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Author Topic: Melee Turn Arcs / Realistic Weapon Stuff  (Read 4029 times)
Crazy Pirate unInc.
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Melee Turn Arcs / Realistic Weapon Stuff
« on: October 28, 2004, 07:14:00 am »

Arrr!

All right, this is a two-part question.
1: Back in the olden days, there used to be a thread called the Frenzy Fork, which had some person doing mad, mad things to the physics system. Like continual acceleration, and other stuff. That's currently beyond my/our skills, but one thing intrigues me/us: In my/our personal project, I/we have set it up so that there's a lot of longer range weapons. However, there's a big problem: The turn arcs limit it so that strafing passes are the only way to make a decent number of hits! In the Frenzy Fork I/we remember (perhaps incorrectly) that he had updated the number of turn arcs from 16 to 64. Generating new graphics is not a problem, it's telling Star Control 2 that there's going to be 48 new arcs that's baffling me/us. Does anybody know how to change this, or at least know where to start looking?

2: On the completely unrelated note of range, I/we've also run into a big problem: SC2 allows for a big kick to weapon range when retreating ('cause the ship's flying backwards) but instead compresses a range when the ship is closing towards its intended target. This severely limits the power on our short and medium range ships, which are now naught but weak and helpless targets. I/we have made no headway in finding where or how the computer keeps track of ship velocity, which I/we would add as part of formula for bullet speed.

With much arr,
Crazy Pirate unIncorporated
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Zeep-Eeep
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Re: Melee Turn Arcs / Realistic Weapon Stuff
« Reply #1 on: October 28, 2004, 08:17:09 am »

I'm sorry to say that I/we have little/no information on this/related subject/subjects.
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Re: Melee Turn Arcs / Realistic Weapon Stuff
« Reply #2 on: October 28, 2004, 09:48:52 am »

I think this is what the creation of the new TimeWarp engine was meant to address.
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Re: Melee Turn Arcs / Realistic Weapon Stuff
« Reply #3 on: October 28, 2004, 10:05:30 am »

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I'm sorry to say that I/we have little/no information on this/related subject/subjects.


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meep-eep
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Re: Melee Turn Arcs / Realistic Weapon Stuff
« Reply #4 on: October 28, 2004, 03:04:24 pm »

1. What you're looking for is CIRCLE_SHIFT and the defines that come after it in src/sc2code/units.h. Without adding more images, changing them is bound to give weird effects though.

2. The beginning speed of missiles are set at the time the missile is launched, by the ship-specific code for each ship. For instance for the yehat, you've got src/ships/yehat/yehat.c, where in a function initialize_standard_missiles() there is a line saying "MissileBlock.speed = MISSILE_SPEED;". I guess you could adjust it with StarShipPtr->velocity.

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Re: Melee Turn Arcs / Realistic Weapon Stuff
« Reply #5 on: October 28, 2004, 05:31:00 pm »

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1. What you're looking for is CIRCLE_SHIFT and the defines that come after it blah blah blah words words words words.

Oh great. Just when people start enjoying themselves in a thread, Meepy comes along and ruins it all by being seroius. Wink
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Re: Melee Turn Arcs / Realistic Weapon Stuff
« Reply #6 on: October 28, 2004, 05:59:51 pm »

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Oh great. Just when people start enjoying themselves in a thread, Meepy comes along and ruins it all by being seroius. Wink

I/We am/are sorry. My/Our apologies.
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Re: Melee Turn Arcs / Realistic Weapon Stuff
« Reply #7 on: October 28, 2004, 09:41:17 pm »

Are you imitating the speech mannerisms of one of the new races that are going to be put in as a surprise for version 0.4? I can't imagine what else could be taking so long...

