[conquest] Conquest 8.1.2ng1 development snapshot is available
Jon Trulson
jon at radscan.com
Wed Jan 18 15:17:05 MST 2006
On Mon, 16 Jan 2006, Bill Patterson wrote:
[... CC'd to the list...]
> Here's what I see....... I don't like the reticle
> thing over the galaxy view. It's distracting. Maybe if
> it were more transparent.
the tactical overlay in LR mode? You can adjust that in the
(O)ption screen, page 2.
>
> Every single meter scale is off by about 25%. For
> example: say energy is 100%, it shows about 75% on the
> meter. I can't remember which one is which (or read
I've noticed this too...
> Orion) so I just go by the numbers now anyways. Which
> is sad because the alien font is way cool. Maybe a
> hotkey that switches to english then back to alien?
The problem with the 'alien' fonts is that they aren't really
fonts. They are a part of the textures. I think this will have to go.
If we want to do the alien font thing, then we should use actual fonts -
that way we can switch them easily.
>
> I like the warp meter. Oh so cool!
>
Yes, but I find it hard to read at a glance.
> I really like the visible shields, but perhaps if they
> were more "glass bubble" looking, and less
> substantial, they would look better. But I like them
> as they are much better than not having them. And the
> shield icon rocks.
>
I too prefer a shield indicator around the ship... Just not the
current one :)
> I've been thinking.... Why not render the stars as
> real lights and the ships as some simple 3d models?
> It'd add alot of snazziness to the game. No need to
> move the camera or anything. Just a bit of dynamic
> lighting. You can get free Trek Blender models from:
> http://www.blenderwars.com/frame.php?module=models
> Alternately bump-mapped sprites would probably look
> 99% as good.
>
Hehe, well the selection of ships there is pretty limited. Might
be interesting to use them to generate better orion textures though (maybe
using the b5 models?).
> Actually I been thinking about this alot...... 3D
> could be a command line switch, when enabled causes
> the routine that draw the ship sprite, to draw the 3d
> model instead. I been messing with 3D code from here:
> http://www.spacesimulator.net/tutorials.html
> As good as you are, you could probably have it all
> running in an hour. lol
>
Well, for lighting you would need to draw actual objects rather
than the tex mapped quads we are using now. But that's quite a bit more
complicated. I have always thought it would be cool if the suns were
light emitters.
> On the server side, I'd love it if there were a way to
> double (or is it quadruple?) the size of the universe.
> Example, max distance from center is now about 28k in
> the middle and about 40k in the corners. It'd be way
> cool if the distance to the barrier in the middle
> could be set out to about 60k or so. Heck even a 100k.
> Add an element of exploration into the game.
Well, there is a limit to the universe's size. In the common
block, it's a double so it is quite large already, however the protocol
limit's you to around +/- 1,000,000 CU's. Pretty big. The barrier is
setup to the coords to list, but nothing prevents you from placing
planets/stars, etc outside the barrier :)
>
> If I see more stuff to whine about, I'll write again.
> :-)
>
> --- Jon Trulson <jon at radscan.com> wrote:
>
>> On Thu, 5 Jan 2006, Jon Trulson wrote:
>>
>>>
>>> at:
>>>
>>>
>>
> http://radscan.com/conquest/conquest-8.1.2ng1.src.tar.gz
>>>
>>
>> Just curious... Has anyone played with this yet?
>> Any comments?
>>
>> Some comments (aside from the 'known problems'
>> listed previously):
>>
>> 1. Shields... In general, I do not like the new
>> shield graphics...
>> I think the shield graphics used on the icon display
>> is actaully much
>> better - I'd prefer that. The new sh graphics are
>> just too
>> big/distracting. What I have in mind is a small
>> 'smoke ring outline'
>> around the ship, whose color/alpha indicates their
>> strength. Essentially
>> very much like how they are displayed on the ship
>> icon when shields are
>> up.
>>
>> 2. Any ideas for re-arranging the icon hud so
>> things are more
>> readable?
>>
>> 3. 'Team colors'. I find this stuff actually
>> quite confusing.
>> Previously, indicator colors were determined based
>> on the 'status' of an
>> object (ie shield level, temperatures, etc). It was
>> easy to keep an eye
>> out for things turning yellow or red in the hud
>> while in combat. I find
>> that I can no longer do that. I'm thinking of
>> removing this 'team colors'
>> option. I think, regardless of what ship you use,
>> the color red should
>> mean 'danger' and the color green means 'all ok' :)
>>
>> 4. Numeric indicators for heading and warp. I'd
>> like them to be
>> bigger. Also, I find reading the graphical warp
>> indicator... not so easy
>> - sometimes I have to search for the indicator line.
>> Maybe this indicator
>> should be more obvious?
>>
>> 5. tactical grids. Look nice. The relative gamma
>> for these needs
>> to be equalized however, so that a 'brightness' of
>> 50 for example looks
>> the same regardless of what grid (team) you are
>> using.
>>
>> A couple of other changes I forgot to mention for
>> the ng1 release:
>>
>> - reworked the vbg code so that tac and vbg aren't
>> mutually
>> exclusive. A future addition will be an ALT-G
>> hotkey for toggling the
>> grid.
>>
>> - directional torp vectors are now standard for
>> all ships. I
>> reworked this somewhat to base the angle() on the
>> torp's delta direction
>> of fire, rather than the lastblast dir (which can
>> change between the time
>> the torp fire command was sent, and when it actually
>> shows up on your
>> screen). Much more reliable :)
>>
>> - Cat had provided different explosion graphics
>> for each team. I
>> removed this as I think explosions should look the
>> same regardless of
>> what is exploding.
>>
>> Anyway, was just wondering if:
>>
>> - anybody had tried this version and what
>> problems/comments you
>> may have had.
>>
>> Also, Cat, have you looked at this yet? Are you
>> not speaking to
>> me anymore??? :)
>>
>> [...]
>>
>>
>> --
>> Jon Trulson mailto:jon at radscan.com
>> ID: 1A9A2B09, FP: C23F328A721264E7 B6188192EC733962
>> PGP keys at http://radscan.com/~jon/PGPKeys.txt
>> #include <std/disclaimer.h>
>> "I am Nomad." -Nomad
>>
>>
>
>
> Bill Patterson
> cyberbillp at yahoo.com
>
> Owner of:
> http://ultramaxx.com
>
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--
Jon Trulson mailto:jon at radscan.com
ID: 1A9A2B09, FP: C23F328A721264E7 B6188192EC733962
PGP keys at http://radscan.com/~jon/PGPKeys.txt
#include <std/disclaimer.h>
"I am Nomad." -Nomad
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