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Everything posted by Supreme Cmdr
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Damage Modeling for AIs/NPC vs Players?
Supreme Cmdr replied to ParadoxX013X's topic in Battlecruiser Series
quote: Originally posted by Epsilon 5: So basically you're telling me that NPC don't put the shield control power level at maximum? Yes they do. But not all the time or they would ALL do it. The whole concept of AI does not revolve around predictability and super abilities. My NPCs do what the hell the bloody well feel like depending on how they were trained. -
quote: Originally posted by KreKol: I got that Auto-Land to work once. After a good fight I was drift outside Pixan. Almost all systems were gone and I was heading right for a planet. The ship entered the plants atmosphere and down I went. I figured another crash and boom. I decided to go ahead and try the auto-land. With no engines the AI landed the ship perfectly. I was impressed. Yep. And CALS has always worked as designed. But some folks think that they are going to activate it in rugged terrain and expect it to work miracles. What was added in the 1.0.02 patch is completely unrelated to CALS.
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quote: Originally posted by Geldonyetich: I have found a means, at least on my system, to reproduce save game corruption followed by a system lockup: I can't reproduce it. And since I can't use your saved game, wait for the next patch. And if you can reproduce it (without messing with your VMM settings), I'd be interested in the saved game.
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quote: Originally posted by Gudihl: Geldonyetich:Unable to reproduce (on Win2K Pro). Sorry. Game runs fine here. Possibly memory problems on your side. Edit: Try setting virtual memory to at least 766 MB with your 512 MB RAM. I have set it to 766 - 1029. OTOH, you have to set virtual memory to smaller caps for certain games like NFS 5, Porsche unleashed. At least for Win2K (Pro). Just my 2c. Best regards. [ 01-05-2002: Message edited by: Gudihl ] I can't reproduce it either. The quick save does the SAME thing as the full save. The only difference being that the former does NOT invalidate the player object, thereby keeping the game persistent and still running. When you do a full save, the player object is invalidated and the game shut down. In fact, since I am about to release the current patch today, I spent a considerable amount of time in that save code yesterday and found nothing wrong with it. As for virtual memory. Do NOT mess with it unless you know what you're doing it!!! My advice is to let the OS handle it. BCM requires an insane amount of memory and especially under win2K and winXP, you do NOT want to mess with the VMM because if BCM chews up all the memory, regardless of VMM, the OS can and will croak. [ 01-05-2002: Message edited by: Supreme Cmdr ]
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quote: Originally posted by Geldonyetich: Have sent a save game regarding ships flying around under planet polygons ignoring planetfall. Yes. I got it. As I explained, they are NOT ignoring planetfall. Please read my explanation again (above) and let me know if you have any further questions. The saved game you sent shows that they are inside the planetary sphere. Thats fine. As I explained, they should detect this and leave eventually. Unlike the player who can accidentally enter a planet, that code is disabled for NPCs. So, they can get closer to a planet than you and not be pulled in by its grav field. The only time NPCs will establish planetfall, is if they INTEND to (as seen when NPC ships are fleeing to a planet, going to land for repairs etc). I'll just move the stations and ODS systems a bit further from the planet and then enable the planetfall breach for NPCs. The former will reduce the chance of them getting too close. The latter will cause them to enter the planet (you won't be able to find them if you chase them) and then leave again. Its not a bug. Just something I need to tweak.
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quote: Originally posted by Epsilon 5: Delegate Yeah, but am the only one with access to my servers (besides Justin the web dude). Plus I have to manually hack the Avatar script etc. When I added #27-141, it took a lot of cutting and pasting in three UBB files. And I can't keep screwing around with that each time someone has an avatar. Thats why when I put the call out, Jerold was smart enough to send me his batch immediately. So, I was able to add his in addition to the others. Its all about timing.
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quote: Originally posted by AshSpear: I find that in order to make the time requirements of acm, you have to severly limit your use of frontend controls. game time still passes while using them but, as far as I can tell, nothing actually happens in the game world while you are in a front end screen. Untrue. The game world never stops processing unless you dock at a station or use the HOLD button in Tacops.
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quote: Originally posted by Geldonyetich: It'd be nice of those ships told us what they were doing. "We're moving in to escort you, Merchant" or somesuch. We're going to need a good communication system in BCM when it goes online, so maybe that could be part of it. Doesn't the fact that they are escorting you, tell you this? As for comms system; thats what player's are for. Don't confuse BCM mp with BCO, since they are completely different in their implementation of NPCs in the game world.
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Damage Modeling for AIs/NPC vs Players?
