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HaydenBarca

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Posts: 221
Reply with quote  #31 
I'm not sure which is the intended behavior, but the keystrokes for weapons are problematic:

As I recall in earlier versions 

CYCLE_TORP_TUBE_0 = UI_INPUT_KEY_7

would unload torpedoes and

FIRE_TORP_TUBE_0 = UI_INPUT_KEY_1
SHIFT = YES

would both load and fire torpedoes.  This worked fine. 

In the new controls.ini setup we have both these selecting torpedo type:

SELECT_TORP_TYPE_6 = UI_INPUT_KEY_7
SHIFT = NO
SELECT_TORP_TYPE_7 = UI_INPUT_KEY_8
SHIFT = NO
SELECT_TORP_TYPE_8 = UI_INPUT_KEY_9
SHIFT = NO
SELECT_TORP_TYPE_9 = UI_INPUT_KEY_10
SHIFT = NO

and these for both loading and unloading tubes.

CYCLE_TORP_TUBE_0 = UI_INPUT_KEY_7
CYCLE_TORP_TUBE_1 = UI_INPUT_KEY_8
CYCLE_TORP_TUBE_2 = UI_INPUT_KEY_9
CYCLE_TORP_TUBE_3 = UI_INPUT_KEY_0

Fortunately, we don't have TORP_TYPE_9 and _0, but if a press of 7 both loads Tube 1 (AKA TUBE_0) and changes the torpedo type to a Probe and loads/unloads Tube 1.  Pressing 8 does the same for Tags and Tube 2.  This does not work fine.

I think these are supposed to be SHIFT=YES keys

I know enough to change it around (though it makes my custom weapons keypad less functional), but for folks not comfortable with monkeying with the controls.ini file it should work correctly "out of the box".

BTW, keys already assigned for weapons (other than Function keys) include: Q, K, L, T, Y, B, Left, Right, Shift-U, Shift-I, keys 1-0, Shift-keys 1-0

To improve the user interface (rather than just fix the bug), I'd shift the torpedo type selection to the middle row (ASDFGHJ) and keep the number keys for Cycle and Fire (so that Tube 1 is controlled by key_1, for instance).



ryleyra

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Posts: 3,015
Reply with quote  #32 
I'm not sure when this bug was introduced into the game, but I just found it in 2.7.5, so I'm reporting it here. 

The F1 help text for Comms is split in two, with half of it displaying on Comms, and the other half on the Fighter console. The second half of the help text on Comms is taken from the Fighter help text. Only part of that text is on Comms, but the whole thing is on the Fighter console, (after the second half of the Comms help text) even though it is formatted a bit strangely. (Some line endings are skipped) 

As I've noted before, I'd like the ability to turn the Fighter help text off on the bottom of the Fighter HUD, since it is available via F1. I can understand why it would be there for new players, who may need to quickly learn to fly their fighters, but it just takes up space for experienced pilots. The bugs in the Fighter and Comms help text could be fixed at the same time. 

I will also note that the Captain's Map has no help text (except for a single period) and neither does the Game Master, even though both display the "F1 for help" message. The Data and Observer consoles, even though they do not display "F1 for help", do bring up the help text if you press F1, and it displays random parts of the Fighter text. This is obviously a bug. I know the F1 key can be turned off on Data and Observer, as it doesn't work on the Mainscreen console. 

Since the server and Mainscreen don't display help text, the Captain's Map could be a good place to provide hints for the Captain. The console could even note that it is optional for the Captain, and he does not need it to do his job. 

I'll also note that I'm surprised the help text isn't read from a file like helptext.xml. (Which is displayed on the attract screen) It needs some minor updates, although Thom has obviously edited it for Comms since it refers to the buttons on the right, instead of across the top. Since I've been working a lot in Android lately, I've gotten into the habit of putting everything I can into strings.xml. 

HaydenBarca

Registered:
Posts: 221
Reply with quote  #33 
Quote:
Originally Posted by Xavier Wise
Get_object_property - bug?

It seems it can be used to copy a value from a property and set it as a NEW variable. However, it is not possible to use it to set an EXISTING variable.

I created the variable "Ship1HomingCount" and set it to 0 in the start block. In another event, I used get_object_property to try and set "Ship1HomingCount" to the countHoming of ship 1 using "player_slot = 0". The "Ship1HomingCount" variable remained as 0 though.

Sorry I don't have the code to hand (I can post it later) but it seems like a bug. Can anyone else recreate? Is it a deliberate feature?


Somewhat related to this, when I do the following:
<copy_object_property property="angle" player_slot1="0" name2=" " />

Where name2 (named one space " ") refers to a Generic Mesh, it does not work (the angle is not copied).

When I change the first ship reference from player_slot to name, it does work:
<copy_object_property property="angle" name1="Schugt" name2=" " />


I guess the player_slot reference isn't universally fixed, but it sure is nice when it works.  Unfortunately, so long as one piece of it doesn't work, I want to avoid using it.
Darrin

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Posts: 168
Reply with quote  #34 
Quote:
Originally Posted by HaydenBarca

Where name2 refers to a Generic Mesh, it does not work (the angle is not copied).


This might be  a documentation issue. Isn't name2 supposed to be the name of a variable, not an object? Once you've copied the value to a variable, you can set it on the object with set_object_property or add_object_property.

Also, when getting object properties, be careful about matching the correct variable type. If you get a float value and try to assign it to a integer variable, it could cause issues. 
HaydenBarca

Registered:
Posts: 221
Reply with quote  #35 
Quote:
Originally Posted by Darrin

Isn't name2 supposed to be the name of a variable, not an object? Once you've copied the value to a variable, you can set it on the object with set_object_property or add_object_property.


Perhaps, but then it seems odd that 
<copy_object_property property="angle" name1="Schugt" name2=" " />

would work.  Just realized that I pasted the wrong thing into the second code snippet.  Fixed.
Dave Thaler

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Posts: 506
Reply with quote  #36 
Quote:
Originally Posted by ryleyra
I'm not sure when this bug was introduced into the game, but I just found it in 2.7.5, so I'm reporting it here. 

The F1 help text for Comms is split in two, with half of it displaying on Comms, and the other half on the Fighter console. The second half of the help text on Comms is taken from the Fighter help text. Only part of that text is on Comms, but the whole thing is on the Fighter console, (after the second half of the Comms help text) even though it is formatted a bit strangely. (Some line endings are skipped)


It's slightly more problematic than that since a third set of fighter help text is on Data.  See post #9 in this thread.
HaydenBarca

Registered:
Posts: 221
Reply with quote  #37 
The effect of switching beams to Manual mode is weird and not what anyone would expect:
  • At 100% energy, switching from Auto to Manual has no effect on recharge rate.
  • At 300% energy, switching from Auto to Manual triples the DPS.
  • At 51% energy, switching from Auto to Manual halves the DPS (it gets worse under Manual).
Full discussion and data here, along with non-bug discussion of balancing beams vs torpedoes, fighters, and enemies:
https://artemis.forumchitchat.com/post/fixing-manual-beam-firing-rate-and-torpedo-relevance-10587653?pid=1311996902

As a recommended fix, I suggest making manual beams function as a 50%-point boost to Engineering Settings (i.e. 100% power on Manual would function as if it were 150% power, 300% power on manual would function as 350%).  This would fix several of the issues identified above:
  • At 100% energy, switching from Auto to Manual would actually improve recharge rate, instead of no effect.
  • At 300% energy, switching from Auto to Manual only increases the DPS from 6 to 7, rather than 6 to 18.
  • At 51% energy, switching from Auto to Manual actually increases DPS, rather than making it worse.
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