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BC Forums => BC General => Topic started by: Tethys on February 03, 2015, 10:56:49 AM

Title: KM 2015/Multiplayer Madness
Post by: Tethys on February 03, 2015, 10:56:49 AM
Hi everyone. Some of you may be aware of this project, but I'm sure this will be news to most of you.

Defiant has given me permission to work on a KM update. 2015 is currently being worked on. Yes, thats right. All ships will be rebalanced, hardpoints, acceleration speeds, angular velocities... everything. It will have more of a Stock BC feel to it. New ship models will be added. Hopefully some new features as well.

But, this post is to serve more as a rallying cry for support. We desperately need EXPERIENCED Python scripters (but I will take ANY level of Python knowledge). We currently have only 1 scripter and 4 hardpointers. And I am not sure how good our scripter is, but I do know his availability is greatly limited. If you are interested, please introduce yourself below and explain your strengths and your availability. Then, join the following group @ https://www.facebook.com/groups/stbcmodding/

I look forward to a productive 2015 for Kobayashi Maru mod :)

Tethys
Title: Re: KM 2015
Post by: Mario on February 03, 2015, 04:15:16 PM
Perhaps if you provided a list of features people will get a better understanding of your goals from a scripting perspective at least. New features doesn't give much info of what exactly you guys are aiming for. However what you guys more will need is someone familiar with the game API and most people who are familiar with it have either moved on or have retired, on top of that if you're aiming on providing new features into the game you need someone who knows about BC's multiplayer although that's not hard. Judging from the list you provided you don't seem to have much need for scripters rather you need Hpers which you have. If you're rebalancing ships etc.
Title: Re: KM 2015
Post by: Tethys on February 03, 2015, 06:03:55 PM
Well, we have something like this in mind for a new Advanced Scanning feature

https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xap1/t31.0-8/10838257_886291881423260_1510941863972994603_o.jpg

And a few things that have to deal with the way the ships "roll" (seem to be unable to adjust the ship rolling (q and e) without also affecting the pitch and yaw). There are some other features also, such as Silent Running to be imported into MP. As for MP stuff, though, we have one guy who can model and import ships, create new hardpoints... basically do everything except create new features. We have a 10 man team, half of which I am not exactly sure "what" they do, since the project is still less than a week old we are still figuring things out. So far, I myself have been working on the Prometheus and Defiant class ships and have them more or less where I would like them in regards to how the ships handle (yes they work online, I already figured out the src thing and they py's needing to be copied into the hardpoints folder); adding ships will not be much of a hassle at this point.

Perhaps later on down the road, we can introduce some features to make Multiplayer a bit more interactive, such as Galaxy Charts, Missions, and Objectives to those missions (such as rescuing a prominent diplomat/citizen from an enemy ship and returning them to Starbase/Planet)(or investigating an anomaly in a remote sector only to find a ship caught in it, and you must reconfigure sensors or deflectors, or tractor beams, or even transporters to rescue the crew).

These are just some of the ideas we have, hopefully when we add more talent to the team we can move forward with the project a little more quickly. We would be honored to have you aboard... Sovereign? Am I right? You are a legend in this game. :)

Tethys
Title: Re: KM 2015
Post by: baz1701 on February 04, 2015, 09:15:59 AM
Good luck
Title: Re: KM 2015
Post by: Phoenix Bondi on February 04, 2015, 10:06:56 AM
take my hat off to you, good luck
Title: Re: KM 2015
Post by: Mario on February 04, 2015, 02:50:11 PM
Quote
Well, we have something like this in mind for a new Advanced Scanning feature

https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xap1/t31.0-8/10838257_886291881423260_1510941863972994603_o.jpg

OK. Some of the things I see on the screenshot don't make much sense at least from the BC gameplay perspective. For example Long range scan, anomalous scan, tachyon grid etc (most likely just a short description of the options is required for them to make sense to me). Aside from screenshot you need to have some documentation which describes the desired functionality and each section in detail.

Some of the things already exist in some form in offline mode, for example Intensive Scan which we did a really long time ago scans for cloaked vessels. You can already boost shields with various mods, repair destroyed systems, have some advanced core options, defiant did I think a few mods with power systems etc.

Quote
And a few things that have to deal with the way the ships "roll" (seem to be unable to adjust the ship rolling (q and e) without also affecting the pitch and yaw).

IIRC these are closely tied to the engine and I don't think you can do much regarding that. Although I might be misunderstanding you completely.

Quote
There are some other features also, such as Silent Running to be imported into MP.

I remember that, it might be a bit tricky mod to introduce into the MP but not impossible I think.