... just kidding!
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Shiver
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Re: Melee Turn Arcs / Realistic Weapon Stuff
« Reply #8 on: October 28, 2004, 10:15:26 pm »

Topic/thread poster/creator's writing/typing pattern/style grates on my/our nerves, but at least/on the other hand it's fairly/relatively original/unique.
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Crazy Pirate unInc.
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Re: Melee Turn Arcs / Realistic Weapon Stuff
« Reply #9 on: October 28, 2004, 10:35:26 pm »

It's not like there's just ONE of us. Such silliness is required!
..I mean, with a name like "Crazy Pirate unInc", you're getting something pretty silly no matter what.

No, we haven't got any plans for new races, per se. The craziest things we're planning on doing so far is making a single new ship (which may or may not in fact entail a new race), and making a larger hyperspace arena; we want to make it so you can fly off the edge of the map into uncharted territories and such goodness. Right after that on the silliness list is putting more stuff in quasispace and making the edges of q-space wrap around, etc.

We already created a random hyperspace map generator (after some... interesting results with quasispace. Ooch.) and just yesterday a random hyperspace map appender (we currently have it set to add 2499 extra stars, yum). Once for fun, we set it create a map with 160,000 stars, and it killed our compiler. Then, we set it to create a map with 60,000 stars, and UQM rolled over and died. Then, we set it to create a map with 30,000 stars, and it worked. And was very, very silly. Opening up "starmap" gave you a solid wall of stars, and we got between seven and nine stars on the big red hyperspace screen at a time. Woo... such fun.

Oh yeah... and thanks @ Meep-Eep! We'll see what we come up with.

With still more arr,
-Us
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Crazy Pirate unInc.
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Re: Melee Turn Arcs / Realistic Weapon Stuff
« Reply #10 on: October 28, 2004, 10:38:13 pm »

Erp. Forgot to mention with the "big hyperspace map" thing, that it's pretty much impossible; sol has to be where sol is, and if you move other stuff around you get weird results. Like, we moved the Samatra to 720.0 X as opposed to 620.0 X where it usually is, and got the escort fleet orbitting the top left hand corner of the screen, as there were only two planets in the system at all. Ah, the fun, or something.
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Re: Melee Turn Arcs / Realistic Weapon Stuff
« Reply #11 on: October 28, 2004, 11:08:14 pm »

I think you can move Sol somehow by editing human.s (or something like that).. Just do a search for Sol's coordinates in both the source and the content zip, and replace them all..

And yes, I am interested in the random Hyperspace generator.. I was making one myself.. but got kinda bored in the process of making it... Wink

Come to think of it, I should release my Random UQM Melee Team Generator soon...


Oh, and about the hyperspace generator: did you manage to keep the constellations intact? Or are you just kidding about that generator, and I fell into it? Tongue
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Re: Melee Turn Arcs / Realistic Weapon Stuff
« Reply #12 on: October 29, 2004, 12:01:29 am »

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Oh, and about the hyperspace generator: did you manage to keep the constellations intact? Or are you just kidding about that generator, and I fell into it? Tongue


The first version did not keep the constellations intact; it made a whole new random map.  This made problems if you wanted to actually play the game, since none of the key events were there.  The current version does keep the existing starmap intact (and managing that without retyping 500 lines of star-code was an interesting adventure), just adding several thousand new stars.  One thing that DOES need to be worked on is naming the stars, as the new stars are currently just randomly named, so one tends to get Apodis right next to Eta Sirius.  The shibby thing, though, is that I/we can do just about anything imaginable to the algorithm for generating the starmap: fractals and spirals come to mind.  Work shall continue, though I/we suspect the next thing to poke at is Quasispace, since some bugs seem to have been introduced there.

Hale and hearty,
Crazy Pirate unInc.
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Re: Melee Turn Arcs / Realistic Weapon Stuff
« Reply #13 on: October 29, 2004, 06:44:42 pm »

C/O/O/L.
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Re: Melee Turn Arcs / Realistic Weapon Stuff
« Reply #14 on: October 31, 2004, 01:06:17 am »

Is there any chance/possibility of you/them releasing your/their modification/program anytime soon?
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