WCU Alpha 0.2: Patch History 12 - 16

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WCU Alpha 0.2: Patch History 12 - 16

Post by spiritplumber »

http://www.deeplayer.com/spiritplumber/ ... atch11.zip

This is the whole thing for those who need it :)
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- 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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Patch 12

Post by spiritplumber »

edit: ATTENTION: BEFORE INSTALLING THIS, MAKE A COPY OF YOUR MODULES DIRECTORY, ZIP IT, AND EMAIL ME IT. THERE IS A PROBLEM WITH PHYTON. FOR NOW, DO NOT TRY TO TAKE MISSIONS.

http://www.spiritplumber.com/priv_remak ... atch12.zip


Mostly just executable changes....

* Fixed some phyton modules, (Klauss) -- things should be more responsive inside bases.

* Physics optimizations (everyone but me really ^^; still need to learn).

* Less crashiness all around (hopefully it's gone). Please let me know if this is not the case!

* If you piss off a garrison, and it shoots fighters, the fighters start off with the same attitude the garrison has (and probably attack you!). This is also true of capships in fleet battles.

* OBJECT SIZE! You can see the object size in the target VDU. This is meant for debugging, so we can decide upon the relative size of stuff (size is in game units). Size is shown next to distance and can be turned off in config once we're done with it.

* Flak and proton rockets no longer show up on radar -- if an object is smaller than X, it doesn't appear on radar. This makes the radar more usable in fleet battles. Proton bombs and missiles still show since they've been set to be just over the limit. (Proton bombs are fun to use in a centurion -- load your launchers with those and do a bombing run on something. Supposed to be good against transports and small capships, once we balance their power a bit.... the tradeoff of course is that you have no missiles to defend yourself with).

* Formup order fixed, tighter formations.

* TACTICAL TARGETING! It will be an X upon the target. Every time you issue an order that has a target, the tactical target is set to your current target -- leaving you free to then target something else. Example: If you're on a Caernaven that carries a Demon and you want to shoot at a mining base, you can launch the Demon, switch to it, CTRL-A the mining base so the Caernaven will use its main gun on it, then concentrate on protecting it from whatever the mining base launches, you can change targets so you can use missiles etc. this should be useful with the CTRL-P (protect) order in the Oxford missions if you have wingmen.






NOTE: There is no units.csv in here for now because I'm waiting for an update on that. :) Please send your changes over!
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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Post by Fireskull »

I am sorry for failing to write the new scales file for you in time spirit. I really really plan on writting it though.
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Post by spiritplumber »

Thanks!


I REPEAT: BEFORE INSTALLING PATCH 12, PLEASE SAVE A COPY OF THE MODULES DIRECTORY AND EMAIL ME IT! I LOST THE BACKUP. THANKS.
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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Post by chuck_starchaser »

Sorry, spirit, I hadn't looked at this thread. Here it is:
modules.zip
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patch 13

Post by spiritplumber »

* Cleaned up units.csv (thanks mat!)
* Resized some capships
* Synched exe again (crashiness b gone! thanks for the tips dan and klauss! i hope i'm learning!)
* Three formations (cycle ctrl+f)
* changed capship health in relation to torpedo damage
* Two attack modes (cycle ctrl+a, really only affects capships -- if you CTRLA twice, the capship will move to the target not just aim at it)
* Two help-me modes (cycle ctrl+h), second mode is basically "mirror my moves", that's the idea at least
* Accessories can sweep in addition to circling (so we can animate radar dishes in the future, anyone up to extracting them from tarsus or orion or galaxy? i can do that if not, i wanted to do the Battle of Earth ships though)

What's the latest good bfxm/textures for the caernaven? I lost track :oops:


http://www.spiritplumber.com/priv_remak ... atch13.zip
Last edited by spiritplumber on Fri Sep 02, 2005 10:36 pm, edited 1 time in total.
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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Post by Heltarawa »

hmmm im getting a currupted DL
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Post by spiritplumber »

Try again now.... my bad, ftp was acting up. :oops:
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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Post by Heltarawa »

ahh there we go perfect
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Post by chuck_starchaser »

Here:
http://www.deeplayer.com/dan_w/caernaven

Wow that was fast! Formations and all...
Should I install patch 12 first, then 13?
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Post by spiritplumber »

I think you can skip 12, it's just the exe and config (13 also has a units.csv and modules)
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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Post by death2all »

did the ogg sound bug get fixed with the new patch?
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Post by spiritplumber »

not yet.... i need to do a full recompile, which on my pc takes forever. i'm going to eat out tonight, so i'll have it crunch those numbers while i'm out :)
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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Post by Heltarawa »

I noticed that the jump gate bubbles in mine are all blurry now anyone else get this?
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Post by spiritplumber »

Can you post a screenshot?
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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Post by Heltarawa »

