Witchie NL Posted March 13, 2007 Report Posted March 13, 2007 Sugestions:- I would not recommend changing to ship 9. Will give you a spider and !@#$%^&* up if you turn at a certain angle. Id say add a new ship or watch when esc+9 is pressed and then direct it to spectator mode. - Also a working F2 would be neat. Bug:- The zone list requests pingtimes for each server. If you run the local server and then close it the pingtime keeps apearing at the latest pingtime it recieved (around 10ms), so it looks like the zone is still online. I dont know what work is left on other things but this would be nice. Quote
Drake7707 Posted March 22, 2007 Report Posted March 22, 2007 Suggestion: weapons that act as heat seaking missiles I haven't looked at the source code, but i presume bombs are implemented as particles like: struct bomb { double x; double y; double vx; double vy; int power; int lifeRemaining; // add remainingSeekTime // time to lock onto a ship // add targetID; } Heat seaking missiles would average the vx & vy trajectory line with the line between missile and target (much like you turn your ship without flying in that direction and averaging that angle to smootly converge to the required velocity angle) Thing to take in account: - lockoff when ship warps, logs out or dies. I don't think its that hard to do ? Also for cloak: use customizable alpha lightning that servers can enter (in directx vertices lighting) Quote
Witchie NL Posted March 23, 2007 Author Report Posted March 23, 2007 Also for cloak: use customizable alpha lightning that servers can enter (in directx vertices lighting)Cloak distortion barrier. Deploy this and the cloaked ship will come up as a distortion in the air. Quote
corvey Posted April 1, 2007 Report Posted April 1, 2007 (edited) Ok, I'm probably going to state the obvious as I do not see a list of these reports anywhere with a description. This list might clarify some of the mystery I'm having as well as others who are experiencing the same thing with the project to date. PRACTICE OFFLINE :For testing purposes only I imagine, and from what I gather by this demonstration it's looking VERY promising. I would like to state some of the features or features not yet working or implemented yet: 1. The only ship that shoots bullets is the Warbird, the rest of the ships don't shoot bullets. 2. None of the ships shoots bombs, or can use any of the special weapons, but do seem to indicate so by the graph. 3. The bullet fire button which is only on the warbird produces text of red and yellow color on all the soon to be weapons.4. Thrust does not work. No power thrust graph at top. 5. Safe area does not stop ship when key is pressed. 6. No star field background. 7. Text info on how to use weapon in safe area should be removed (only Warbird shows this). 8. Boundary wall makes ship bounce weird when collided with.9. No bouncing bullets (which doesn't bother me for the module I want to make)10. NO SOUND11. NO RADAR12. ESC Menu misrepresents the menu items listed and uses special weapons.13. FULLSCREEN This is currently not working and I really hope this is available in the next version. 14. DISCRETION MODIFIED ASSS SERVER Only the chat ability works so far, no game play graphics. Things I really want to see working in the next release is all weapons for all ships, FULLSCREEN, SOUND, RADAR, STAR FIELD BACKGROUND, and functioning ASSS server to play it on. The rest will come in due time I hope. Overall, this practice mode plays really smooth, and could quiet possibly be superior compared to Continuum in the future. corvey Edited April 1, 2007 by corvey Quote
corvey Posted April 1, 2007 Report Posted April 1, 2007 If you really want to capture the true image of Subspace, that was the way it was when it was in beta. If anyone recalls this, as I so vividly do, the player with the highest amount of points in the game would be the one who was the sole flier of the Wasp. This Wasp ship was a really cool ship, I remember playing constantly just to get a chance to be the one who had the highest points to earn the right to fly the Wasp. Man, those were the good old days It was later dropped in the final release of the game, that in fact pissed me off. So my suggestion would be to have the Wasp make a come back I still have the skins somewhere if you want them Quote
Hakaku Posted April 1, 2007 Report Posted April 1, 2007 (edited) A lot of the things you mentioned are still work in progress. You can edit client-side (without recompiling source) which ships can shoot, what weapons they have and what they look like. I even managed to fix ship 9 (small turret) from having graphic issues (somehow the image names are set improperly in the precompiled version). In that same file, it shows the large turret (I'm guessing ship 0?), but it's not playable unless you edit & recompile the source. As for the ship settings you mentioned, remember that you're referring to SVS settings. Not all zones use them, and the basic red bullets are just there for the moment. Other things to mention are button sensitivity, and chat functions don't work discretion-wise (as in, discretion will recognize continuum sending a team chat, but can't use this function itself).. Aside, as for the ship 9 problem in the windows binary, here's the fix:1. Go into conf\modules\Shipman.conf2. Edit these lines:Image3Name = graphics/tarentula.pngImage3XFrames = 10Image3YFrames = 4 Image4Name = graphics/ship4.pngImage4XFrames = 10Image4YFrames = 43. And if you don't want the turret to be able to fly, add this at the end, right before [Turret] :[smallturret]ExhaustPoints = 0MaxPositionalVelocity = 0Acceleration = 0 Edited April 1, 2007 by Hakaku Quote
Bak Posted April 1, 2007 Report Posted April 1, 2007 you're right, ship 9 was messed up. here's a fixed shipman.conf (attached) also for full screen set Graphics:Fullscreen to 1 and it should work in full screen (conf/visual/graphics.conf) The next chance I'll get to work on this is after I graduate in mid-may.Shipman.conf Quote
Bak Posted September 8, 2007 Report Posted September 8, 2007 I think you can embed opengl into SDL... so if you're some opengl guru who wants to make cool effects for discretion... go ahead! Quote
teraskasi Posted March 26, 2008 Report Posted March 26, 2008 (edited) I would just like to second the idea of configurable seeking bombs/missiles. Configurable options might include:Tracking (turning) speed of the projectile to determine how maneuverable the projectile is.Sensor range and field of view (FOV) to determine what targets are track-able (a target on the other side of the map, or a target behind the projectile might not be track-able.Some sort of target prioritizing such as (of the track-able targets) going after the one with the highest bounty. This would perhaps require an alteration to the graphics system, as regular old bombs don't have a "front," but if you added the extra data to give this seeking projectile a front, that would also allow for more unique projectiles to be made by artists (such as actual missiles rather than just "orbs of energy" that regular old bombs look like.) EDIT: And of course the configuration option of what ships have seeking projectiles. Edited March 26, 2008 by Steel Arm Quote
Disturbance Posted July 1, 2008 Report Posted July 1, 2008 I'm not sure if it's already been suggested or is currently already done. What would be nice is the ability to assign an lvz to a certain player. So say you wanted to put something displaying a players rank like a Star lvz for a general. Something which other players can see. This way it's possible to create individial ship icons. Very similar to a banner but it's an lvz. !@#$%^&*igned the lvz through staff only or players depending on setting of the zone. So a player could add his own maybe but i dont really care about that, more about staffers !@#$%^&*igning them. Quote
»CypherJF Posted July 1, 2008 Report Posted July 1, 2008 I'm still waiting for a makefile which can be used to build on centos that way I can run an discretion ASSS instance on the box w/ accede. build log:http://hyperion.mineplowers.com/discretion/build.log customizations were made the system.mk for correct depedency paths... Quote
Hakaku Posted July 2, 2008 Report Posted July 2, 2008 Your website seems to be down, perhaps fix your signature to point towards https://sourceforge.net/projects/ss-discretion ? Quote
Gannon8 Posted September 13, 2008 Report Posted September 13, 2008 Idea: Variable Proximity Get powerups like the ones for speed and energy will increase the area the bomb will go off on. Quote
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