Supreme Cmdr replied to ParadoxX013X's topic in Battlecruiser Series
quote: Originally posted by Epsilon 5: Hmm so why when I fight another sunflash my shields recharge faster than his? And that's before I upgraded. Because NPCs use different power management than you do. Thats why they are NPCs. The recharge entries used by ships are the same for all ships (they are actually listed in one of the script files as those familiar with the GBS system may be aware), regardless of who is in control. See those shield, power etc ratings you have on the bridge and in Logistix? They have them too. I've seen your posts and I know you think you've got the game beat; but you're not impressing anyone but yourself because I know for a fact that the NPCs are way smarter than any human intelligence. Even yours and mine. I should know. I designed, developed and created them. If you've got the NPCs beat (heh, highly unlikely since I doubt that you have ever completed any ACM scenario to date), I think its time you stopped playing the game, don't you think? I think so. But then again, thats just me. -
quote: Originally posted by Epsilon 5: I'm not sure if this is a problem... but I'm having some "trouble" with the random mp3 playback. BCM doesn't ship with 196 songs Please do NOT post ANY messages in my tech support threads related to mods or anything related to gamer modifications of the game and/or its environment. [ 01-04-2002: Message edited by: Supreme Cmdr ]
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quote: Originally posted by Ben Zwycky: as for #1, I have a screenshot of a PAS type 1 in space (using BCIA0010) (can’t give you a savegame, since it’s in IA) at http://zwycky.webpark.cz/PAS_in_space.jpg if that makes any difference. In IA0010 I specifically give a PAS1 as an asset so that you can move around faster. In a regular single-player game, SFMs do not have a choice of assets. Since the PAS crafts are sealed, there is no reason why they can't be used in space and on planets (in the same way other crafts are). I don't allow assets choices for the SFM career because SFMs are not troops that should stray too far from their station or craft. As such, they don't need crafts. That script is an exception to the rule, since I make a lot of similar other things in IA/TA scenarios since they are designed to be played stand alone.
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quote: Originally posted by Carl Burning: Is it me or are ATV's amphibious? in IA10 you can drive your atv in the water and not have a problem - there also half way in and out of the ocean floor. I got screenshots to prove it if you want. Yes and it depends on the depth. In fact, some types of NPC units are also amphibious. [ 01-04-2002: Message edited by: Supreme Cmdr ]
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quote: Originally posted by Sadistic: Can I use this as my avatar? No. I'm done fooling around with Avatars for now and am not going to be taking time out to add any new ones. There are 141 avatars. Pick one.
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quote: Originally posted by demolition: on a side note, i cant see avatars 130-141 dunno if its my display or some other problems also cant see custom desylva or jerold[/QB] clear your browser cache
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Damage Modeling for AIs/NPC vs Players?
Supreme Cmdr replied to ParadoxX013X's topic in Battlecruiser Series
quote: Originally posted by Urza: And as I recall, it didn't get anywhere. At least not for the braindead; especially if said person has to recall anything, when in fact the thread itself says it all. sheesh -
quote: Originally posted by Thor Dazen: SC, would it be helpfull, If I zipped up and sent you a saved game? The restore from this seems to work, but persistant CTD's after this The CTD's started, after I was destroyed,alt Q, just before actually vaporizing and than restored to a earlier point, everything was great till this point, BCM ran for over a hour and half at least without a CTD No. It is useless to me unless it is something that can be reliably reproduced.