Picture wont post I have also noticed with the size increse in ships there turret coverage has been reduced greatly. The guns on a mining station barely reach accross the bow. I think antifighter turrets with greater range *just lasers like the draymans medium guns.*
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patch 14 and 14a

Post by spiritplumber »

not sure what happened to the patch 14 post...


http://www.spiritplumber.com/priv_remak ... atch14.zip
http://www.spiritplumber.com/priv_remak ... tch14a.zip

if you already have 14, grab 14a for:


* mining bases look just right now

* random cargos on the draymaster :)

* redone the capship turrets and their guns; less lag in fleet battles & anti-capship missions more feasible. Preparing to do artillery turrets next

* a lot of the plot ships and guns buyable from start so we can test them



Otherwise grab both.
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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Patch 15 a.k.a. WCU Alpha 0.2

Post by spiritplumber »

(EDIT: corrected link -- thanks charlie, sory ^^; )

http://www.spiritplumber.com/priv_remak ... atch15.zip
(full upload coming very soon)


FIXED STUFF:

* Occasional bug with tractoring ships in
* Occasional phyton crashiness (thanks matt!)
* Capship sizes, I hope (thanks fire!)
* Leech missiles and mines now work.
* SOUND AND MUSIC NOW WORKS! YAY!

NEW STUFF:

* Secret cargo compartment! Can be bought like a normal CC and will protect you from contraband scans. Can someone change the Tayla script in campaign.py? I think right now the secret cargo compartment is only enabled for the caernaven and drayman but it's just a units.csv change to do the others too.
* Hangar compartment! Same deal, only for starships -- now if you want to carry a cargo wingman you need the proper HANGAR space. This means more money to turn your drayman into a mini carrier, sorry :P hangar space is 1:1 to cargo space, but that's comfigurable if we want.
* Launch key for cargo wingmen: Right now it's ALT+L. This will launch the first wingman in your cargo/hangar bay without you having to muck about with page up and page down.
* CTRL-L order changed from "tractor me in" to "prepare for landing". Cargo wingmen will return to their capship and, upon CTRL-L being pressed again, land on it. Note that this works even if you're currently not piloting the capship! If you have more cargo wingmen than cargo space, the surplus will form in tight to the capship. Example, you have a Drayman and two Demons -- hitting CTRL-L once will make them "park" in front of you like before, hitting CTRL-L again will land the cargo wingmen that are close enough -- those that aren't yet will keep moving towards the capship.
* Plunder option -- Leech a ship 100%, dock to it if it has a docking port, and help yourself to its cargo for free. (Experimental)

All of this stuff is disableable as usual via vegastrike.config :) I hope it makes life easier especially if you like flying a squadron around.

Also, due to personal reasons I will lessen my involvement with the WCU project... it's been great to work with everyone :) i hope i helped! there's stuff going on with my personal life too. Daniel knows about it already. I will help as I can but the executable should stay more or less alone hopefully...

Daniel recommends that we use the WCU stuff to make a WC1 remake now.


The full pack will have the new wcu logos spread around, too :) i need sleep now... really.
Last edited by spiritplumber on Tue Sep 27, 2005 7:13 pm, edited 1 time in total.
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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Post by charlieg »

Somebody needs to post a full WCU download on wcuniverse.sf.net in order to lower the barrier for people to pick up WCU.
spirit wrote:Daniel recommends that we use the WCU stuff to make a WC1 remake now.
Yay!
spirit wrote:Also, due to personal reasons I will lessen my involvement with the WCU project.
Not-so-yay.
spirit wrote:i hope i helped!
And the winner of understatement of the decade goes to... spiritplumber!
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Re: Patch 15 a.k.a. WCU Alpha 0.2

Post by charlieg »

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Post by Fireskull »

Thanks spirit :)
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Post by Fireskull »

oh lol.

I borked on two ship names. Everything else seens fine so far heheh.

I could -swear- the confedcarrier was called dreadnought, and vice-versa. I remember that I saw it IG one day and it was named dreadnought.

Anyway, with the exception of victory, carrier and confedcarrier, which are a bit too small for carriers, everything else seens fine tuned.

Spirit: I know you plan on dropping your activity a bit ( and you deserve some rest :P ) but I need to know what changes you made with those three ships. The number I gave for the dreadnought in my list, for what ship did you use it? And did you multiply the scales of carrier and victory, or do my eyes deceive me at the size of those ships?
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Post by klauss »

Double post. Ignore. See the next one.
Last edited by klauss on Tue Sep 27, 2005 6:53 pm, edited 1 time in total.
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Post by klauss »

@spirit: I wish only the best for you on your so deserved rest.

And, don't worry, I can do my share of coding... just not so actively and efficiently as you've been doing it though.

Just send me your source tree so that I can do some spit and polish, and I'll push it into CVS.

Don't forget to write (in Python, if possible) ;)

Remember: second star to the right, and straight on to morning...
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