MIRV Beta Release
Moderators: th15, Moderators
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- Lieutenant, Junior Grade
- Posts: 20
- Joined: Sun Mar 28, 2010 2:54 am
Re: MIRV Beta Release
Can the weapons and/or the module be implemented separate from the no-glow and no knockback stuff?
Re: MIRV Beta Release
It's pending, but I'd need to dig back through my sources to replace some things. It's not exactly high priority.
/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
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- Commander
- Posts: 247
- Joined: Sat Jan 31, 2009 1:38 pm
- Location: A clustered inhabitance
Re: MIRV Beta Release
Hey, I just ran a few tests with the new beta. Just for a heads up, the Critical Object detonates when the ship jumps out. May be fun in that the ship creates a destructive shockwave of sorts when it jumps out, but some people may want that fixed.
If admirals hate and trash your ships,
If you can't get it right;
Then off you go, but don't call quits;
Just go make custom sprites.
Solare:
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=2&t=4858
If you can't get it right;
Then off you go, but don't call quits;
Just go make custom sprites.
Solare:
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=2&t=4858
Re: MIRV Beta Release
Found something funny, you can actually order an allied ship, or even an enemy ship to warp out. Which is quite cool actually, but I guess this isn't a feature but just a bug. You can also order modules to warp out, and the game will report it, though they don't actually warp out.
Re: MIRV Beta Release
It is intentional, actually. Since it was originally coded for the metagame, and at the time I wanted a way for enemy or allied ships to effectively retreat since they couldn't be ordered to the edge of the map and self-destructed.
@Silv; Odd, it didn't do that before. I guess something I changed somewhere made it start wigging out. Have to look into it later.
@Silv; Odd, it didn't do that before. I guess something I changed somewhere made it start wigging out. Have to look into it later.
/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
- Icy
- Commander
- Posts: 140
- Joined: Tue Oct 27, 2009 9:07 pm
- Location: THE ARTIC or THE ANTARTIC (or any other cold place...) :D
Re: MIRV Beta Release
This might already be known, but I've gotten an error message when I threw together some ships and sent them against nagaya's 3rd ship
------------------------------------------------------------------------------------------------
ERROR in
action number 1
of Collision Event with object ShipSection
for object EBulletTachyon:
Error in code at line 65:
part_particles_create_color(global.SFX_Sparker,x,y,global.SFX_Spark,l_sparkcolour,l_damage*2)
at position 70: Unknown variable l_sparkcolour
------------------------------------------------------------------------------------------------
This happened with any object that the Tachyon bullets hit on my ships, so yes this happened continuously.
I have also attached the two ships that I was using.
I hope this helps in the process of ironing out bugs.
(Just curious, can ships from the beta be submitted to the Custom Ships section?)
------------------------------------------------------------------------------------------------
ERROR in
action number 1
of Collision Event with object ShipSection
for object EBulletTachyon:
Error in code at line 65:
part_particles_create_color(global.SFX_Sparker,x,y,global.SFX_Spark,l_sparkcolour,l_damage*2)
at position 70: Unknown variable l_sparkcolour
------------------------------------------------------------------------------------------------
This happened with any object that the Tachyon bullets hit on my ships, so yes this happened continuously.
I have also attached the two ships that I was using.
I hope this helps in the process of ironing out bugs.
(Just curious, can ships from the beta be submitted to the Custom Ships section?)
- Attachments
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- Snowflake 2.0 (beta).shp
- (5.36 KiB) Downloaded 960 times
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- Spear Class Destroyer (beta).shp
- (9.51 KiB) Downloaded 982 times
My favorite pokemon: Swampert, and Articuno
Pokemon Black Friend Code: 3267-4421-2889
Minecraft Name:IcyPwnage
Re: MIRV Beta Release
Okay, found and fixed the problem - the cause was immediately obvious, no ship files needed to catch that one.
If people don't take time to read the part of your post that says 'get the MIRV beta or this will not work', then bitch that it doesn't work, that's their problem.
