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Author Topic: Latest Update (2.0.3.0) - More in Depth  (Read 1155 times)
NiteHawk
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« on: August 23, 2010, 05:54:03 PM »

Armor works differently now:
Parameters example = armor*50
-The parameter you can specify is a 'percentage' divided by 1000. So this (50) would be 5%. 150 would be 15%, etc. This would be the DAMAGE reduction this armor gives to any hits that are taken after shields are down. So this works best for your module hit points and hull. Setting this to 100% would make you invincible until the HITPOINTS of the armor are gone.


Hull
Parameters example = hull*6*800
Please note, that POWER here represents RECHARGE of hull points.
The first parameter is the frames per RECHARGE of hull points. So if recharge (power row) is -10, and the first parameter is 6,  you would gain 10 hitpoints of hull per 6 frames. The 800 is the INTV value, which wears down the maximum hull points quicker. This is divided by 1000. Please read Mobious post here: http://stellarfrontier.ss-network.net/index.php/topic,1204.15.html to understand hull Maximum Hull Point reduction better. This may still need tweaking/fixing. Maximum hull points can be gained by docking. Hitpoints can be gained by waiting or orbiting, normally.

CURRENTLY HULL POINTS ARE UNBALANCED AND NEEDS TO BE TWEAKED PER SHIP!


Shields
Parameters example = shield*180*10
First parameter is the amount of hitpoints shields have. The second parameter represents how many frames per replenish. So i you had -2 in the power column, and 10 in the second parameter column, you would get 2 shield points per 10 frames!





All modules power and capacity are now split. If you WANT to get your original values, take your parameter 0 ([energy cap/power]) and times it by the POWER.

So lets say I have this example:
[race]       *        100  1500  60       100       40000      *        none        none   power*200                        [nr]1001
My power here is 60, my parameter 0 is 200. My total capacity in 1.4 would be 200*60=12000. so power*12000 would give the same effect now. You don't need to adjust the power here.

It might be best to DIVIDE power/capacity by a certain degree. For current 2.0, I have divided everything virtually by 10, and it will still give the same results, aka for example:

[race]   *     50   500 -2         600      150000      *        none        none   shield*1000*10                      [nr]5001
[race]   *     50   500 -2         60      150000      *        none        none   shield*100*10                      [nr]5001

My power was 600, and shields 1000. I can get the same effect if I divide this by 10, aka 60 power and 100 shields. It would give the same regen etc. Just note, you would need to divide weapon damage by 10 as well. So if a weapon hits for 100 damage, it should now hit for 10 damage. It just means more simplicity instead of using numbers in the millions.





Modules are now also specified via credits. Just input whatever credits you wish for.

Modules can now have groups as well. Groups work by LIMITING what ships can use if you wish. Groups must be set in the ship file and the modules file. The ship file uses a generic number, from 1+. Do not use 0.

In module files, * represents any ship can use it. The same goes for '0' (and the reason why you dont use 0 to begin with.) If you want lets say, a set of groups to use a module, use a min-max field. for example '2-5' in the group field would mean that groups 2 through 5 can use this module.

[race]   *      0   200 -1       1200      100000      2-5        none        none   hull*6*800*12                      [nr]8500

This means here that min is group 2, and max is group 5. You can also just use a basic number, and it will be locked in ONE group.





repair_frames in the sf_data_game represent the speed of repair in frames. 10 would mean every 10 frames repenlish. This is to reduce or increase replenish rates. Minimum is 1. (every frame).






HULLS/ETC NEED TESTING. I have not checked it much and it could end up being too weak or too powerful as hulls scale/etc. Please test it out and give input. We defiantly need to work on it more!

Please post here for any clarification, I know it's shitty that I explain things, as I seem to have trouble doing so, but it's best to just ask and I can try to answer as best as I can.
« Last Edit: August 23, 2010, 05:56:15 PM by NiteHawk » Report to moderator   Logged

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« Reply #1 on: August 23, 2010, 05:57:30 PM »

Just a FYI, the bottom hull bar looks like complete shit, but I didn't have time to adjust, wanted to release.

I tried to make it a 'large' bar, but it looks rather foolish, I personally feel. I will figure out a better solution for this next update.
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« Reply #2 on: August 23, 2010, 07:01:20 PM »

Please submit any crash reports to me. When a crash occurs, it will ask you to save a report, so make sure to save one. It will be in your binwin folder, where the EXE is. Zip and upload.
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« Reply #3 on: August 23, 2010, 09:42:02 PM »

played for 2 hours on my vista 3.2 gig machine and had no crashes or issues in fact it ran even smoother than before on botmagaddon.

still looking for quirks.

other than super fast explosions have found nothing huge so far.

Mars
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« Reply #4 on: August 23, 2010, 10:40:45 PM »

Cancel while loading Scenario Crashes

Should I be reporting this to mantis?
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« Reply #5 on: August 24, 2010, 01:18:59 AM »

Cancel while loading Scenario Crashes

Should I be reporting this to mantis?

Yeah do, but I know of that one already. It's been like that for awhile now and I need to rewrite the whole cancel during loading I believe, it's a real mess.
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« Reply #6 on: August 24, 2010, 08:20:22 AM »

Just like Mars said, everything is running smooth. IMO the game could be a little faster though..
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« Reply #7 on: August 24, 2010, 08:29:49 AM »

Just like Mars said, everything is running smooth. IMO the game could be a little faster though..