Quote
Perhaps later on down the road, we can introduce some features to make Multiplayer a bit more interactive, such as Galaxy Charts, Missions, and Objectives to those missions (such as rescuing a prominent diplomat/citizen from an enemy ship and returning them to Starbase/Planet)(or investigating an anomaly in a remote sector only to find a ship caught in it, and you must reconfigure sensors or deflectors, or tractor beams, or even transporters to rescue the crew).

Introducing Galaxy Charts is very ambitious and I really can't recommend creating an MP version. I'd estimate I'd take you a year to create an MP version. It's sometimes a challenge enough to introduce the simplest scripts into the MP believe me.

Please don't get me wrong, it's really nice to see such an ambition again in BC. But my recommendation is not to work on this all at once, I'd recommend to go with more simpler changes first then work your way up. For example upgrade existing hardpoints, models, rebalace stuff, upgrade a few scripts to make them work in multiplayer. Then work on some new smaller scale features to get a better understanding of the game API, after that you should be ready to work on some major changes although I think any past and present BC scripter would dread the thought of working on Galaxy Charts MP. Even in a time where there were many more scripters present, they never preferred to work with the MP. We considered it to be too much work IIRC.

Another small advice also is to open a forum perhaps and as well setup a Project Management web application such as redmine, some people prefer to use trello for the purpose. Use whatever suits you but it will make it easier for you to track ongoing tasks, organize your development in sprints using agile development methodology. And lastly use a form of versioning system such as GIT or SVN  (github or bitbucket are free providers) for example if you're not using already. You have a large team and this will help you be more efficient as a person can easily get lost in a facebook group.

Quote
These are just some of the ideas we have, hopefully when we add more talent to the team we can move forward with the project a little more quickly. We would be honored to have you aboard... Sovereign? Am I right? You are a legend in this game.

Yes, that's me. I'm surprised people still remember me. I'm flattered but I'm sorry I've moved on from BC a long time ago. I've lost my copy of BC long time ago and I really can't spare any time.
Title: Re: KM 2015
Post by: Tethys on February 05, 2015, 03:54:54 PM
As for Advanced Scanning, that is merely a photoshop mockup. Here is the (very) rough documentation to go with it. (You misunderstood that I would not want to divert any power TO, but away FROM those subsystems and TO the Sensor arrays, it would merely boost the effective range and accuracy)

Quote
ADVANCED SCANNING: (will have its own info box, similar to power transfer)
(Consist of)

-Cloaked Vessel Scan (duh!)
-Long Range Scan (reveals all uncloaked ships locations in the server/map)
-Short Range Anomalous Scan (scans for Tachyon Grids and other anomalies)
-Planetary Scan (drop down option, reveals information of all planets available to visit in the map/server)
-Tactical Scan (will scan for enemy vessels and display tactical information, such as shield strength and hit points, hull strength and hit points, sensor status, weapons suite, etc)
-Reconfigure Sensor Array (will open a new info box with reconfig options, see below)

RECONFIG OPTIONS: (Toggle options, only ONE can be active at a time)
(Consist of)

-Reroute power through subsystem directly to sensor array (weapons, shields, or engines) (will drain the subsystem, allows offline sensors to come back online temporarily, does not work if sensor array(s) destroyed)
-Scramble/Jam Sensors (reduce effectiveness of target sensors, chance to fully disable target sensors, inability for target to call for backup)
-Sensor Echo (creates an echo/ally, inability of echo to engage combat, decoy)
-Boost Sensors (requires sensors to be ONLINE and at 125%, boosts range and accuracy of weapons, drains aux and battery)
-Tachyon Grid (requires 6 or more allied ships/probes, reveals ships entering it) (radius ??? km)

As for Galaxy Charts, Nebula said they had got part of it to work in multiplayer, so I'm not sure if thats what you mean about "building" a multiplayer for it. I do not plan to build anything with only 1 scripter, lol. Hopefully this clears some things up for you.

And to be honest, if many of these features are already created, it would be just a matter of tying them all together into a single area. We are still less than 2 weeks old as a project, but we have already made some good progress with some of the later tech ships and some test ships as well. I myself have a ton of free time and would like nothing more than to put it to good use. BC seems about as good a use as any, considering we just fixed the master servers. :)
Title: Re: KM 2015
Post by: Mario on February 05, 2015, 06:59:02 PM
Quote
As for Galaxy Charts, Nebula said they had got part of it to work in multiplayer, so I'm not sure if thats what you mean about "building" a multiplayer for it. I do not plan to build anything with only 1 scripter, lol. Hopefully this clears some things up for you.

