- {l Code}: {l Select All Code}
make update-assets
If so I think the best solution for me is to package them as an snis-extra-assets-git package in AUR.
make update-assets
MCMic {l Wrote}:Regarding Engineering screen:
- What does the "Deploy chaff" button does? It’s not explained on the website.
- What does the COMMS PWR slider does? It’s at 0 in preset 1 and yet the COMMS screen seems to work fine.
MCMic {l Wrote}:Regarding additionnal assets downloaded by, those are the ones in the https://github.com/smcameron/space-nerd ... ace-assets git repository?
- {l Code}: {l Select All Code}
make update-assets
If so I think the best solution for me is to package them as an snis-extra-assets-git package in AUR.
MCMic {l Wrote}:Finally managed to build the ISO using gitlab CI!
So you can now link to https://gitlab.com/MCMic/snislive/-/job ... ?job=build which redirects to the artifacts of the latest sucessful build.
I did not try the ISO made by gitlab yet but I see no reason why it would differ from what I build locally.
smcameron {l Wrote}:Does this auto-sync with my repo on github? I guess it probably does.
smcameron {l Wrote}:I have prepared a patch to link to this, but I'm not going to do it until you at least try out the ISO image. I mean, *someone* should try it before we inflict it upon the world.
No, the web server has more assets than are in that github repo. I made the web server because git is not especially good for storing assets and I realized if I continued to use git for that, I would soon use up my allocation of free space on github.
That has nothing to do with comms power though... which comms power doesn't do anything because I couldn't really figure out something good for it to do, and realistically, a radio just doesn't need that much power to begin with. If you have a good idea about what comms power ought to do, let me know.
MCMic {l Wrote}:...
Also if you are editing the website source, it would be good to fix the width of the webpage which is way larger than my browser, and this is extra-annoying from mobile as well. From what I’ve seen the best fix is to put "overflow:auto" as css style for the pre tags. It’s those pre blocks which are larger than anything else.
No, the web server has more assets than are in that github repo. I made the web server because git is not especially good for storing assets and I realized if I continued to use git for that, I would soon use up my allocation of free space on github.
Hum. That is not practical for packaging, the PKGBUILD needs to be exaustive regarding source of data and their checksum (well git repos are an exception regarding checksum).
Could you provide those in a single archive so that it can be added as a source of the package?
And if the github repo with assets is obsolete you could mention that in its readme.
smcameron {l Wrote}:Or, don't include the assets in the package, and include util/snis_update_assets.sh in the package,
then run that script to fetch the assets separately.
for (i = 0; i < npassengers; i++) {
if (passenger[i].location == b->shipid && passenger[i].destination == sb->id) {
send_comms_packet(sb, npcname, ch, " PASSENGER %s DISEMBARKED\n",
passenger[i].name);
ship->tsd.ship.wallet += passenger[i].fare;
/* passenger disembarks, ceases to be a passenger, replace with new one */
update_passenger(i, nstarbases);
}
}
for (i = 0; i < npassengers; i++) {
if (passenger[i].location == b->shipid && passenger[i].destination == sb->id) {
send_comms_packet(sb, npcname, ch, " PASSENGER %s DISEMBARKED\n",
passenger[i].name);
ship->tsd.ship.wallet += passenger[i].fare;
/* passenger disembarks, ceases to be a passenger, replace with new one */
update_passenger(i, nstarbases);
continue;
}
if (passenger[i].location == b->shipid) {
send_comms_packet(sb, npcname, ch, " PASSENGER %s EJECTED\n",
passenger[i].name);
/* Player is fined for ejecting passengers */
ship->tsd.ship.wallet -= passenger[i].fare;
/* passenger ejected, ceases to be a passenger, replace with new one */
update_passenger(i, nstarbases);
}
}
static void update_passenger(int i, int nstarbases)
{
static struct mtwist_state *mt = NULL;
if (!mt)
mt = mtwist_init(mtwist_seed);
character_name(mt, passenger[i].name, sizeof(passenger[i].name) - 1);
passenger[i].location = nth_starbase(snis_randn(nstarbases));
do {
passenger[i].destination = nth_starbase(snis_randn(nstarbases));
} while (passenger[i].destination == passenger[i].location && nstarbases > 1);
passenger[i].fare = compute_fare(passenger[i].location, passenger[i].destination);
}
is there any way to go back to initial solarsystem state once a mission is started?
Is there any way to buy torpedos and missiles?
Torpedos are really hard to use.
Is it possible to take down a starbase?
