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Progress

General discussion for players of Oolite.

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Zireael
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Re: Progress

Post by Zireael »

Explosions.plist? And a color_order entry? Mayhaps we'll be able to get those green or whatever explosions someone on the forums wanted...
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cim
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Re: Progress

Post by cim »

I have put the changes for NPC targeting in for tonight's build. In summary:
- NPCs can keep their primary target a little beyond scanner range, to keep fleeing a military-armed ship
- NPCs can acquire an aggressor as a primary target, to respond to a beyond-scanner-range sniper
- NPCs can keep fighting a cloaked ship so long as it remains their primary target ... but at a significant penalty to their aim. Once they lose it as a target, they can't usually reacquire it (exception: they'll still respond to requests from their friends to attack it - "it's on your left!"), and they can't use "secondary target" effects on it such as plasma turrets.
Missile fire requires being able to get a good lock on the target still.

Everything else - AI behaviour, combat within scanner range, etc. - should be unchanged.

Those of you testing the nightly build, please keep alert for unusual behaviour, and if you have a military laser or cloak, maybe give the new features a go.
UK_Eliter
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Re: Progress

Post by UK_Eliter »

This is all very good, especially the cloaking stuff. Thargoid wrote some routines to more or less do that cloaking stuff, and I used some of that material in my OXPs; it's good that something along those lines - which certainly will be more reliable than my bodged appropriation of the Great Green One's code - is going into the game itself. Good stuff.
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ffutures
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Re: Progress

Post by ffutures »

I have to admit I use cloaking way too much in combat, in situations where real stealth probably wouldn't work. Making it a little less effective is probably a good idea.
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cim
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Re: Progress

Post by cim »

cim wrote:
I have put the changes for NPC targeting in for tonight's build.
Tonight's build will have a bug fix from this, and also the previously discussed changes around NPC injectors/acceleration.

Tactically, NPCs who are:
- outside their weapon range
- inside their target's weapon range
- able to use injectors
will use the injectors to rapidly close to combat range.

The difference between NPC and player acceleration has now also been removed: if an NPC and the player have the same thrust they will now accelerate/decelerate at the same rate. This significantly improves NPC acceleration/deceleration and may have some side-effects. Again, please test and report problems.
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Re: Progress

Post by Cody »

cim wrote:
Those of you testing the nightly build, please keep alert for unusual behaviour, and if you have a military laser or cloak, maybe give the new features a go.
cim wrote:
Again, please test and report problems.
Oh well, there goes my weekend - back to the ready-room!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Progress

Post by Fatleaf »

Cody wrote:
Oh well, there goes my weekend - back to the ready-room!
<chuckles> And here Cody say's he is avoiding the 'Dark Side' !

Looking mighty gloomy in Pajero land :P
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Re: Progress

Post by Cody »

You running trunk nightlies, Leafy? You should be - you're an ace test pilot!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Diziet Sma
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Re: Progress

Post by Diziet Sma »

cim wrote:
The difference between NPC and player acceleration has now also been removed: if an NPC and the player have the same thrust they will now accelerate/decelerate at the same rate. This significantly improves NPC acceleration/deceleration and may have some side-effects. Again, please test and report problems.
<idly wonders if we'll see the Return of the Kamikaze Ferdies> :lol:


(and before anyone says anything, yes, I know we're not talking about injectors here!) :wink:
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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cim
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Re: Progress

Post by cim »

Diziet Sma wrote:
<idly wonders if we'll see the Return of the Kamikaze Ferdies> :lol:
One of the commit ids a few behind present has them (I'd typod a variable name and so caused ships in combat to attempt to accelerate to 1.2 times their own speed rather than 1.2 times the player speed. I had a few Asps ram me before I figured that one out)

Otherwise, probably not: the faster acceleration is matched by faster deceleration, so they should be able to stop in time.
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Re: Progress

Post by Fatleaf »

Cody wrote:
You running trunk nightlies, Leafy? You should be - you're an ace test pilot!
<blushes> Thinking of getting into the nightly testing scene. Once I catch up on this thread so I am aware of the new stuff to look out for I probably will.

Speaking of testing out the nightlies, is there a requirement for the oxp/oxz folder? Like core game only? What is the preference?
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Re: Progress

Post by Cody »

Fatleaf wrote:
Speaking of testing out the nightlies, is there a requirement for the oxp/oxz folder? Like core game only? What is the preference?
I play my normal game, using my main commander, with a mix of OXPs/OXZs/managed OXZs.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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cim
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Re: Progress

Post by cim »

A new feature for OXPers today, with two new methods and a property for the Ship class.

Code: Select all

ship.collisionExceptions; // read-only array
ship.addCollisionException(other);
ship.removeCollisionException(other);
This feature lets you exclude ships from collision tests against each other. The consequences of this are that:
- they won't collide and take damage/momentum
- they won't get AI or JS collision warnings as they approach
- if one is a station, the other won't be able to dock with it

There's quite a range of things which people have tried to do over the years which this will make considerably less fiddly, and a few other things which have previously been considered impossible should now be practical. Obviously you need to be careful with how you set this up, or it can just end up looking like (being...) a bug.
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Wildeblood
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Re: Progress

Post by Wildeblood »

So, if they don't collide, what do they do, just pass through each other?
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cim
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Re: Progress

Post by cim »

Wildeblood wrote:
So, if they don't collide, what do they do, just pass through each other?
Yes.
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