Author Topic: Rallypoints [RELEASED v1.2, v2.3]  (Read 6185 times)

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Pilchard123

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Re: Rallypoints [RELEASED v1.1]
« Reply #15 on: August 03, 2010, 08:46:28 PM »
No, it's not. It's needed to keep the button that toggles rallying in the right place.

AWS

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Re: Rallypoints [RELEASED v1.1]
« Reply #16 on: August 04, 2010, 06:08:43 PM »
hm...then im not sure ill be able to incorporate this rallypoint code into my map just yet. shame.

???

AWS

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Re: Rallypoints [RELEASED v1.1]
« Reply #17 on: September 12, 2010, 06:39:34 PM »
hi pilchard... i dont suppose you have managed to make an updated version of this that i can HOPE AND PRAY will work for me???

id really love to put this code into my maps....


 ???


aws

Pilchard123

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Re: Rallypoints [RELEASED v1.1]
« Reply #18 on: September 14, 2010, 06:15:52 PM »
No, I haven't. Sorry. Will try sometime, but I've got a lot on my plate right now. Just started college (UK) and stuff.

Rudolf

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Re: Rallypoints [RELEASED v1.1]
« Reply #19 on: September 15, 2010, 05:13:33 PM »
Remember, Alex and I are also looking into something official to get the required gameplay behaviour/UI feature.
(wow, what a vague sentence)
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AWS

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Re: Rallypoints [RELEASED v1.1]
« Reply #20 on: September 23, 2010, 10:49:36 PM »
thanks rudolf and pilchard.
cant wait to see this rally point business hard wired into the game code.

aws

Pilchard123

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Re: Rallypoints [RELEASED v1.1]
« Reply #21 on: September 25, 2010, 02:12:11 PM »
Updates even less likely for the time being. My computer is still dead.

Also, if mods are (semi?)hard-wired into the game, will they still be community editable? While the rallypoint code is fairly simple, and A&R probably understand it better than I do, Annikk's gravity engine and AI are a little more confusing.

Oh, one other thing: how would it work if there were loads of them installed or whatever? I'm imagining another button down the botton that brings up a list of available things to do that aren't planting trees, but I could be going completely in the wrong direction.

Pilchard123

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Re: Rallypoints [RELEASED v1.1]
« Reply #22 on: September 29, 2010, 08:09:17 PM »
Yay, doublepost! Warranted though, it's been a while.

Basically, PC is back up, might get on with some levels and stuff. Might not.

Bonobo

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Re: Rallypoints [RELEASED v1.1]
« Reply #23 on: September 29, 2010, 08:52:23 PM »
[..]

Basically, PC is back up, might get on with some levels and stuff. Might not.
Don’t worry, Pilchard123, this is NOT a job ;) nice to see you back!

BTW there's been happening quite a lot around here … maybe you want to check the latest beta, etc., this changes a lot so it may anyway be a good idea to postpone any  work on levels.
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Pilchard123

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Re: Rallypoints [RELEASED v1.1]
« Reply #24 on: September 29, 2010, 09:13:50 PM »
I know it's not, but I like to finish what I say I'll start, if possible.

Also, I've been able to read and post (as evidenced by my recent posts) , just on a 2003-build laptop with 2010 AV, and internet on an extension phone line. Updates always come out when I want the net, so you can imagine how much it chews it up. Beta sounds interesting.

Just a side note - is it me or have the forums not been as active recently?

Bonobo

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Re: Rallypoints [RELEASED v1.1]
« Reply #25 on: September 29, 2010, 09:51:21 PM »
I know it's not, but I like to finish what I say I'll start, if possible.
Very honourable. I only wanted to take away any feeling of pressure, because for those great minds who code the levels we all crave for it may sometimes feel as if all we want is your money body levels ;D

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[..] Beta sounds interesting.
Beta IS interesting :)

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Just a side note - is it me or have the forums not been as active recently?
Nah, communication here has really decreased quite a bit. Must be school/university time after vacations. AWS is offline, too, and Annikk.exe seems to be MIA.

But perhaps we should move the chatter to some [OT] thread?
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AWS

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Re: Rallypoints [RELEASED v1.1]
« Reply #26 on: September 30, 2010, 04:49:31 PM »
lol - im still here - just a little, absent of late.
ive just got the 2.06 patch so going to have at it now...
so, does the new version of the game to come use pilchard's rallypoint code, or a different one? would be good to know (for me anyway)

still working on my new map, but with all this rather more substantial and important stuff going, it's some time away. i think ill let the dust settle after this little interim 206 patch.

 ... we continue ...

Pilchard123

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Re: Rallypoints [RELEASED v1.2]
« Reply #27 on: December 04, 2010, 03:10:54 PM »
NEW RELEASE.

v1.2
Button/checks now relative to the screen, not the world. Should fix problems with Line 89 (GetCameraZoom()), though might throw up more.
Changed the text at the start.
Added map info at the start of the file.
Download in first post.


Might completely rehash the whole thing soon.


Working on a complete reworking of this stuff. What I plan to do is a follows:

  • Rewrite the code almost from scratch, using snippets from the old version for thing I can't be bothered to type exactly the same.
  • Add a way of indicating whether there is a rallypoint active
  • Add "burst rallying" where only a small (controllable) proportion of the seedlings travel, and only once.
« Last Edit: December 05, 2010, 05:35:06 PM by Pilchard123 »

AWS

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Re: Rallypoints [RELEASED v1.2]
« Reply #28 on: December 05, 2010, 06:36:03 PM »
how wondrous!!! ;D

thanks pilchy.. it now works for me.
the black square is nicely old skool and basic... cool in an ugly kinda way!no rounded edges or anything...

in your code notes you mention that each and every roid has to have its own code to be able to qualify as a potential rallypoint...
i have 2 Q's then..

1-in that case, being able to set certain roids and not others as rallypoints, one can presumably enable some seriously involved and complicated choke point/ seedling routing to be done? ie, some roids will and wont be able to rallied to.

and 2-if youve seen the way i code my roids, that is to say long, laborious and not very technical, i list every roid individually. unlike most others i think. call me rubbish, but this may well lead to tediously well-worked routing as i will now have to go through every bloody asteroid and name them, and then repeat for each rallypoint i desire!! ::)

thats how i understand it anyway. perhaps that 'For' loop may come in handy at a later date!

the main thing though is that it now works, at least in your trial level.
so a BIG BIG thank you sir...

:)

aws

Pilchard123

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Re: Rallypoints [RELEASED v1.2]
« Reply #29 on: December 08, 2010, 05:31:01 PM »
Okaay...

V2.0 is available - or will be as soon as I upload it. It's possibly not as good/useful as v1.2, but I'll leave that to you to decide. It doesn't constantly send all of your seedling to a asteroind anymore, just a few, and only once.

AWS -

Q1, yes, you can make certain roids un-rallyable.
Q2, it works using the ID of the asteroid, not its name. You don't have to do anything to the asteroid itself.

Upload in first post, keeping v1.2 around still too.

EDIT: Removed LUA commenting marks. Not sure why they were there.
« Last Edit: December 08, 2010, 05:44:14 PM by Pilchard123 »