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Topics - Flyboy

Pages: [1] 2 3 4
1
Bugs / Bug in Quest Compiler
« on: May 05, 2010, 05:23:59 AM »
I'm working on a quest, and for some reason the compiler is tripping on:
Code: [Select]
Order : MoveTo
with an "Invalid order" error. Needless to say, it's in a ship block. The only related line is:
Code: [Select]
OrderTarget : 3
I've tried placing the second line above or below the first one, with the same result.

EDIT: The "3" is the Nav point I want the quest ship to move to.

2
Bugs / I Can't Lose Equipment
« on: April 24, 2010, 09:00:32 AM »
I just tried out the new equipment handling stuff in v0.6.4. It's great, except for a problem with getting equipment out of the backpack/locker. Anyway, I had several extra guns/ammo that I wanted to get rid of. So after I discovered how to drag n' drop equipment between the locker and my inventory, I grabbed two M-47 guns and dragged them to my inventory. I assumed that since their were two of them, the game would prompt me to pick which "slot" on my character to put each one. Instead, it just placed "both" guns in the same spot, at which point I figured that it had just let me put two guns in the same slot in my inventory. I did the same with several other pieces of equipment, and then headed for the equipment shop to sell them. After doing so, I discovered that the game was still counting 66 kg on me, and no equipment that I could see/sell out of my inventory. I then tried saving and resuming, and then my weight went back to normal.

3
Everything Else / Playing AS on Linux with a joystick
« on: February 04, 2010, 08:04:15 AM »
No, really, I'm not joking. :) It's done with a very simple, open source program called QJoyPad. QJoyPad simply operates at the X server level, and takes joystick events and fires mouse/keyboard events with them. This means that the user can use the joystick for a given task instead of the keyboard/mouse, without the applications in use supporting it.

So here's what I did:

I set up a new layout specifically for AS. Then, I mapped all of the most used keys to different buttons on the joystick. For instance, now instead of using the arrow pad to walk/control ship speed, I use the stick. The trigger button is mapped to the space bar, and of course I threw in afterburner and a few other things.

I made a video, which I will make available for download as soon as my site is back up. It's a fun new twist (sometimes literally) to the gameplay of AS.

Right now, only the source distribution is available on the QJoyPad site, but I have an x86_64 binary that I would be happy to email to anybody if wanted.

4
Bugs / Grenades get me banned
« on: December 31, 2009, 09:31:01 PM »
I found a bug with grenades. I was landed on a refinery in Mendeleev (I forget which one - this happened a while ago). While I was there, I saw a NPC hanging out in the autodoc. This made me wonder something - if I can kill somebody with one shot from an MPR-481 and don't get banned if nobody witnesses it, is the same true for grenades? To experiment, I launched a grenade through the door and headed off. As soon as it went off, I went back to see the results. The NPC had been killed, but when I checked my Quine, it said that I was banned for some amount of time. But since (a) nobody witnessed it, and (b) the NPC was killed with one grenade and (c) since nobody got hit with shrapnel, it seems inconsistent that I can kill somebody with one shot and not get banned, but the same isn't true if I use a grenade.

Also, since the autodoc is right at the "edge" of the refinery, I saw part of the grenade explosion extending into space, just like on Trou.

5
Bugs / Bug with rescue missions
« on: December 24, 2009, 08:36:06 PM »
I discovered a bug with the rescue ejected pilot missions. Once you take the mission, if you land anywhere before rescuing the pilot, the game says that you failed the mission. This is repeatable; it's happened to me twice.

6
Bugs / Missile locks & wacky names
« on: December 20, 2009, 07:50:41 AM »
Two bugs: one relating to missile locks, and another relating to ship names on a fixer mission. Whenever I target a ship, as soon as it's identified by my scanner, it shows two of the "blocks" that indicate time until missile lock. It does that before I press "L" to lock on. After I press "L" it locks on as it should.
The other problem is this: I took a fixer mission to destroy a ship, pick up a cargo box, and bring it back to the fixer. Everything was hunky-dory, until I locked onto & began attacking the doomed Galaxy that was my target. As soon as I did, the spot on the "target" screen that shows the name of the target began displaying weird symbols & random letters. Other than that everything was normal.

7
Everything Else / Hilarious clip that ya just gotta see
« on: December 18, 2009, 05:13:26 AM »
A friend of mine sent this to me several days ago. It's absolutely hilarious....

http://fc01.deviantart.com/fs13/f/2007/077/2/e/Animator_vs__Animation_by_alanbecker.swf

8
Everything Else / Any other FlightGear pilots out there?
« on: December 16, 2009, 06:52:24 PM »
Are there any other FlightGear pilots here? FlightGear & AS are my two favorite games...

I fly on the multiplayer servers with the callsign of DanP16. Flyboy was already in use ...:pinch:

9
Bugs / Bars are like an anthill
« on: December 11, 2009, 01:05:56 AM »
Whenever I walk into a bar, everybody inside is panicking, even if I haven't been in any fights since I landed. For instance, today I landed on Loye Naval Base. I did some of my "business" and then headed for the bar to look for work. When I got there, everybody inside was running around in a mad panic. I wasn't fighting or anything. All I did was use the terminal in the shipyard, sell some stuff at the exchange, and then I walked into the guild offices to look for work, after which I went to the bar.