When COMMS screen puts the science screen on the main screen we do not see the details of the selected object nor the 3D view of it. Is that known/expected?
smcameron {l Wrote}:It's probably harder to know what you're supposed to do in the SPACEPOX mission than it should be. You are supposed to, if I remember correctly (spoilers follow) ...
* find the derelict in the nebula
* find the cargo container containing the vaccine
* When you get the cargo container, a bunch of zarkons will appear, and your warp drive will be damaged.
* The worm hole is there to help you escape from the zarkons.
* once you repair your warp drive, you can go back to bonx station and deliver the vaccines
* You can use the long range scanner (LRS) on science and should be able to find planets and starbases e.g. find BONX and ICARUS station.
None of this is terribly obvious, although spelling it out might rob the crew of the fun of figuring it out.
It is not expected that you'd solve the mission on the first try, I suppose.
smcameron {l Wrote}:For Saving Planet Erph, you should be able to see Erph on Science with the Long Range Scanners (LRS).
smcameron {l Wrote}:The computer can be a bit cheating. Esp. you can type on comms, e.g.: "set a course for planet erph", even if you have no idea where that is, and it will do it... I should fix that so unless you have scanned it recently, it won't help you out with that.
smcameron {l Wrote}: I'll have to think about how COMMS damage might affect computer behavior... maybe I can come up with some non-annoying way for it to misbehave. On the other hand, it might be interesting to have a way for NAV to get damaged, and the *only* way to save the ship is to drive it via the computer. Once here, we played a game in which we tried to dock using only the computer, but were not successful (was playing on an old machine using the limited client with most stations disabled.)
smcameron {l Wrote}:Ally ships in scenarios... the NPC ships are kind of dumb, you can make NPC ships from LUA, but the extent that they are "allies" would be down to whatever behavior you could give them in the script. I should work on the NPC behavior to make such a thing more possible (and believable). The author of Empty Epsilon (another bridge sim) once indicated to me that the key to much NPC behavior is lies, and more lies. If you tell the player a ship has some property, they believe it, even if it has no such property. So in that sense a script can easily indicate that an NPC ship is an "ally" via COMMS some way, and I suppose as long as it doesn't shoot at you, you might believe it was a "ally". Do you have any specific ideas about how such "ally" ships should behave?
I have resisted allowing players to give random NPC ships commands, because I can't think of a good way to do it. Something like the starbase menus perhaps, but it seems to me to break immersion a bit. Another idea would be to extend the "natural language" system the computer uses to also handle player to NPC comms, to allow you to make requests of NPC ships (e.g. please rendezvous at x, y, z) I don't know, that seems a little too prone to suffering from "guess the magic sentence" syndrome.
is there any way to go back to initial solarsystem state once a mission is started?
Yes, type "regenerate" on the demon screen (there is a lua script, REGENERATE.LUA that calls regenerate_universe().) I suppose it's not exactly the same solarsystem, but similar enough, I suppose, and if you don't like that one, you can "regenerate" again as many times as you want.
Is there any way to buy torpedos and missiles?
Just dock at a starbase, they will be replenished.
Torpedos are really hard to use.
Yes they are. Perhaps some aiming assist is needed.
The missiles on the other hand are far too easy to use.
Is it possible to take down a starbase?
They are quite resilient, but yes. If you leave snis_server running for a long time, you may notice some starbases disappear. This is because they eventually accumulated enough damage from random NPCs attacking them over time. A single ship is not so likely to succeed at taking down a starbase though.
When COMMS screen puts the science screen on the main screen we do not see the details of the selected object nor the 3D view of it. Is that known/expected?
No, that doesn't sound right. The main screen should mirror whatever the science console has on it. That is, all stations showing science should show approximately the same thing. If any one science screen selects DETAILS, all stations on science should switch to DETAILS. Same for all the sub-screens of SCIENCE. (There may be small differences, like, if you have 3 stations showing science, and you switch to DETAILS, the angle of view of the 3D model may be different on the 3 screens.) But you should not see 3 different science stations with one on the short range scanner, one on the waypoints and one on the details screen. They should all be on the same subscreen of SCIENCE. I just tried this, and it seems to work for me as I have described. So if you can reproduce the behavior you described, it sounds like some sort of buggy behavior.
@smcameron: It seems to me that create_asteroid_field is using derelictx instead of its x parameter, and same thing for y/z. (Fixing this may change the mission behavior)
MCMic {l Wrote}:Interesting.
Would be a good base for texturing starbases/mantis, no?
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