Engine Questions
#1
Posted 31 January 2000 - 01:09 PM
2. If so, is it possable to lock dead ahead the Salrilian lightning bolt?
3. What is the maximum quantity of shields possible?
4. Can you make it so that ships you build stay in stasis until the one you are flying is destroyed? This would be a cool mp map, called "Duel".
5. What is the exact object limit?
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Commander-in-Chief of the Nijayias Interstellar Navy.
Onii7/Frinkruds and his funky forums
macgamer.net
#2
Posted 02 February 2000 - 02:09 PM
2. If 1 is true, then 2 is true.
3. Probably something in the range of 32767.
4. Off the top of my head, no I don't think that would be possible. It's easy to do special things with predetermined objects. It's hard to do special things with objects that get built arbitrarily.
5. I believe the maximum is currently 256. That includes ships, shots, asteroids, explosions, debris, etc. That number won't be increased, primarily because of the way the network code handles ship selection.
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#3
Posted 02 February 2000 - 02:52 PM
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No, I'm not that cruel. I don't use the flamethrower on my
enemies. I save that for my
allies.
-caalaklael, the trigger
happy obiard
-caalaklael, the trigger happy obiard
#4
Posted 02 February 2000 - 10:00 PM
Oh, about those shields - I'm pretty sure the cantharan gateship has over 150000 shields because it was still going after 500 mag pulses at 300 damage each. Include turret fire and the damage my drake gunship did to it (still didn't finish it) was probably much higher.
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Commander-in-Chief of the Nijayias Interstellar Navy.
Onii7/Frinkruds and his funky forums
macgamer.net
#5
Posted 03 February 2000 - 01:13 AM
Mike Lee (Firebird)
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#6
Posted 03 February 2000 - 03:10 PM
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Commander-in-Chief of the Nijayias Interstellar Navy.
Onii7/Frinkruds and his funky forums
macgamer.net
#8
Posted 03 February 2000 - 06:29 PM
©ø**嵘 dyslexia.....
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Commander-in-Chief of the Nijayias Interstellar Navy.
Onii7/Frinkruds and his funky forums
macgamer.net
#9
Posted 04 February 2000 - 04:23 AM
What (based on your experience) is most likely: that it takes 65, 6.5 (or rather 7), or .65 (or rather 1) fusion pulse(s) to destroy a gaitori cruiser?
A G. cruiser has 650 shields, an F. pulse does 100 damage. If the rate was 1:10, you would need 65 fusion pulses to destroy the cruiser. If 1:1, you would need 7. And if 10:1, you would need 1 pulse. Which do you think is the right ratio?
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"Only two things are infinite: the universe and human stupidity, and I'm not sure about the former."
- Albert Einstein
- Albert Einstein
#10
Posted 04 February 2000 - 06:02 PM
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Commander-in-Chief of the Nijayias Interstellar Navy.
Onii7/Frinkruds and his funky forums
macgamer.net
#11
Posted 05 February 2000 - 03:25 PM
Looking back at the code, it looks like the shield maximum is 2,147,483,647 (the maximum signed value represented by 4 bytes), although I suspect bumping up against that max could result in some bad mojo.
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#12
Posted 05 February 2000 - 07:03 PM
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Commander-in-Chief of the Nijayias Interstellar Navy.
Onii7/Frinkruds and his funky forums
macgamer.net
#13
Posted 05 February 2000 - 07:08 PM
Or could you build liners to goto a station to make a gateship?
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Commander-in-Chief of the Nijayias Interstellar Navy.
Onii7/Frinkruds and his funky forums
macgamer.net
#14
Posted 06 February 2000 - 11:25 PM
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What?!?
They're firing! says the lieutenant as a torpedo appears on the view screen.
Well, it seams you won't have the last laugh today Therg. Says Captain Fullers voice over the speakers.
Dang.
The torpedo strikes the ship removing it from the sky in a violent explosion.
#15
Posted 07 February 2000 - 12:39 AM
Quote
You mentioned that ships could interact by goto. Could you make a ship you build in sections, and have them goto one another to make a giant ship?
Hmmm. You couldn't have them do that automatically, but I guess it would be possible if they were individually ordered to the correct "parts."
However, there's a low limit (maybe 16?) to the the number of uniquely interacting objects (like transports to planets, or assault transports to stations).
Quote
For an individual scenario, yes.
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#18
Posted 08 February 2000 - 05:58 PM
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What?!?
They're firing! says the lieutenant as a torpedo appears on the view screen.
Well, it seams you won't have the last laugh today Therg. Says Captain Fullers voice over the speakers.
Dang.
The torpedo strikes the ship removing it from the sky in a violent explosion.
#19
Posted 08 February 2000 - 06:05 PM
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In the next world war,
In a jack-knifed Juggernaut,
I am born again.
Now that I've found somewhere safe To bury my bones.
And any fool knows a dog needs a home,
A shelter from pigs on the wing.
-Pink Floyd, Pigs on the Wing (pt. 2)
#20
Posted 09 February 2000 - 05:58 PM
Quote
Someone said that Ares sprites have 26 picts (or something close 2 that), but the engine could handle more. I was wondering, how many can it handle?
Ares' sprites tend to have 24 frames of rotation. One or two have 36, I think.
I believe the real limit is 360, but that'd be overkill. The number of frames probably has to go into 360 evenly (i.e. 24 frames will work but 26 might not).
#21
Posted 09 February 2000 - 10:09 PM
That'd save a whole heap of trouble switching sprites from
an EV scenario to Ares.
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