Ship rotation/speed/etc can be adjusted later. It would be better to be a bit more fast paced, but not by much. I don't want dreads running around like scouts. But the whole rotation/etc feel is kind of bland right now. It 'works' right now, though.  Good to hear its running smooth now. Botmageddon is ment to be a stress test/crash scenario. Not recommended if you cant' keep up 64 FPS right now. Need to work on optimization of the collision/etc because it EATS up so much FPS.

Yeah I still need a artist for explosions and such. I don't think I can use the same artist as before anymore, simply becuase he has been unresponsive for months now, and it's very much draining becuase I paid him a good sum of money for the actual models and some of the ships that are missing.  It's a shame, ships are super pricey ($15-$20 USD per ship, it started to be), I put in $300 myself on top of all the donations, and in the end I got shafted a few ships it seems, unless he comes back in his superhero form. For the most case we at least got the main ships done now and some pirate ships. But I really need to get the carriers/fighters/etc and the models so we can change the ships slightly if need be. It wasn't expected though, the guy was amazing for most of the ships, then he just seemed to 'vanish'. He has a auto-response in his emails stating he got my email, but never replies. Third time in 2 months now. 5 months ago I couldn't get a hold of him until about 2 months ago, where he stated life is hectic and he needs to get the images from his old HD. Been waiting, 2 months now, and no replies again. Frustrating..

If anyone has any artists let me know, it would be nice to have someone who knows 2D design, and effects, like explosions.

Brent has done alot working on the online/networking this past weeks and hes done an awesome job fixing up alot of things. The game will be great to play online too. I think he's aiming to add something like lag compensation so that it tries to 'determine' where the ship/bullet/etc would actually be from client -> server -> client. Brent linked me to this http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation if you actually want to see what he means about it Smiley Something similar anyways!
« Last Edit: August 24, 2010, 08:35:08 AM by NiteHawk » Report to moderator   Logged

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« Reply #8 on: August 24, 2010, 08:36:45 AM »

Also ships might be too hard or too easy to kill with hull, which will need balancing.  Shields might need 'more' reduction, it depends though. I'll have to see Wink
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« Reply #9 on: August 24, 2010, 03:48:28 PM »

How does collission work right now?

Going from a blank slate right now on how it works, it might work to move collission over to an image file.  Say, black and white alpha mattes.  For designing hitboxes.  This would work in tandem with the concept on location dependant damage, as instead of a generic box, or an overly complicated ship box, a simple impact box can be made and used.

It would also be modder friendly, as it is easier to do things you can see.
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« Reply #10 on: August 24, 2010, 04:33:46 PM »

How does collission work right now?

Going from a blank slate right now on how it works, it might work to move collission over to an image file.  Say, black and white alpha mattes.  For designing hitboxes.  This would work in tandem with the concept on location dependant damage, as instead of a generic box, or an overly complicated ship box, a simple impact box can be made and used.

It would also be modder friendly, as it is easier to do things you can see.

Right now the issue is that collision takes too much delay. It checks all images, no matter the distance, for the closest distance for a hit. This is also used for targetting and AI checks, for example, closest AI ship. etc. its one big function and it is rather disgusting.

Mainly I have some ideas to fix it, but its super basic right now, in the future I could see using a black/white alpha layer for checks, rather then a box, but right now that would delay things more. I need to fix this as I've done with most of the display engine. Right now the DE works great, but the GE lags when theres too much things going on, or too many ships.

You got to remember each ship added adds a good amount of lag, since its going up ^ wise when doing checks, not +.

There are some collision detection methods i'm looking at right now though.
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« Reply #11 on: August 24, 2010, 07:28:37 PM »

if fps concerns you,


If you can't read it its 290 fps..
This is in a busy area. i get 360/390 if I'm on a 1on1 (in Botmageddon ). Playing on a laptop with a AMD sempron M100 2.00 GHZ (no idea is thats good or not) and 2 gig ram.. I don't think it would be a problem for anyone. It might be a problem on internet (which is probably the case, but i typed/tested all of this so I'm just going to post it  Undecided)
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« Reply #12 on: August 24, 2010, 07:34:14 PM »

Oh, and I don't hear people saying it enough but keep up the good work  Tongue
It's going great even with the setback of that crappy artist.  Wink
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« Reply #13 on: August 25, 2010, 05:06:17 AM »

I think from 64 bots to 0 bots, a loss of 300-400 FPS loss is just too much even still.

I get about 900 FPS with no bots, and about 400-500 FPS with 64 bots. 64 instances shouldn't generate so much FPS loss. It's not that FPS is an issue overall, because I did optimize the hell out of the Display Engine to get it to where it is, but it should still be able to play on a older computer too. Games like EVE Online/etc can achieve thousands of instances doing plenty of stuff.

The collision detection system gets very laggy more so when alot of gunfire is around. It's not just the collision system, but its probably a good portion of it.

And thank you Wink Brent and I have put tons of time into this game and it's really starting to paying off now.
« Last Edit: August 25, 2010, 05:08:40 AM by NiteHawk » Report to moderator   Logged

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« Reply #14 on: August 25, 2010, 06:23:38 PM »

Make sure to do some LAN play to see how the new net code works. Report any bugs you find!
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