What to do now?

Discuss the Wing Commander Series and find the latest information on the Wing Commander Universe privateer mod as well as the standalone mod Wasteland Incident project.
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spiritplumber
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What to do now?

Post by spiritplumber »

seriously, i lost track.....

i think :


bases: commerce model and turret placement, also, determine what ships are sold

cockpits: download the cockpits.zip and punch them in (i'm not doing that coz if i do they'll end up looking like crap)

ai: capships "wiggle" too much

ai: more interactivity, merchants should offer to trade in space, docking with a capship should offer a couple mission types appropriate for that capship type (e.g. "escort me to my destination").

base interiors: i can't do art! seriously!

ai: more sense in fighter/capship generation by factions



i feel like i'm all alone here :(
My Moral Code:
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
klauss
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Post by klauss »

You're not alone...
It only happens, at least in my case, that I usually can't help with the items in your todo lists.

I'll see what I can think about fighter/capship generation by factions.
I once had the idea of generating formations, and not random ships.

I'll see if I can write something about it, and perhaps, just perhaps, code it.

Any pointers? Where does ship generation take place? I've almost never touched the python side, I get lost in there.
Oíd mortales, el grito sagrado...
Call me "Menes, lord of Cats"
Wing Commander Universe
spiritplumber
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Post by spiritplumber »

modules/faction_ships.py

it's in here :)






Nuke-A-Poll!

http://www.afa.net/petitions/intelligen ... Survey.asp

This is the American Family Association poll about intelligent design... go there, give them your vote too, and spread the address around. Let's do a little bit of experimental sociology and see if they will post it on their webpage when the NO's win ;)

(sorry for the semi-spammy comment, but these people should be beaten with their own FUD).
My Moral Code:
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
crouton
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Post by crouton »

These are a couple of somewhat easier ideas and tasks.

* Work on the website would be good.
* Work on a new manual.
* Work on a list of what ships are present in WCU versus the Shippack.
* Work on upgrading graphics (base interiors, etc...) if this is possible.
* Work on fleshing out missions (still very VS-style)
* Work on fleshing out more starsystems.

These are going to require more work.

* Lay out what features are present in Alpha so we can decide which parts need more work or can be left alone.
* Decide what constitutes a Beta release and create task lists for that.
* Consider what will not make it into the Beta release and what will.
* Work on getting all developers familiar and accustomed to revision control (CVS or SVN).
* Plan out what features will be in each new release (major features).
spiritplumber
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Post by spiritplumber »

Having a manual and a website would be FANTASTIC, if you need space let me know.


The ships are easy.... let's see. Also please let me know if we need more (I wanted to do the Ralatha mostly).


HUMAN FIGHTERS:

Arrow
Avenger
Banshee (WC4)
Banshee (Armada)
Centurion
Cutlass
Demon
Epee
Ferret
Gladius
Hellcat
Hornet
Morningstar
Phantom
Sabre
Scimitar
Sickle (Cutlass variant)
Stiletto
Rapier (WC2)
Raptor
Razor
Talon
Thunderbolt
Vindicator
Wraith

HUMAN MERCHANTMEN AND BOMBERS:

Assault shuttle (WC4 style)
Broadsword
Crossbow
Galaxy
Hammer
Orion
Passenger transport (converted Condor)
SWACS
Shuttle (WC3 style)
Shuttle (WC3 style), limo version
Tarsus
Tarsus variant for pirates

HUMAN LIGHT CAPSHIPS:

Caernaven
Diligent
Drayman (Priv style)
Drayman (WC1 style)
Draymaster (WC3/4 style transport)
Paradigm-style corvette
Venture

HUMAN HEAVY CAPSHIPS:

Bengal
Confederation
Exeter
Paradigm
Ranger carrier
Sheffield


KILRATHI FIGHTERS:

Dralthi (Armada/WC3 style)
Dralthi (Priv style)
Dralthi (WC1 style)
Goran
Gratha
Grikath
Kilrathi civilian fighter, similar to Demon -- NEEDS NAME
Korlarh
Krant
Jalthi
Jalekhi
Salthi (Priv variant / Shocklar mesh)
Salthi (WC1 variant)
Sartha
Strakha (WC3 style)
KILRATHI BOMBERS AND MERCHANTMEN:

Assault shuttle
Dorkritha (large merchantman)
Sorthak
Kilrathi merchantman -- NEEDS A NAME
Kilrathi merchant scout -- NEEDS A NAME
Vaktoth

KILRATHI LIGHT CAPSHIPS:

Dorkir
Dorkathi
Lumbari
Kamekh

KILRATHI HEAVY CAPSHIPS:

Bkanthara (big WC3 carrier)
Dorkathra (WC3 style transport)
Fralthi
Fralthra
Ralari
Rigakh -- NEEDS FLIGHT MODEL
Snakeir

NEPHILIM:

Remora
Skate
Ray
Skate-T
Lamprey

STELTEK:

Derelict
Drone
Fighter
Scout

OTHER:

Various and sundry space stations, cargo, etc.
My Moral Code:
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
klauss
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Post by klauss »

Spirit: I've been looking at spawning formations, and I think I can get the spawning to work in a week or two.