I never heard of the Galaxy Charts MP tests, nevertheless I meant build by doing just that building a "Lite" version of GC for MP. I probably failed to mention that I was speaking in terms assuming you would get more scripters into your project, as you most likely will.
Title: Re: KM 2015
Post by: Bones on February 06, 2015, 09:45:12 AM
I'm not convinced about usefulness of some of the sensor features you're planning to create, I mean they are already there, tho in dumbed-down version... BC was never meant to give player a true Star Trek sensor stuff as complex as it was pictured in the series. BC was meant to be combat simulation and sensors work pretty automaticly.

-There were already scans for cloaked ships (I can't see these options in latest KM, personaly I didn't use these much :P )
-Planetary and tactical scan are already in BC (ship will detect everything in range and put it into target box - all info included)
-Rerouting power is done via engineering power allocation menu (although you could program a button that will do it in just a one click)
-Scramble/ Jamming would be a nice feature, also something like SFC's ECS/ECCS would make a nice addition to render torpedoes and phasers inoperative or making them loose their lock on target / fire inacurately
-Boost sensors, again it's already available via engineering menu and then again if you wish to have a one-click solution, it might actually make sensors menu more useful ;)
- Tachyon grid wouldn't do much difference if scanning for cloaked ships is already available and ships always enter system just in range of boosted sensors (I've never had an enemy ship entering so far, sensors wouldn't picked it up at least as unknown vessel)

Some ideas are nice, some are useless due to the way sensors were designed in BC (almost fully automated to make the gamplay more streamlined)
Title: Re: KM 2015
Post by: Tethys on February 06, 2015, 12:29:53 PM
Thanks everyone for the replies. Yes I understand alot of the scanning feature are already available, so, merging them all into one menu I think would be the benefit here, adding the ones we like, removing the ones we dont. I do understand you can transfer power via the F5 menu, however there is always emergency power, which can be taken from any system (Life support, engines, phasers, etc) to transfer to a subsystem to make it more effective. Possibly even overloading it (I do believe I saw a mod that allowed overloading a subsystem with a chance to knock it offline from overloading)

Let me try to explain these scan options a bit better.

-Long range scan- Basically this will reveal the general location of ALL players AND NPC ships in the entire server. If the server has more than one map, it will say what map they are on as well. This would emulate a long range sensor scan of the sector, but will not yield any tactical info nor would it reveal any ships under cloak.
-Anomalous scan- This scan option would scan the area for any gravitational disturbances, subspace anomalies, tachyon particles (grid), and neutrino emissions (wormhole). Other anomalies that would be good to have in BC would also be scannable by clicking this scan option. There is a delay between scan options, perhaps 5 or 10 seconds.
-Planetary scan- Basically this would reveal the map list, and go into detail about what types of planets and star types are in that map. An extension probably of the F2 set warp course (but F2 is unable to see how many planets in the system until you warp to that system, IIRC, but I can see where this may be a useless feature, so it may not make it to the final round lol)
-Tactical scan- This is a fun one. This reveals the target's current weapon power, shield power, engine efficiency, and sensor range/accuracy. This will be useful to gauge where exactly your target has it's main battery and backup power, so you know whether to target the warp core to reduce overall effectiveness of your enemy's power boost, or go for a specific subsystem such as the impulse engines (if all your target has is 125% engine power at the time)

-:Reconfigure Sensor Array:- This is another fun one. As we have seen many times on TV, Voyager likes to reconfigure it's sensor array quite a bit... actually, they all do. This reconfiguration means that only one configuration can be active at a time. So if you have your array configured to emit a sensor echo to confuse your enemy, you will not be able to scramble or jam sensors until you reset the sensor array, and reconfigure it again. 2 clicks. Same goes for any reconfiguration option. (Not sure yet if these abilities should interfere with normal scanning operations above, open to debate)
-Reroute power to sensor array- Lets say your sensors are being attacked and they are draining fast. You already have your F5 menu sensor capacity at 125%, but that won't stop your sensors from going offline. Basically, this option would allow your sensor array to take more of a beating during combat. So, if the disable percentage for a given Sensor array is 0.50 (50%), rerouting power through a given subsystem (lets say engines) will decrease your speed and agility, but will give your sensor array a 0.25 (25%) buffer, allowing your sensor array to take 25% more damage before going offline. The buff would remain active until your batteries are drained, you select another sensor configuration, or sensor array is destroyed. Reroute the sensors through the weapons array, and it decreases your overall weapon efficiency and recharge/reload times for phasers/torpedoes. Etc.
-Boost sensors- This option most likely will not survive to the final round. It will probably be removed soon.

Any others i did not mention are pretty self explanatory.  Hopefully this clears it up a bit more, thanks everyone for taking the time to read and reply and provide constructive criticism, its very much appreciated.