10
Bugs / smoke & combat
« on: December 06, 2009, 10:40:42 PM »
I can't fight in a smoke cloud. It doesn't make any difference if I'm already fighting with them when I run into the smoke cloud, I can't fight them. If I try to walk into them to attack, it's just like walking into a wall. Also, not only can they attack me, they can also shoot through smoke.

11
Bugs / I'm walking on a captive
« on: December 05, 2009, 06:48:33 AM »
After cruisin' through Rynkel, I picked up quite a few prisoners. One isn't on the manifest, but is displayed were I put her in the cargo hold. This prisoner I actually picked up in v0.6.2.3. When I walk up to manage her, I end up standing on top of her. Pressing 'I' shows the name of the prisoner on the ground, just like a dropped weapon.

Also, a passenger that I picked up in v0.6.2.3 is on the manifest, but the manifest doesn't show him as occupying a passenger cabin.

I'm running the newest v0.6.2.4.

12
Bugs / I'm stranded!
« on: December 04, 2009, 12:23:34 AM »
For some reason I'm stuck on Bellamy. Here's a picture:



So it's claiming that I'm missing a passenger. Here's my passenger situation: I took a mission to rescue an ejected pilot by the name of Yin Quan in the Krank system. After rescuing said pilot, I flew to Bellamy. On the way, I captured several pirates, and rescued a Militia pilot and a Confed pilot. I enslaved some of the pirates, and left three others captured. After I landed on Bellamy, the Confed and the Militia pilots left as normal. I also talked to them and collected the "reward" for saving them.

Upon looking at my manifest, I see that Yin Quan is on board and on the manifest, and so is one of the captured pilots. Here's a picture:



But the manifest is wrong. I have three capturing pirates, not one. So two of the pirates weren't added to the manifest.

I encountered this bug in v0.6.2.2. I then upgraded to v0.6.2.3 and nothing's changed.

13
Quest Development / Quest development tool
« on: November 29, 2009, 03:29:57 AM »
Over the last couple of days, I have been communicating with Christian about the need for a quest development tool. With his permission, I have decided to take up the project of a GUI development environment. This will enable quest makers to visually lay out a quest without ever needing to touch a text editor. After the completed quest has been exported to a text file, it will then be able to be compiled as usual.

At Christian's suggestion, I started this thread for the community discussion and suggestions for the project. Please chip in with any suggestions, questions, or comments. The project will be written in the Java language.

I already have quite a workload with school, etc. but I will work on it as life permits.

14
Development Discussion and Suggestions / Anti-cheating measures
« on: November 22, 2009, 05:54:53 AM »
A while ago I was thinking about how to implement measures against cheating with memory editors in a game. I came up with a solution that is simple, yet difficult for a cheater to get around. Here's the logic:

The variable to be protected is passed into to the routine as varToProtect. The routine then assigns lockVar1 a random value, say, between 1 and 100. Let's just say that lockVar1 ends up with a value of 73. Next lockVar1 (which now has a value of 73) is added to the value of varToProtect, which means that lockVar1 is now 73 > varToProtect. At this point, lockVar2 is assigned as the difference of lockVar1 & varToProtect. So, lockVar1 is now 73 > varToProtect, and lockVar2 is equal to the difference (73) of lockVar1 & varToProtect.

Now when the game is going to use the variable that was protected, it checks that lockVar1 - varToProtect = lockVar2. If somebody has edited the memory, the lockVar1 - varToProtect obviously will NOT equal lockVar2. The game then re-assigns the value of varToProtect to make the condition true.

Since lockVar1 is randomly assigned, & lockVar 2 = difference of varToProtect & lockVar1, the cheater never knows the value of the lockVars, and unless the cheater new that this particular algorithm was in use and wrote a cheating program to discover the values of the lockVars, it becomes impossible to cheat.

Of course, every time the game changes the protected variable, it has to repeat the algorithm.
The only practical application I can think of for using this is for preventing players from memory editing the credits variable.

15
Development Discussion and Suggestions / Capturing during boarding
« on: September 19, 2009, 07:39:44 PM »
I had some ideas for capturing slaves/prisoners while boarding a ship. If you take a bounty hunting mission to capture somebody live, after the target has been scooped, they will appear with handcuffs and ankle cuffs. So, why not add handcuffs and ankle cuffs to the equipment shop? These would be melee equipment. The player could just attack with handcuffs in hand, and the "attack" button for that hand could say "use handcuffs/ankle cuffs". If the player's attack succeeded, the handcuffs would be drawn on the prisoner just like in the bounty hunting missions. Also, I think that any weapons they had should be dropped or unusable. (Try to shoot a rifle or handgun in handcuffs.) Then there would have to be an option to grab and drag the prisoner, and then ankle cuffs could be used in the same way to keep the prisoner from walking around. (Maybe the prisoner could try to kick the player until ankle cuffed).

Handcuffs and ankle cuffs could also work for capturing prisoners on a base.

That would be an easy/fun way to capture prisoners, and would add even more variety to the game.

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