But I have a major issue: I can spawn the ships in their place, but I cannot get them to behave as formations. I guess that's your area: AI. Is there a way in which you'd prefer to handle that?

I was thinking that each ship could belong to a group, and each group would belong to a greater group - a hierarchy, like this:

Code: Select all

BB group:
    Main section
      1 Battleship w/ 12 light/med fighters
      1 Carrier w/ 12 light fighters, 8 med/heavy fighters, 8 bombers
      2 Cruisers w/ 4 light fighters each
    Destroyer group: 12 Destroyers w/o fighter escort
        Group 1: 3 destroyers
        Group 2: 3 destroyers
        Group 3: 3 destroyers
        Group 4: 3 destroyers
    Fighters (spanwed from ships)
        Close escort - some ships
        Vanguard
        Patrols

(Fighter numbers are made up, I have no idea what they could be - I'll need some numbers later when the framework is in place)

So, each destroyer group would have a relative position to mantain with respect to the main ships, and their task would be to protect the main ships. The close escort would mantain position close the the big ships, and would protect them (like the destroyers), but the vanguard would go ahead and scout for trouble before the fleet engages the SPEC drive (which means trouble since they must power down the shields), and the patrols would have to go in circles (or in some pattern) far away from the main group to intercept incoming hostiles.

That would be one kind of formation (there would be several).
Now... can you make the AI do all that? (or at least some of that, the least being making them mantain their position relative to each other, and the escorts should break and engage incoming hostiles).

Now, I was thinking of attaching a "role" to each group, and pass it to some AI setup function that, based on the "role", would give propper orders. So, if you get that a destroyer group X, has an "escort" role with target group Y, where Y is the BB group's main section, you would set up the propper AI for that.


To sum up: I can make the spawning take place, and provide a callback where you would have to set up the AI. The callback would receive two groups: the group which has to be set up, its target, a role and possibly some parameters for that role. Now, the role could involve protecting the target, following it, or even attacking it (why not). There would be many roles.
Alternatively, I could call different functions depending on the role. So, instead of a single callback, a

setupVanguard()
setupCapshipEscort()
setupFighterEscort()
setupFighterPatrol()

etc...

What do you think?
Oíd mortales, el grito sagrado...
Call me "Menes, lord of Cats"
Wing Commander Universe
spiritplumber
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Post by spiritplumber »

I wanted to do this through flightgroup orders.... just designate one ship as the flightgroup leader :) I suppose that flightgroups with a hierarchya re possible, it's going to need some R&D tho.
My Moral Code:
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
klauss
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Post by klauss »

Well, I could do the hierarchy and all, and see if it works decent by setting the big ship as flight leader and the escorts as followers.
At least until the more sophisticated one kicks in.
Oíd mortales, el grito sagrado...
Call me "Menes, lord of Cats"
Wing Commander Universe
spiritplumber
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Post by spiritplumber »

Before being able to recompile the executable I kinda did this by giving most bigger ships ( > galaxy) one-shot "weapons" which would spawn escort fighters.... it doesn't look good because the fighters just appear, but once they are in flight, it's effective. :)
My Moral Code:
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
spiritplumber
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Posts: 1831
Joined: Mon Mar 07, 2005 10:33 pm
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Post by spiritplumber »

In the meantime, please tell me some default behaviors you'd like to see when a ship isn't attacking (e.g. "escort close", "escort far", etc.)


I added "protect my target" and "park in front of me and prepare to be tractored in" as player-issuable orders, for now.
My Moral Code:
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
klauss
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Post by klauss »

Basically, for things to look good I'll need a precisely-positioned formation order.

That is: Form up, X meters to my left, Y meters to my aft, and Z meters upwards.

Or, in technical terms, mantain relative position.

Basically all escorts would be in this mode until something happens, in which they switch to another mode depending on their role. Close escorts keep like that until the enemy gets dangerously closer (they must stay with their buddies, since their mission is to make sure the big ship is never left alone), while other escorts would break and engage. Patrols would actively intercept, etc... etc...

I'll think about the specifics while I'm designing the formations, and if something gets tricky on the AI side we can adjust it later.

But, the most basic thing is to be able to precisely specify the relative position, since I'll need to specify some ships on front, some on the back, some on the sides, etc...

PS: I PM'ed you some changes... completely unrelated to this... check them out, if you feel like it.
Oíd mortales, el grito sagrado...
Call me "Menes, lord of Cats"
Wing Commander Universe
spiritplumber
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Post by spiritplumber »

can you email me those files?
My Moral Code:
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
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