Tethys
Title: Re: KM 2015
Post by: hobbs on February 07, 2015, 06:33:50 AM
Sounds good.

With the tactical scan you could have the difference between the shield strength and the scan strength allow for more or less detail.
e.g.: if the shields are off line then you get all info you need. If the difference is 50% you get half the info etc....

Also if you can find the people to figure it, python is not my strongpoint, out how about an "intermix ratio" function which allows you to configure the warp core settings to gain better or worse  power output and warp speeds.
e.g.: you take info about the hp of the ship (battery, power output etc..) and it calculates a specific "Base-line Ratio" but also a "maximum Ratio" then by changing sliders on the screen you can boost the efficiencies or make them worse.
Title: Re: KM 2015
Post by: Defiant on February 07, 2015, 05:45:01 PM
Aside from screenshot you need to have some documentation which describes the desired functionality and each section in detail.
like you had detailed documentation..

-There were already scans for cloaked ships (I can't see these options in latest KM, personaly I didn't use these much :P )
KM had some passive options for that:
- When hitting a cloaked ship in battle you got a firepoint on the explosion
- When scanning as dominion there was a chance to detect a cloaked ship in front of you
- When scanning as fed with multiple fed ships on the map there is a chance to detect a cloaked one between these ships.
Title: Re: KM 2015
Post by: Nebula on February 07, 2015, 05:48:51 PM
what Defiant said about the cloak
Title: Re: KM 2015
Post by: Tethys on February 07, 2015, 07:38:46 PM
hobbs: Excellent ideas there. I'm loving that intermix suggestion. I will make a note of it and possibly expand on the idea in more depth in the coming days.

Defiant: I kinda figured some of the effects were passive. Me and a buddy tested the Defiant a few days ago (KM2011) and it required all power levels at 0% AND the ship to be not moving for a Sovereign (or Prometheus it may have been) to pick up a sort of sensor "blip" when cloaked. And even then, I think the effective range was a little over 80 kilometers. If all power set to 0% but ship was "gliding" at any speed, the enemy scan did in fact pick up the cloaked Defiant. We did a few other tests as well but nothing more to make note of.

Please, keep the suggestions coming :)

Tethys
Title: Re: KM 2015
Post by: Mario on February 08, 2015, 01:30:58 PM
like you had detailed documentation..

Don't see the point of your comment, we already went through this process and we should share our experiences and lessons learned. Through our experience it's better to advise them to have as detailed as possible documentation. This is a free project ofc and people cannot provide commercial grade documentation but it's better than not having any.

Neither of us did have any detailed documentation or any kind of documentation IIRC at first I think, however after sometime we all began to see the error in our ways and began to make adjustments. Future mods had the documentation, some were detailed some were minimal.

It's a similar story as with revision control when I was starting out we exchanged the code with the rest of the team members via WLM. Ofc after a couple of mods you figure out that you need to version your code. I can't speak for others but as for myself I setup a local private SVN server for my mods.
Title: Re: KM 2015
Post by: Tethys on February 08, 2015, 01:44:08 PM
Its no problem. Defiant gave us access to his SVN and that is what we are using. I know what it is like to build a mod without alot of documentation, for example I dont know how many of you play or have played Birth of the Federation, but I created a mod for that game called Galaxies Mod, which is STILL to this day not complete (5 years development already). I doubt it ever will be complete due to the complexity of editing and rewriting ASM and Hex code without a legitimate source code (however we do have a few great coders slowly working on disassembling the source). Bridge Commander is one of my favorite games, and sometimes I cant figure out if it love it more or less than Birth of the Federation sometimes.. so I bounce between these 2 games regularly.

The truth of the matter is, documentation takes time. It takes time away from modding, and time away from thinking about modding, and these 2 things are critical when modding (obviously). However, I do try to keep at least a basic documentation of features, especially when I am in thinking mode, but when it comes down to things like adjusting values and things like that, I opt not to document any of that because those variables are dynamic. They change.

Just as a side note, if there is any beef around here I suggest squashing it now because I prefer hearty vegetables. :) IDIC \\//,
(If just a friendly quarry, please disregard :) )

Tethys
Title: Re: KM 2015
Post by: Mario on February 08, 2015, 02:12:11 PM
The truth of the matter is, documentation takes time. It takes time away from modding, and time away from thinking about modding, and these 2 things are critical when modding (obviously). However, I do try to keep at least a basic documentation of features, especially when I am in thinking mode, but when it comes down to things like adjusting values and things like that, I opt not to document any of that because those variables are dynamic. They change.

