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From: Ermete G. <ex...@li...> - 2003-11-08 01:10:20
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Hi Red, > > In movieplayerui.h and planetviewui.h I see a singleton > > object working in different way than the ones I used in the PAQ > > project. >Yes we have changed that because there are some situations when it is better >do not expose the real pointer to the user of a library, however I was under >the impression that I had changed the PAQ System too... Now I see that I >didnt. If you are going to change the PAQ system too, I have to change my code too. It's not too expensive just tell me if you do it. > > In IAircraft we can add shields support, more realistic damage (for example > > if hitted at the motors the aircraft will be slow) like in Tie Fighter. >That is a pretty interesting idea, if you have any idea of how to >implement it >in sort of generic way I will include it... I had been thinking about it, but >still couldnt find a good abstraction. We can divide an aircraft in subsystems, like weaponry, motors, navigation drive, communications... and associate a probability to be hitted to each subsystem. For example when an aircraft with no shields and armour is hitted, there's a 50% chance to hit a subsystem in general. If hitted, we generate a random number between 1 and 100 and basing on the result we choose the subsystem. 1-10 navigation drive (less turn speed) 11-40 weaponry (less damage) 41-60 communications (bad radar and sensors) 61-100 motors (less speed) We can add others subsysems too, it was only an example. About shields, I suggest we have a regenerating force shield (divided in front and back for example), then a non-repairable armour (at least not during missions) and the ship itself. This is near to be a standard in games with ships :-) Note that if motors will be heavily damaged the ship will fall to the ground and so on... >We dont have reload in the battlescape do we??? Maybe for advanced weaponary >as sniper rifles. IMO the reload time in milliseconds is more useful for >Aircraft Weapons. Sorry I forgot the game is turn based :o) I'm glad to say that the PAQ Explorer first test release is near to be released. The open and addfile functions are operative by now. I'll put a deletefile and fix some bugs in the next week I think. When ready I'll put the code in CVS (nothing is there for now) and send a zipped exe to the list. Regards exio82 |
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From: <red...@pr...> - 2004-03-06 16:56:39
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Hi Chris, You should get in the forums at www.xcomufo.com/forums, get an account and write in the Recruitment Center (to get Xenocide Recruit permissions), you will find instructions in the programming thread, as they had been written several times in that thread. Greetings Red Knight > Hello - > > I am interested in working on the Xenocide project as a programmer. I have > programmed in C/C++ since I was 12 (now 21) and am currently a senior > majoring > in computer science and electrical engineering at the Univ. of Wisconsin - > Milw. > > > Thanks, > Chris > |
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From: mamutas <ma...@pr...> - 2003-11-08 02:56:05
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Hi guys, See my comments below. Here are also my answers to the questions RK raised: For soldier issue, I think we should base all the human/alien on some = Iunit interface. That interface would have the features shared between all = units. Then we might have specialized interfaces like Isoldier, Ipilot, Iresearcher. Those could be applied to mechanical units as well, like = tanks and cyberdisks. OR we can have a subclasses Ihuman and Ialien from = Iunit. But seriously I do not think it is necessary, since there very little difference in behaviour between humans and aliens.=20 I will commit the code I have in CVS. The first Xenocide game-specific = code! Yay! Regards, Vlad > -----Original Message----- > From: xen...@li...=20 > [mailto:xen...@li...] On=20 > Behalf Of Ermete Gaudenzi > Sent: Friday, November 07, 2003 6:55 PM > To: xen...@li... > Subject: [Xenocide-programming] Re: Xenocide >=20 >=20 > Hi Red, >=20 > > > In movieplayerui.h and planetviewui.h I see a singleton object=20 > > > working in different way than the ones I used in the PAQ project. > >Yes we have changed that because there are some situations=20 > when it is=20 > >better do not expose the real pointer to the user of a=20 > library, however=20 > >I was under the impression that I had changed the PAQ System=20 > too... Now=20 > >I see that I didnt. > If you are going to change the PAQ system too, I have to=20 > change my code=20 > too. It's not too expensive just tell me if you do it. The only thing you should change is to use getInstance() instead of = using the object directly, IIRC. >=20 > > > In IAircraft we can add shields support, more realistic=20 > damage (for=20 > > > example if hitted at the motors the aircraft will be=20 > slow) like in=20 > > > Tie Fighter. > >That is a pretty interesting idea, if you have any idea of how to > >implement it > >in sort of generic way I will include it... I had been=20 > thinking about it, but > >still couldnt find a good abstraction. > We can divide an aircraft in subsystems, like weaponry,=20 > motors, navigation=20 > drive, communications... > and associate a probability to be hitted to each subsystem. > For example when an aircraft with no shields and armour is=20 > hitted, there's=20 > a 50% chance to hit a subsystem in general. > If hitted, we generate a random number between 1 and 100 and=20 > basing on the=20 > result we choose the subsystem. > 1-10 navigation drive (less turn speed) > 11-40 weaponry (less damage) > 41-60 communications (bad radar and sensors) > 61-100 motors (less speed) > We can add others subsysems too, it was only an example. > About shields, I suggest we have a regenerating force shield=20 > (divided in=20 > front and back for example), then a non-repairable armour (at=20 > least not=20 > during missions) and the ship itself. This is near to be a=20 > standard in=20 > games with ships :-) > Note that if motors will be heavily damaged the ship will fall to the=20 > ground and so on... I was thinking about similar system: array of probabilites, where index corresponds to some ship part. But is there something like that in = original game? I frankly cannot remember. Well, that does not mean we should not = do it though... :) >=20 > >We dont have reload in the battlescape do we??? Maybe for advanced=20 > >weaponary as sniper rifles. IMO the reload time in=20 > milliseconds is more=20 > >useful for Aircraft Weapons. > Sorry I forgot the game is turn based :o) Yeah, I don't think we need a reload time for battlescape. But I agree = it is a must for aircraft weapons. >=20 > I'm glad to say that the PAQ Explorer first test release is=20 > near to be=20 > released. > The open and addfile functions are operative by now. I'll put=20 > a deletefile=20 > and fix some bugs in the next week I think. > When ready I'll put the code in CVS (nothing is there for=20 > now) and send a=20 > zipped exe to the list. That is great! I was thinking about PAQ the other day. I think what = would be very nice is to have a command line utility which to be used during the build process. The utility would add (if missing) or update (if = modified) file in PAQ. We would call this utility during the build (or manuall = after) with the list of files to process. We might have something like that already, I am not sure. >=20 > Regards > exio82 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.525 / Virus Database: 322 - Release Date: 2003/10/09 =20 |