This is a stupid question. You know why? Because it's a stupid question. Actually, it's not that it's a stupid question. Wait, it is a stupid question. Why? Because of course you can submit ships made in this to the Custom Ships section. Just use a warning label if you use the new modules/weapons.(Just curious, can ships from the beta be submitted to the Custom Ships section?)
If people don't take time to read the part of your post that says 'get the MIRV beta or this will not work', then bitch that it doesn't work, that's their problem.
/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
- Icy
- Commander
- Posts: 140
- Joined: Tue Oct 27, 2009 9:07 pm
- Location: THE ARTIC or THE ANTARTIC (or any other cold place...) :D
Re: MIRV Beta Release
Thanks, sorry about the stupid question.
(Shoot, that was dumb now that I think about it.)
(Shoot, that was dumb now that I think about it.)
My favorite pokemon: Swampert, and Articuno
Pokemon Black Friend Code: 3267-4421-2889
Minecraft Name:IcyPwnage
Re: MIRV Beta Release
Are you going to release the fixed version?Arcalane wrote:Okay, found and fixed the problem - the cause was immediately obvious, no ship files needed to catch that one.
Re: MIRV Beta Release
Very nice. The MIRVs give Frigates the stopping power of BCs, and give Dreadnoughts the stopping power of the freakin' Death Star. Wunderbar. It'll probably kill my machine to run a DN with no armament other than MIRVs. And, as has been suggested above, the Critical Object would make a great mine if a proximity sensor type thing could be programmed into it.
Re: MIRV Beta Release
Fixed exec download.
Also includes a slight tweak to the torpedoes. I'm sure some of us have noticed how - let's be frank - crap the explosions looked, especially when scaled up.
So I hijacked some code from the ship core explosion, reimplementing something I experimented with a few months back. The bigger the explosion size, the bigger and more showy the graphical effects are. Enjoy!
~~
Other than that, no, I will not make the Crit Obj capable of automatic detonation. That's just asking for trouble.
Also includes a slight tweak to the torpedoes. I'm sure some of us have noticed how - let's be frank - crap the explosions looked, especially when scaled up.
So I hijacked some code from the ship core explosion, reimplementing something I experimented with a few months back. The bigger the explosion size, the bigger and more showy the graphical effects are. Enjoy!
~~
It's called Kamikaze AI. When it's not being retarded.Kal Adama wrote:...the Critical Object would make a great mine if a proximity sensor type thing could be programmed into it.
Other than that, no, I will not make the Crit Obj capable of automatic detonation. That's just asking for trouble.
/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
Re: MIRV Beta Release
i get this error code occasionally with the emp torpedos:
i think it occurs when the torpedo destroys the section that it hits which i presume is messing up something with the emp effect
Spoiler!
There is no OP, there is only more boosters...
Re: MIRV Beta Release
Read the weapon description notes that come with updates. EMP torpedoes cannot cause damage, period.vidboi wrote:i think it occurs when the torpedo destroys the section that it hits which i presume is messing up something with the emp effect
I'm not sure what causes that unfortunately. It seems to occur when a ship is hit by multiple EMP Torpedoes in semirapid succession.
/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
Re: MIRV Beta Release
you mean read the documentation?!!Arcalane wrote:Read the weapon description notes that come with updates. EMP torpedoes cannot cause damage, period.
I'm not sure what causes that unfortunately. It seems to occur when a ship is hit by multiple EMP Torpedoes in semirapid succession.
hmmm, i used to have this problem all the time with emp torpedos, atleast it's only occasional now
btw, could you possibly change the trails on the nuke mirv/torpedos to a slightly less glaring yellow? personally i think it looks really bad right now, and the trails could do with some more anti-aliasing as well
There is no OP, there is only more boosters...
- calvin1211
- Commodore
- Posts: 720
- Joined: Wed Apr 07, 2010 7:12 pm
Re: MIRV Beta Release
It it also possible to allow us to change the length of the trails?