Yes, I know and I hate that it takes time but it helps and pays off in the long run. This is a friendly advice I give to anyone who's new around here trying to offer our experiences to help them succeed in their endeavors.

Just as a side note, if there is any beef around here I suggest squashing it now because I prefer hearty vegetables. :) IDIC \\//,
(If just a friendly quarry, please disregard :) )

Quarry, problem... What are you talking about? This is just an exchange of ideas, experiences and ideals.
Title: Re: KM 2015
Post by: Tethys on February 08, 2015, 03:17:48 PM
:) Im not new. Ive been lurking BC forums since 2006-7 ;) I've only just begun to understand the py's though, didnt start messing with them until 2009-10.

Nothing :) nevermind
Title: Re: KM 2015
Post by: Mario on February 08, 2015, 03:25:34 PM
:) Im not new. Ive been lurking BC forums since 2006-7 ;) I've only just begun to understand the py's though, didnt start messing with them until 2009-10.

Nothing :) nevermind

You might not be new to the community but you are new to BC's wonderful world of scripting. And actually I was referring to that, we can see on your site profile that you have registered ages ago.
Title: Re: KM 2015
Post by: Mario on February 09, 2015, 03:37:12 PM
So, where do you guys post your status updates on the facebook group only... Actually the better question is will you post your status updates over here too as well? I'm sure many will be interested in following your progress. Just curious if I should join the group to monitor it or I can safely check here as well (this is for those of us that don't use fb frequently).
Title: Re: KM 2015
Post by: Tethys on February 09, 2015, 05:03:11 PM
Most of the dev work is being done on the FB group, and I have not really thought about where we will be posting the updates. I suppose we will cross that bridge commander when we get to it ;)

Right now I have a number of alpha testers who are helping test the newly balanced ships, and one guy working on adding new ships and replacing others. 90% sure I will be posting the releases to this forum, but you are more than welcome to join the group if you want alpha access to the content, rather than beta.

If Defiant would like to chime in, perhaps when KM 2015 is completed (by then it could be 2016 though lol) he could host it on his site. It shouldnt take too terribly long to rebalance what ships we are going to keep (while adding the new ones)
Title: Re: KM 2015
Post by: Tethys on March 17, 2015, 09:10:04 PM
Quick update. I am 75% finished with the ship rebalance. All that remains is small auxiliary craft, minor ships, and adjusting any ship stats that may still be unbalanced. By rebalance, of course I mean balanced using as much canon material as possible. Heavily influenced by sites like Memory-Alpha and Ex Astris, and some of the ship stats also came from DITL a non-canon site, but it is a "best guess" site in all honesty, and still additional stats from sites like Eaves Dropping, Drex Files, and Memory-Beta (which is similar to Memory-Alpha but also contains quasi-canon licensed ST works, such as games, books, tech manuals, and etc). I tried to use as much canon as I could in the amount of time I could, so please forgive me if I have missed anything, please bring that to my attention if/when you play the mod and/or find the misbalances. Im going to be giving the closed alpha a thorough testing over multiplayer with a few of my guys in the coming days, so hopefully I can have a public alpha download available for everyone early next week. After that comes the fun part, importing the newly added ships into Multiplayer, and adding Retro patch to KM that adds a lot of ships for QB and Multiplayer from ENT, TOS, and TMP eras. So far I have not encountered many bugs, mostly inherent BC instability that requires someone with more knowledge to fix than I possess, but alas possible legal issues arise toward that route as I have been told.

In addition to this, Defiant has said he will host KM 2015 on the bckobayashimaru website. However, I would like it to be a finished project, so anything alpha or beta will be found here, on the BC Modding Facebook and BC Modding forum webpage (found below)

Also, if anyone is interested, a friend of mine created a BC Modding forum as part of his web hosting, -=USF=- also has an Embassy located on BC Modding as a temporary form of political contact with other fleets out there. http://bcmodding.clanwebsite.com/

Thanks,
Tethys
Title: Re: KM 2015
Post by: Defiant on March 18, 2015, 02:23:27 AM
Is there an action that let you reproduce a crash?
Title: Re: KM 2015
Post by: Tethys on March 18, 2015, 09:44:05 AM
There is one that I can reproduce. When I host a multiplayer game, if I press Escape and try to disconnect without exiting the game (as if I were going to the BC client server list and search for a game) the game will hang up and say "STBC.exe has stopped working" in a popup dialog box. The other happened in game when I fired on a cloaked Defiant class after scanning with a Galaxy class and finding the "blip" but could not reproduce that one, which is why I am thinking its something that cannot be fixed.
Title: Re: KM 2015
Post by: Tethys on March 08, 2018, 08:46:18 PM
It's been far too long without some updates. May make another video in a day or so, I added some more things today that needed to be added.

