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Messages - xenoargh

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4831
Mods / Re: Unofficial Developer's Console (beta ready for download)
« on: September 18, 2012, 01:37:37 AM »
First test run with my mod; crashed when I hit tilde, gives a null error.  I take it that I'll have to install it into the mod?  I haven't changed Corvus as the name of the System.

It also leaves a copy of itself on the buffer if you move it.

[EDIT]Installed into my mod; pretty straightforward thus far, it just works, once I got past that hurdle.  This is way, way cooler than it has any right to be, especially considering the size and relative lack of complexity. 

I'm going to have to go back to square one with how I want to display my mod's data now; I think it makes a lot more sense to build a custom variant of this to serve as the unofficial UI, if I can use it to display changing data...[/EDIT]

4832
Mods / Re: Unofficial Developer's Console (beta ready for download)
« on: September 18, 2012, 01:24:59 AM »
This is pretty amazing.

How big of a deal would it be to add some additional data display to the console?  I'd like to use this to display the information my mod needs to function a little more like how I envisioned it; it sounds like adding the relevant commands won't be a big deal, but I'd like to go even further, and use this window to display data to the end-users.  What part of this am I going need to hack to get it done?

4833
Modding / Re: Judgement thread give and receive comments on sprites
« on: September 17, 2012, 10:38:51 AM »
Well, I usually start from a scanned drawing, myself, then use airbrush while the drawing's still at a large scale to get the basics of form and light done.

This helps me build up depth and light without having to worry too much about how perfect it is; a remarkable amount of minor screwups will get averaged away when you shrink from, say 1500 pixels to 200 ;)

In the case of stuff that's already at a final size, adding shading and shadows still isn't too bad, so long as the object is still just outlines of forms.  If your greebles are all on another layer, just hide it for now and build the lighting.  If not... well, I'll be frank, and say that you've got a long row to hoe, and you may want to start a new ship or just clear one out. 

Personally, I've found that working at final size doesn't work as well (for me) in terms of light and shadow.  I prefer to do that at a much larger size, along with major panel lines, then shrink to final sizes and do blacklining and final details.

4834
Suggestions / Re: UI Box, Page
« on: September 17, 2012, 10:01:11 AM »
Yeah, just thought I'd try and think about the problem; what I can already see happening is that mods are going to want to flesh out various parts of the game that require a lot of data display to the end-user in order to make much sense, and that's going to need something better than a static UI element that was clearly designed mainly as a dev console :)

4835
Modding / Re: Judgement thread give and receive comments on sprites
« on: September 17, 2012, 09:51:24 AM »
@Lordzias:  These could be really cool ships with some additional work :)

The chief thing that's missing is that there's no specific lighting, and the forms are very flat as a result.  Read the posts I've made above and try and apply that to the work :)

The other thing that's really missing is enough contrast to see most of the subtle greebles; this contributes to the flatness, and it also makes the elements of David's art that you've incorporated into the art look out of place.

4836
Suggestions / UI Box, Page
« on: September 16, 2012, 07:52:05 PM »
This is a major request, but I've already run into a situation where I'd like this.

Basically, right now, a mod (and for that matter, the core game) may only display data to the end-user through some really, really crude means; a fixed UI only allows for text to be shown via system messages.  Everything else is rigidly defined.

I recently developed a basic diplomatic relationships system, and it works (i.e., players can dynamically alter their relations with the Factions, and the Factions can alter their relationships with one another), but displaying the data to the end-user is already a major hassle; for just four Factions and data that changes daily, I have to spam 4 system messages.

I've been trying to think about these issues and how they could get dealt with.  What I came up with is a two-part system:

1.  Boxes would be definable, moveable areas X,Y that could be layered, closed and minimized.  They would consist of definitions of their dimensions, their initial position, booleans for whether they're moveable, can have another Box over them, can be closed or minimized, and could contain the following objects:

A.  Textline; a string defined by code with values for left / right alignment (to be friendly with Picture) and a RGB color.
B.  Picture; this would be a graphics reference, centered by default X,Y or left/right aligned.  Limit 1 per Textline, max.

So you'd set up a Box roughly like:

Code
Box boxxy = new Box(90,100, 1000, 700, false, false, false, true);
boxxy.Textline[1].Picture("mods/mymod/graphics/ui/blah","left");
boxxy.Textline[1](myString,"left");

Which would give you a box, 90/100 pixels in size, 1000/700 initial position, not mobile nor cover-able nor closeable but can be minimized, with a picture on the left and text starting 3 pixels or so from that picture.

End-users would be responsible for keeping text within the bounds; text that exceeded the width of a Box would get cut off.

2.  Pages would be accessible only via the Travel screen via (some UI element).  Pages would be like Boxes, but they would be whole new screens and would have the additional scriptable elements:

A.  Button: performs a script or transitions to another Page.
B.  SubBox:  creates a Box on top of the Page that can be referred to by this Page.

With these two elements, most simple UI tasks could be accomplished; for example, we could build dialogue systems and realtime update stuff using Boxes and various ways to manage or view complex data via Pages.


For a really good example of how implementing such a system led to vast flexibility for the developers and made a lot of serious modding practical, I'd suggest looking at the Mount and Blade Presentation / Game Menu system, which the team used to build most of the content UI for their entire game. 

