly broke savefile compatibility was f2d735f on 29 April. There shouldn't be any breakage since then and there's none planned, so feel free to file bugs, and attach the save file. It might be difficult to pin down but we'll try.

RE: Nightly builds

Posted: Tue May 03, 2011 12:29 pm
by Potsmoke66
to the stations interior, i guess needs some revisiting, i remembered when i docked once using autopilot it slowed down the game extremely, i will porouse it once to see what's the matter, must be some texture that kills framerate completely, could be the door, since it's a animated part and dynamic parts using textures make problems i know. depending on how you use it.
Quote:
Error message:Assertion failedfile: ship.cppline 1015expression f=>type==m_shipflavour.type
shipflavour is somewhat new..., could be a specific ship that produces this error i guessyou can minimize ships to lanner, ladybird, eagle, (lynx?) the game should still run then in all aspects (i guess to start a game on earth you only need the lanner for title screen and the eagle as default ship.)if the error didn't happens, slowly add one by one and try to purchase, i'm shure you find the buggy one.

RE: Nightly builds

Posted: Tue May 03, 2011 4:24 pm
by robn

potsmoke66 wrote:


Quote:
Error message:Assertion failedfile: ship.cppline 1015expression f=>type==m_shipflavour.type


That was reported and fixed a few days ago.

RE: Nightly builds

Posted: Tue May 03, 2011 8:49 pm
by ollobrain
station interiors could be reworked a bit . ANother angle if anyone wants to take up the task, the game is looking pretty good more ppl coming on board a flexible gaming engine. Cant ask for more ( well maybe exploration, colonization, technology realted stuff, perhaps changes in soviegnty over systems - expansion of borders) perhaps npc wars which u can help influence through youre actions etc

RE: Nightly builds

Posted: Tue May 03, 2011 10:27 pm
by Marcel

Quote:
station interiors could be reworked a bit
I'm working on it. See my avatar. :)

RE: Nightly builds

Posted: Wed May 04, 2011 6:40 am
by Brianetta

ollobrain wrote:
Cant ask for more ( well maybe exploration, colonization, technology realted stuff, perhaps changes in soviegnty over systems - expansion of borders) perhaps npc wars which u can help influence through youre actions etc
Of course you can ask. You might even find that somebody's working on a design for this sort of thing. Not me, I hasten to add.

RE: Nightly builds

Posted: Thu May 05, 2011 12:58 am
by robn
I forgot to post about this new feature that's been in builds since 30 April: ship alerts.Its a little like the old Frontier "Warning: Under attack" but with a little more flexibility. The idea behind it is that space is a vast place, so if there's a ship nearby, even if its not hostile, the player will probably want to know about it.Under normal circumstances, you're in a "all is well" state. When a ship is detected with 100km, you move on to a "ship nearby" alert:Note the yellow light on the far right of the panel. That indicates the current alert state.If, while on the "ship nearby" alert, someone starts firing, you move up to a "ship firing" alert:It doesn't necessarily mean that they're firing at you, just that someone is shooting at something.If no fire has been seen for 60s, then the alert is downgraded to "ship nearby" again:And once there's no ships in the 100km radius again, you go back down to "all is well":There's still a few things to do, but the basics are all there.

RE: Nightly builds

Posted: Thu May 05, 2011 5:22 am
by ollobrain
ship alerts are good, we could always just scour other similiar games for ideas and ofc if the programming talent is out there and willing to contribute all good. Perhaps a ship technology that gives u a 1000km alert as well ( maybe a alien articafact) or a rare technology find

RE: Nightly builds

Posted: Thu May 05, 2011 5:37 am
by robn
I'm thinking perhaps you shouldn't get alerts at all if you don't have a scanner.

RE: Nightly builds

Posted: Thu May 05, 2011 11:04 am
by Brianetta

robn wrote:
I'm thinking perhaps you shouldn't get alerts at all if you don't have a scanner.
I like that.Is there a missile alert?

RE: Nightly builds

Posted: Thu May 05, 2011 4:35 pm
by robn

Brianetta wrote:
Is there a missile alert?
Not yet. Is there a difference between detecting a missile has been fired in general, and detecting one that's aimed at you?