Title: Re: KM 2015
Post by: FekLeyr Targ on March 16, 2018, 11:12:03 AM
This looks very promising. :)
Title: Re: KM 2015/Multiplayer Madness
Post by: Tethys on March 29, 2018, 07:32:37 PM
So, I have been working diligently for the last week and a half building a Shield Inversion button in the Science menu that will eventually be for use on Warbirds only (ah, another Armada tribute...) and after many unsuccessful tests I an happy to announce that I have successfully altered a NPC target shields percentage with a menu button in MP.

This button uses many different pieces of code from many different mods, and due to that fact I cannot simply paste the code here for people to cut and paste into a py file. I took some code from Transporter.py by Defiant/Banbury and BoostShields.py by the BCS team, and maybe a line or 2 from the Marines.py mod so far.

What I have left to do is insert the checks for Warbird scripts (which I will need to take from Sneakers CoreEject.py) but I am having trouble figuring out where to put said checks. My end goal is to have a Special Options menu in Science that will allow many different ship specific abilities to be triggered with the push of a button (with cooldown times and battery drains of course, as with everything, balance is being considered). Setting these Special Options buttons to pButtonName.SetNotVisible() if not (Warbird)...etc, so when you choose the Warbird, only Warbird allowable abilities are SetVisible() in the menu, and abilities for other ships remain SetNotVisible(). Do I need to build a new Def for the Warbird check to call at the end of the button generation (init) Def, and just set all special buttons to SetNotVisible() in the button init?
Title: Re: KM 2015/Multiplayer Madness
Post by: Defiant on March 30, 2018, 03:02:59 AM
Just make sure you test all features on a separate multiplayer client and not the server itself. There are some features that are not allowed on player ships.
Title: Re: KM 2015/Multiplayer Madness
Post by: Tethys on March 30, 2018, 09:10:41 AM
I am unsure how to do that sir, since I only have the one PC and I don't think the master server is configured properly any longer for clients to join at the moment. Did you have a list of features that do not work on the multiplayer client/player ships I could look at?
Title: Re: KM 2015/Multiplayer Madness
Post by: Defiant on March 30, 2018, 09:17:43 AM
I do not have a complete list. But its mostly everything a cheater would do, like changing weapons/shields/engine stats.

I recommend you get a second computer. An old laptop could do the job.
Title: Re: KM 2015/Multiplayer Madness
Post by: Tethys on March 30, 2018, 12:56:08 PM
I do have a second computer but I always have difficulty connecting when on the same network. I might have to use cell 4g LTE on the other machine to connect, however, I do believe there is a problem with 333Networks master server for BC, so I will have to contact them and inquire soon. The only way I could see it working at the moment would be direct connect via LAN but I am not well versed in the procedures to get that working. But there may be a last resort option with something like Tunngle, Hamachi, or Game Ranger. This is all I have for now, all help is appreciated and thank you Defiant :)
Title: Re: KM 2015/Multiplayer Madness
Post by: JB2005 on May 10, 2018, 05:01:50 PM
So, I have been working diligently for the last week and a half building a Shield Inversion button in the Science menu that will eventually be for use on Warbirds only (ah, another Armada tribute...) and after many unsuccessful tests I an happy to announce that I have successfully altered a NPC target shields percentage with a menu button in MP.

This button uses many different pieces of code from many different mods, and due to that fact I cannot simply paste the code here for people to cut and paste into a py file. I took some code from Transporter.py by Defiant/Banbury and BoostShields.py by the BCS team, and maybe a line or 2 from the Marines.py mod so far.

What I have left to do is insert the checks for Warbird scripts (which I will need to take from Sneakers CoreEject.py) but I am having trouble figuring out where to put said checks. My end goal is to have a Special Options menu in Science that will allow many different ship specific abilities to be triggered with the push of a button (with cooldown times and battery drains of course, as with everything, balance is being considered). Setting these Special Options buttons to pButtonName.SetNotVisible() if not (Warbird)...etc, so when you choose the Warbird, only Warbird allowable abilities are SetVisible() in the menu, and abilities for other ships remain SetNotVisible(). Do I need to build a new Def for the Warbird check to call at the end of the button generation (init) Def, and just set all special buttons to SetNotVisible() in the button init?

Put this in the init part of the script:

Code: [Select]
App.g_kEventManager.AddBroadcastPythonFuncHandler(App.ET_SET_PLAYER, pMission, __name__ + ".CheckShip")
This means that when the ship changes (essentially) it will run the function in the script called "checkship"

So create that function, add some 'if ship class is warbird then do something else don't do that something' code - and you're away!

