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    Alpha Test Game 5

    Investigating now... will type here as I go and post at the end. 1. Looks like Dead Meat has had its order submitted flag set to 1. If you didn't do it, it means the end-of-movement-phase-do-I-need-an-order predictor misfired (should it be discovered that he should have an order). 2...
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    Alpha Test Game 5

    Not explicitly, I have to go in and breakpoint my way through the code, effectively.
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    Alpha Test Game 5

    This also could be ramifications of any of the other many many changes I've made in the last month and a half. This could be a bug in the line-of-sight calculations, which are new. We also need to keep an eye out for any issues with combat orders not being what you ordered (due to the...
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    Alpha Test Game 5

    Now, are you sure they didn't get junk-mailed? Also, I take it that it was only the EP phase, but you are still getting CP and MP emails? To everyone else out there: was he unique, or did everyone not get them? Finally: can anyone else see if anything funky happened during these EP phases...
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    Alpha Test Game 5

    Well, only Skanks is left, and he hasn't been on the forums since Sunday, so I don't know how much help a PM will be.
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    Alpha Test Game 5

    Looks pretty cool. I assume you were using the TacOps ruleset? How did it go?
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    Alpha Test Game 5

    Okay, I've found the issue. What happened was that the chaff pod did not work (as listed) but then the missile itself detonated as a miss. (i.e. it couldn't beat the TR of the ship). All missiles, once they attempt a hit, are considered dead. The real issue is that the missile hit messages...
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    Alpha Test Game 5

    I usually give people an extra 2-3 days, but generally, the message from me is enough to kick them into gear. I suspect forgetfulness is our biggest enemy.
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    Creating a computer-aided version of WCTO

    Okay, first cut at flak weapons is done. They fire and stick around. I haven't done any testing yet to make sure the flak bursts themselves work, but that's strongly related to the collision work in general, so in theory if asteroids work, they should too. You guys can witness them as being...
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    Creating a computer-aided version of WCTO

    To get the flak fire system working behind the scenes (transiting the targetting data through the database and over to the turn processing engine) I overhauled the entire combat phase order system. This is entirely a behind-the-scenes change, the interface you're all used to will look and act...
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    Creating a computer-aided version of WCTO

    I've got most of the new flak fire control system up and running. You can mouse around the ship, and a snap-to-grid image of flak appears. On clicking, it leaves behind a flak indicator. I haven't yet got this fully translated into command/order input for the turn processor yet, but in the...
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    Creating a computer-aided version of WCTO

    I'm about 60% of the way done coding flak fire. I've got the flak in-situ rules set up (aka don't smash into flak). I've also addressed the biggest problem I had had which was turning mouse position into cell numbers. Now I just need to work out the format for storing flak fire information...
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    Browser Interface Development

    I'm not sure if this thread or the main coding thread was the best place for this. I've updated the stackup of primary divs. There is now an 'icon_layer' and 'popup_layer' div which act as containers for the indicators and popups, respectively. It seems to have had no effect on website...
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    Alpha Test Game 5

    I've let it go so far because I was doing updates to the core game code anyway, and it was holidays for many people... but I think I will send him a PM to remind him and include a deadline...
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    Alpha Test Game 5

    Shameless plug to all of you currently enjoying Game 5: looks like we're in the running for Fan Project of the Year! If you enjoy WCTOO, go vote! Hopefully we can at least get number of votes >= number of players!
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    Browser Interface Development

    Thanks for looking at it Wedge. That particular class only shows up within the combat phase firing window; I'll need to un-stick the game so that it continues for you to see its implementation. (see combat_preengine.php lines 519 and 534 as of revision 610). Good idea on the turn navigation...
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    Creating a computer-aided version of WCTO

    I have now made visible my test game of capital ship weaponry. I have tested that: Guns Charge Guns can be fired Guns can only be fired forward Guns that are not fired when charged, maintain their charge I haven't tested the PTC-fails-destroy-the-ship, as I got a successful hit with it. In a...
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    Alpha Test Game 5

    Fixed. A syntax error from some of the cap ship gun work I was doing.
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    Creating a computer-aided version of WCTO

    I have begun implementing Capital ship weapons. The changes needed may add bugs into the regular weapons, but only if I typo or something like that. Otherwise the associated code won't get triggered until we have a cap ship. The AMG is "ready" and the PTC is almost done. I'll likely run some...
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    Alpha Test Game 5

    Okay so near as I can tell, I already planned for multiple turrets shooting multiple targets..... so this should be no different. Try firing Afterlife's main gun at one target and the rear gun at another; it should work. We'll just have to see!
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