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quote: Originally posted by Guardian452: Oh yeah....I get it alright. Consoles 1 - PC's of varying types 0 I posted the message more as a heads up to 2K/XP users who hadnt noticed similar problems from other 2K/XP users. BTW SC.....what installs of 2K/XP are you using? Pro? And what service packs? Thanks again. And remember...I'm just trying to help in whatever roundabout way. The game was developed exclusively under win2K due the stability of that OS. Which is why it works similarly under winXP. Driver issues are the #1 problems under both of those OSes. In fact, there were about 10 emails to the support address (which got forwarded to me) in which some guy was really pissed that the game worked under win98SE with his Voodoo3 and didn't work under win2K. No amount of telling him that V3 drivers are not DX8 compliant, would appease him. So, I had to take over the issue and explain to him what the problem was. In the end I told him that he should either get a next-gen video card or install a dual-boot system and run the game as before. The reason why MOST devs do NOT post on boards, nor discuss game issues, is for the same reason I get short around here : most people just DON'T GET IT. There are a LOT of issues which can cause a game to behave unexpectedly and they don't necessarily point to a bug in the game. We've seen this here time and time again. Bugs in the game which can be reproduced reliably, are reproduced and fixed immediately. We don't sit on bugs around here. I spend a great deal of time researching issues, compiling helpful tips and hints for the FAQ, discussing with the beta testers etc. The end result is that if I can't reproduce a bug, I can't fix it. I mean, I've seen people swear up and down and on a stack of donuts that they are running DirectX 8.1. And on inspection of their DXDIAG readout, I find otherwise. What do I get for my troubles? "uhm, doh!" "er, sorry, I could'a sworn it was DirectX 8.1" "hmmm, my other games work!" And most gamers just don't understand that VERY FEW games released in 2000-01, used the DX8 SDK. So, when they say "....well it works with my other games", they have a clue what they're talking about. Most of these recent games were in development for quite sometime and switching from the DX7 SDK to DX8 is not a wise thing to do. I did it anyway because I wanted to get it over with. Which is why the first demo used DX7 and the second one used DX8 and BCM used DX8.1. Even if these games were compiled to run under DX8 runtime are using backward compatibility with DX7 (which is still in DX8 btw) and do not require any DX8 features. Yet. BCM uses a lot of native DX8 features and will use more in the coming XP add-ons (vertex and pixel shaders etc) Drivers and a lot of hardware compatibility issues, lead to stability issues and other random issues. You've already read these threads and seen how people seemingly solve their problems by re-installing their OS etc. BCM does not replace nor do ANYTHING with system files, so its not responsible for that. If you botch your driver install, use buggy drivers, built your own system with a potpouri of parts and accessories that seemingly care not for each other, you end up with a nightmare. I do NOT have ANY interest in troubleshooting nor researching manufacturer driver problems because short of reporting them (something a gamer do himself), I can't do ANYTHING about them. I run win2K and winXP will all updated service packs. [ 01-04-2002: Message edited by: Supreme Cmdr ]
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quote: Originally posted by Adm. WeeGee: Sorry about that, seriously, I don't really want to get banned. I love this game, its actually stopped me from playing Everquest. If thats not a feat, then I don't know what is. Anyhow, I tried again last night to get the problem to happen again, I was unlucky. Heh, funny that when I look for it it doesn't happen, yet when I don't look for it happens. Reporting bugs or issues is not going to get you banned Making flippant remarks and comments, will
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quote: Originally posted by Pugwash: Luckily the script doesn't check if you have visited the probe for the rest of the events to play out It does now If you don't locate the Reingard probe and shuttle by the resolution of this mission, you will lose 5000 EPs and not get the medal. I have also increased the time for this TOD and others.
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quote: Originally posted by Guardian452: [QBSC, I know you have a great love of wild goose chases, and this/these post(s) isnt evidence enough for you to look into it. But I think users of 2K/XP should be aware of this....maybe it will help pinpoint a problem if there is one. Thanks[/QB] I can't fix what I can't reproduce. Get it?
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quote: Originally posted by Adm. WeeGee: Oops my bad, I didn't see that there was another post concerning it. Listen SC if you want I'll be glad to send you a save of it if Geldonyetich hasn't yet, It ALWAYS happens to me, like at least once every time I play the game. I hope you get this fixed soon, my exp just went down another -350 tonight from this.[ 01-04-2002: Message edited by: Adm. WeeGee ] I just know you're dying to get banned from this site. First warning Last warning
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quote: Originally posted by LordDavid: Well, didn't you rip this right out of Tribes? Not really. If you've played BCM in fp mode and Tribes, you will notice the difference. Besides, Tribes still has power ups etc and their stations are used for various issues which are class based. BCM fp mode is not class based, you don't pickup 'powerups' from the terrain etc. And you clearly missed the point I was making wrt to the station types and what they do. BCM has three distinct types. Tribes has one I think. Unreal2 comes up with three distinct types. Also, stations in BCM fp mode fit into the game's design in which you don't see pickups littering the terrain, ready for pickup by vehicle or craft - not even in space. Picking up powerups from the terrain etc is classic fp style catering specifically to the twitch fest nature of fp shooters. You can hardly call BCM fp mode a twitch fest. It all boils down to the same thing. After a while, games begin to feature the same derivative style of play pioneered by others. e.g. the very concept of space flight sims. The distinction is how one game differentiates and positions itself in the recreation of such derivative in fitting within its own style of gameplay. Game Design 101 [ 01-03-2002: Message edited by: Supreme Cmdr ]
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I plan to release the final 1.0.04 patch sometime this weekend. Maybe tomorrow night. It has already been sent to the Beta testers for a quick run over and the VCF has been updated.
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You've gotta be kidding. That scenario has an elapse time of 90 mins. Surely that is enough time?
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quote: Originally posted by Jaguar: OK, since I am back in Oregon and my DSL, thought that I'd bump this up. Hey SC, where's the PICTURE? I forgot. Will get to it this weekend