If you have a look in the Add Cloaking Device script I put up elsewhere on the board, you'll find that bit of code - in that instance it checks to see if the player ship has a cloaking device on it!
Title: Re: KM 2015/Multiplayer Madness
Post by: Tethys on May 10, 2018, 05:22:09 PM
Yes, I downloaded your scripts this morning and just got around to peeking at them in notepad++. It looks pretty straightforward, though I think I will eventually build upon it (extensively) and create a complete set of subsystems scripts, as you already have Cloaking Device, I would attempt to create one for every single subsystem, unique with target ship subsystem values (say you want to steal cloak from Klingons, but also from Romulans, each will have its own script/values, option as to which you would prefer to install/use). I have already added a Fabrications button to the Engineering menu of KM which, I hope, to have some kind of library system for these unique subsystems, and checks for these particular subsystems within a master script (probably will use Cloaking.py and rename it SubsystemInstall.py, creating defs for each subsystem install within). After which, if you have completed your Away Mission script by then, I would then be able to see if I can get Away Mission to become the master script to control the Fabrications menu, or at least the stolen subsystems appearing/disappearing from that menu when mission is completed. I also thank you for your advice, I will be giving it a try when I get back around to that experimental stuff.
Title: Re: KM 2015/Multiplayer Madness
Post by: Tethys on October 08, 2018, 11:23:42 AM
Title: Re: KM 2015/Multiplayer Madness
Post by: Tethys on October 18, 2018, 11:41:13 PM
I have in the works 2 new game modes. One was recommended by a buddy of mine, the other is my own idea based off his.

One mode will be called Wave Survival. What this means is there will be only one team, and enemy AI will spawn in waves. You will have x minutes to defeat the wave before another wave comes. Each wave will feature stronger ships than the last wave, and time between waves will decrease as you progress. This game mode will be time limited, since there is no real objective here but to survive.

The second game mode will be called Borg Invasion. Similar to Wave Survival, everyone is on one team, but there is a transwarp conduit (starbase, Construct mod) open and Borg ships are pouring out of (being built from) it. Your team must destroy the conduit and prevent an invasion of the Alpha Quadrant. This mode will not be time based, but will have some checks for number of players against AI ships on the server (ratio). If a certain ratio of Borg ships are in the set, the game will end with your/teams defeat, as you will have become overrun with no chance of winning. I may put a time limit on the event if you destroy the transwarp conduit but do not eliminate all enemies within 5-10 minutes, another conduit will "spawn" and more Borg will enter the set.

Anyone have any thoughts or suggestions?
Title: Re: KM 2015/Multiplayer Madness
Post by: King Class Scout on October 19, 2018, 06:37:35 AM
in other words, port over what was done in Legacy?  only if the scripts call stockers in the waves.  some of us did a lot of power tweaking to our ships, or have old "god ships" installed.  also, are you intending to automatically escalating the strength with each wave?
Title: Re: KM 2015/Multiplayer Madness
Post by: Tethys on October 19, 2018, 08:15:58 AM
I never played Legacy so I wouldn't know :P  These will be multiplayer game modes, so the game mode will use any ships available. Yes, the waves will get stronger and each wave will have an additional ship of a higher strength than the previous. It's not really porting since the game modes are based off BC scripts, no code from Legacy is used.
Title: Re: KM 2015/Multiplayer Madness
Post by: Tethys on October 19, 2018, 09:27:11 PM
Chris Larkin has recommended a DS9 style game mode where players must defend DS9 and the wormhole from Dominion invaders; this should be simple due to the fact we already have a defend the starbase MP mode. I can see this working well with the DS9FX in KM, I have had some success porting some of that into multiplayer already. I will see if I can give Cardassian ships the ability to switch sides during the fight, maybe Romulan ships as well. DS9FX HistoricMission1 may also give us some fun with a minefield scenario, and I plan to see if I can get the wormhole to "build" ships, but stop building them when the minefield is active. I have yet to look very closely at the scripts; but soon ;)
Title: Re: KM 2015/Multiplayer Madness
Post by: King Class Scout on October 20, 2018, 06:05:38 AM
I didn't mean LITERALLY port it over :facepalm:  although technically, Legacy and modded BC are related distantly via Rick Knox, who apparently did some of legacy's models.  it's also just as buggy as BC :P

Some legacy ships have already been brought over to BC, anyway.  I know of at least four.

I like where this idea is going.  an "era" version might be a viable option for those of us who collect TOS or TMP grade.
Title: Re: KM 2015/Multiplayer Madness
Post by: Tethys on October 27, 2018, 11:16:02 PM
I have the underlaying foundation of the new game modes working. Now, the hard part..