RE: Nightly builds

Posted: Thu May 05, 2011 4:36 pm
by ollobrain
like the idea no scanner either no warning or very limited rangeand the other bit as far as missiles should be ones directed at u i would think to keep it simple

RE: Nightly builds

Posted: Thu May 05, 2011 4:40 pm
by robn

ollobrain wrote:
as far as missiles should be ones directed at u i would think to keep it simple
I'm more thinking about the game mechanic. What equipment does your ship have that allows you detect a missile fired at you? And if its not a specific piece of equipment, then how is it doing this? And how is it not able to, using the same mechanism, detect laser fire directed at you?

RE: Nightly builds

Posted: Thu May 05, 2011 7:32 pm
by Brianetta

robn wrote:


ollobrain wrote:
as far as missiles should be ones directed at u i would think to keep it simple
I'm more thinking about the game mechanic. What equipment does your ship have that allows you detect a missile fired at you? And if its not a specific piece of equipment, then how is it doing this? And how is it not able to, using the same mechanism, detect laser fire directed at you?
Depends how guided missiles follow you. If they're passive (as is likely) there's simply no way to know. If they're active (which is less justified in space, what with it being impossible to hide oneself without breaking the second law of thermodynamics) then your ship might sense itself being painted by some radiation source.If I were designing a missile, I'd choose the cheap, effective, hard to counter version that didn't give itself away. In this case, simply announcing that a missile launch has been detected (filtering out the player's own, of course) would be what I'd expect.

RE: Nightly builds

Posted: Thu May 05, 2011 7:44 pm
by robn
Suits me - its already 99% implemented :)Most of the time there aren't going to be multiple ships around, and if there are, they're probably all after you. So you'll know that if a missile on its way you should probably run away.

RE: Nightly builds

Posted: Fri May 06, 2011 12:27 am
by ollobrain
well if its 99% implemented then it sounds like a direction to finalize

RE: Nightly builds

Posted: Fri May 06, 2011 12:42 am
by robn

ollobrain wrote:
well if its 99% implemented then it sounds like a direction to finalize
Mostly because a missile is just a special kind of ship, and we're already looking for nearby ships. The check is currently "if there's a ship and its not a missile, sound the alarm". It becomes "if there's a ship and its a missile, sound the missile alarm, but if its a regular ship, sound the regular alarm".(Well that's a bit simplified but close enough for the purposes of this discussion!)

RE: Nightly builds

Posted: Fri May 06, 2011 3:54 pm
by GAlex
hi to all in this forum, i'm new here, but i've tested this project since alfa8 and i find all this an impressive piece of software and a good promise for an awesome full and expandable game. for this i want to thank all that have worked and those who still works on this project.BUT, since i've seen you are opened to ideas, here's my 2cents on scanner ranges: in 21th cen. we have radars that scans hundreds or thousands km away. i think that at the end of 32th cen. a ship should be able to scan the space in the range of ... say 100000 km minimum in deep space (surely much less near planets, where altitude is displayed). more, there could be some sort of mass scanner (like the sonar in a submarine) able to identify the mass signature of bodies in space.so you will have, like old fe2 & ffe a color scale brief indication of the mass of other ships. plus you'll have system bodies echos on the scanner.maybe, for practical use, a ship could have long range (say 100000km to 1000km) less accurate scanners for navigational purpose and early alert of proximity, and a more accurate 2way short range scanner for final approach (1000km to 50km) & combat (less than 50km) purpose.in that case, a ship will be "plotted" on the hud as soon as it enters the long range scanner perimeter, and a first alert is then raised: at this point no more info is available, only the ship transponder signature ("unknown" or "no response" for hacked pirate or secret military ships).as soon as it enters the 1st short range perimeter, the "mapper" (if fitted) should begin retrieving raw data from the targeted ship (class of the ship) and the mass scanner should identify the level of the "threat". if signature is available, given the ship class, the main compute of the ship could query the naval database and search and display the eventual bounty.in the 2nd short range perimeter, full data is displayed by mapper (if fitted), plotting hull and shield integrity and maybe scanning some cargo signature, like animal/human/radioactive/chemical/metallic presence; the short distance could permit the mass detector to precisely "weight" the target ship mass and display it (to give us, the pilot, a brief information on opposite inertia and thus reactivity in navigation manouvres).(again i write too much... sorry for this!...)