It will probably save a lot of dev time in the long run to build it this way, simply because once it's working, prototyping the stuff needed to do all the storytelling / interactive-outside-the-main-game becomes very fluid and it's not about fighting with UI, it's merely about presentation and providing the data players will want (which will be a lot, if the larger stuff that you've hinted at happens). 

If the system was kept pretty non-moddable outside these basic parameters, it might not be too evil to get it done.  I can see a lot of good things that could come from this.

4837
Glaug Frigate, Battleship, and the Haunter (designed by a young person of my acquaintance and finished with some help from me).


4838
Suggestions / Radar / Visual Range
« on: September 16, 2012, 06:22:40 PM »
Basically, I'd like to see some thoughts and opinions about a two-layer system for whether an enemy can be detected on the Command Screen vs. whether we're able to see them visually.

How I'm envisioning this working is that all ships would have a ECM Rating and Visual Stealth Rating, from 0.0+ (over 1.0 represents normal with 1.0+ allowed, for things that aren't at all stealthy).

So the standard view distance would be considerably smaller, both for players and AI (right now it's up to max sensor range); sensor distances would be about the same, but with some caveats:

Special rules / changes:

1.  Positions would wobble, making accurate long-distance fire difficult.  Gunnery AI would be less accurate.
2.  Missiles would have a pretty good chance of losing lock on radar-only targets, so the ECCM Hull Mod would finally have a real use.
3.  Ships with either rating < 1.0 would only be detected / seen closer than the usual distance.  A ship with 0.0 in both ratings would be completely invisible, other than shots fired.
4.  Phased ships would automatically halve their ratings.
5.  Various Hull Mods and Systems could either boost your ship's detection ranges (ala the fairly-useless sensor drones or AWACS-style fighters or just a really powerful radar) drop enemy detection ranges across the board (jammers) drop your ship to invisibility for a few moments, etc., etc.

Basically, this could fix a lot of the lack of gotcha moments with Phase ships, which I really feel just don't fit the submarine role, while also providing a lot of new and interesting ways for fleets to interact. 

For example, a jamming fighter could have an always-running System whose script shortened the sensor effectiveness of every enemy within 1000 SU; a powerful System could raise the ratings of everything in your fleet quite a bit for a few seconds, making an elusive enemy much more visible, etc., etc., etc.

I don't think this would majorly break the AI, which has to deal with sight distances already, but I'm not Alex and IDK how it's handling LOS. 

It'd allow the AI to deal with kiting in a reasonably-realistic fashion while keeping the player from being able to always pull godlike manuevers, and it'd allow for things like the old Tachyon Lance to be in the game but not be quite so useful, since it would miss a lot without spotters who'd have to get a lot closer than before.  It would also add a lot more mystery to engagements, and it'd be cool to see the AI spoof me into thinking I found the Onslaught but I really found the Atlas, or pulling the same tricks on the AI and watching it go after my "helpless frigates" only to suddenly be dealing with a phased-in Cruiser loaded for bear.

Anyhow, I suspect that this stuff in one form or another has been brought up before; what I'm envisioning here would be a really simple system, not a full-blown ECM / ECCM system, but it could be elaborated into one via scripting, which is why it's interesting.

4839
Modding / Re: Judgement thread give and receive comments on sprites
« on: September 15, 2012, 06:44:15 PM »
Use specific lighting.  If you want to match the Vanilla stuff, the light's slightly in front of and above the ships. 

Right now it's being lit like it's in an omnidirectional light; use a specific light and it'll be a lot more natural in terms of what should be lit / what should be in shade. 

Don't forget some occlusion, as well; it makes it all feel much more natural.

Here are some quickie examples of how shading and some major greebles can be used to quickly get you ready for final pixel-work and detailing:




4840
Modding / Re: Judgement thread give and receive comments on sprites
« on: September 15, 2012, 04:30:06 PM »
Well, you could add more colors, detail it and generally give the whole thing a less-saturated feel after playing with the main color levels a bit:

Before/After:

Saturation's relative, to some extent; when our eyes just see one color range, things look more saturated than when there's more to see.

4841
Modding / Generic List of Factions?
« on: September 15, 2012, 02:09:12 PM »
Was wondering if there's a generic way to pull a list / array with all the Factions so that I can iterate through them without having to know their names.

4842
Modding Resources / Re: Trylobot's ship editor (2.4.5)
« on: September 14, 2012, 06:02:30 PM »
Whoops, found a weird bug; when you go and name things, then come back to the Ship/Variant details, it appears that a lot of strings are getting corrupted.

4843
Modding Resources / Re: Trylobot's ship editor (2.4.5)
« on: September 14, 2012, 05:44:23 PM »
Tested 2.4.4; +/- works again, thanks very much :)

4844
Suggestions / Re: Joining Forces
« on: September 14, 2012, 10:46:25 AM »
Or perhaps what we're seeing in the real-time battles is a compressed time scale :)

4845
Modding / Re: Judgement thread give and receive comments on sprites
« on: September 12, 2012, 09:00:05 PM »
I (almost) always desaturate and use color balance, myself; it usually works better in terms of the tonal spread and the luminosity setting usually acts as an in-step Curves operation :)

Anyhow, I like the Idea of TRON-ish stuff fighting it out against Grid-influenced design elements, etc.; a more-stylish Battleships Forever look might be cool.  I think that it's going to be necessary to build the stuff from go, though, to really pull it off :)

Anyhow, one more, now it's time for bed :)


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