Title: Re: KM 2015/Multiplayer Madness
Post by: King Class Scout on November 01, 2018, 05:51:21 AM
you mentioned the 'small ships' back in a march post.  are you missing anything for this I might have?  we were about to or did release an escape pods collection back in the day.
Title: Re: KM 2015/Multiplayer Madness
Post by: Tethys on November 01, 2018, 11:58:24 AM
It was a post about rebalancing the hardpoint stats. Small ships (shuttles, fighters) still need rebalancing, minro races/aliens ships need to still be rebalanced. Is it just escape pods? Because they don't have alot of stats to rebalance, except for maybe angular velocitites and stuff like that.
Title: Re: KM 2015/Multiplayer Madness
Post by: King Class Scout on November 02, 2018, 06:40:46 AM
yeah, it was just the escape pods.  it was for every major race and a couple eras.  I was given the TE modern and Romulan pods and did up production sketches for TOS escape pods in case I got them.  they all needed to be remodeled, anyway :P

I mentioned this because I've found a slew of shuttles hiding in my archives, including all three named TMP refit shuttles and the wedge-shaped one from the first movie, plus the original Observation pod that Scotty introduced Kirk to the refit in.

also, Tiq was supposed to get a type 18 in his memory in Excalibur at one point.
Title: Re: KM 2015/Multiplayer Madness
Post by: newhalo123 on April 10, 2019, 11:31:47 PM
nyeehhhhh
wheres my updated km.
nyehhhhh
Title: Re: KM 2015/Multiplayer Madness
Post by: JimmyB76 on April 11, 2019, 01:43:34 AM
are you kidding me bumping this thread asking for an update?
Title: Re: KM 2015/Multiplayer Madness
Post by: newhalo123 on April 11, 2019, 04:10:46 PM
it's called i was bored and made a joke post. lol
Title: Re: KM 2015/Multiplayer Madness
Post by: JimmyB76 on April 19, 2019, 02:01:18 PM
mhmmm.....  lol
Title: Re: KM 2015/Multiplayer Madness
Post by: Tethys on June 05, 2019, 09:16:08 PM
also, Tiq was supposed to get a type 18 in his memory in Excalibur at one point.

First of all let me apologize for my extended absence. My PC went down and has been OOC the last few months. Apparently the MBR/Boootloader has been deleted from my OS drive. I am using a temporary bootloader to verify files are still present and OS still working. All files accounted for.

As for that shuttle, I do have one of Tiq's shuttles in the KM. I forget if it was the Type 18, believe it was a TNG era shuttle.

Its good to be back online :)
Title: Re: KM 2015/Multiplayer Madness
Post by: Tethys on June 05, 2019, 09:18:15 PM
are you kidding me bumping this thread asking for an update?

Hey JB, its fine man :) I've done it before lol. It's all good. This computer crash scare might be the fire I need to light under my ass to get a copy out to y'all
Title: Re: KM 2015/Multiplayer Madness
Post by: JimmyB76 on June 13, 2019, 10:32:38 PM
nyeehhhhh
wheres my updated km.
nyehhhhh
are you kidding me bumping this thread asking for an update?
Hey JB, its fine man :)
yeah but any chance i ever have an opportunity to smack noobhalo123 for any reason, i am gonna take it...  :D
Title: Re: KM 2015/Multiplayer Madness
Post by: newhalo123 on August 05, 2019, 05:10:01 AM
yeah but any chance i ever have an opportunity to smack noobhalo123 for any reason, i am gonna take it...  :D

And any chance I can get to ignore that silly dead thread warning, I'LL TAKE IT!!!
Title: Re: KM 2015/Multiplayer Madness
Post by: Tethys on November 26, 2019, 11:47:18 AM
Stuff I've been working on. Warp Core Checker seems to work well enough that it will be included in an upcoming TBD release. Warp Core Checker actively tests your ships warp core for disability, and if true, creates a condition to where the warp core may overload and you die after about 15 seconds (enough time to board a shuttle or flee somehow). It introduces new and exciting tactics and methods of prevention. There still needs to be a few condition checks for it to be finished, such as if you eject the core you will most likely still blow up, as eject does not yet cancel out the core overload condition. It should be fun to play around with in the meantime, however, so I will leave it until it becomes a nuisance or cheaty. I don't want to make any promises on a release yet, but I assure you one IS coming. There are alot of py files that need to be moved around so I can gather up all the files for distro. Enjoy the teaser for now :)

Title: Re: KM 2015/Multiplayer Madness
Post by: Tethys on December 19, 2019, 06:00:42 PM