[conquest] Conquest 8.1.2ng1 development snapshot is available
Jon Trulson
jon at radscan.com
Tue Jan 24 21:22:16 MST 2006
On Tue, 24 Jan 2006, Almighty Tallest Cataboligne wrote:
>>
>>> http://radscan.com/conquest/conquest-8.1.2ng1.src.tar.gz
>
>
> Urr. I had to take a break from this code base, so I have not installed
Noooo...
> this yet.
> Busy right this moment upgrading my network with wireless hub/cards and
> better graphics cards.
> The current goal is better support for GL games on my network.
>
> My comments are based from the code submitted prior to this update. As yet
> I have no idea what changes Jon made in implementing what I submitted.
>
A couple lines or so. :)
>> 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.
>
>
> There were a few options to control live shield gfx. It should not be
> difficult to change the gfx to the design
> you want - i.e. the luminous cloud deal.
>
Yeah, this was not meant as a list of things for you to fix :)
I was just trying to get an idea of what others thought.
>
>>
>> 2. Any ideas for re-arranging the icon hud so things are more
>> readable?
>
>
> Need txf font files for all the hud stuff...I was working on this and had to
> walk away when I hit a few stumbling blocks.
> The tools to make txf's cant get ttf fonts even though my OS can use them.
Ahh, yes, it requires bdf (standard X11 format) fonts. I wonder if
there's a tool out there to convert a ttf to bdf...
> This leads to recoding the txf making tool. I'm not prepared to get into
> that yet.
>
> 3. 'Team colors'. I find this stuff actually quite confusing.
>
>
> Team colors should have and off option - which should be the default...in
> that case the original red/yellow/green should be used. Though, if no one
> else will use them, putting an #ifdef set around the code would do fine.
>
But would you even use them in battle?
>
>> 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?
>
>
> The numbers can be tweaked.
> I know a better positioning system needs to be done for the hud.
> I'll take another look at the heading pointer, but with my upgrade to TFT
> monitors, I doubt my visual is going to help.
>
Well the headin indicator is ok (need begger numbers) - it was
the warp line I had trouble locating quickly. Maybe I'm just
used to looking at the number...
> 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.
>
>
> I'll take some samples and compare those. Shouldnt be hard to achieve this.
>
Yeah, was just going to fire them all up in gimp (at the same
time) and go from there.
> 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.
>
>
> Thought I had a grid toggle key? Vbg with the tac? maybe good...the vbg
> should have an swap key too.
>
There was no grid toggle. I like the vbg, the grid isn't bad
either, so yes, I'd probably use both. The vbg toggle is ALT-B.
> - 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 :)
>
>
> Cool, I had no idea how to do this without server data on the torp.
>
Ah... Just use the torp dx/dy delta's at x/y = 0 coords and
take the angle(). :)
> - 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.
>>
> Hope you just replaced the data in the image resource file...I like the
> different explosions.
>
Right now only the 'normal' explosions are present. Once
animation stuff is done, they could be added back, though I'd
want other opinions on them.
I think that all things explode the same way in most universes :)
> My hardware and network changes should be done in a week (I hope.)
> I'll try and get back to this then. Besides at that point I can do some in
> house testing!
>
Yes, I want to redo the hud geometry stuff as the first thing :)
> Regards,
> -Cat-
>
Welcome back..
--
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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