Project::OSiRiON
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31
Discussion / NPC Combat video 2013-11-23
« Last post by Ingar on 2013-11-23 18:27:12 »
32
Discussion / New members: READ THIS!
« Last post by Ingar on 2013-11-22 21:10:37 »
Small forums like these suffer enormously under the flood of spambots.
In a probably futile attempt, every new member should make at least one
post within 24hrs of registration to verify you are not a bot.

A simple post suffices, you can reply here with Hi, I'm new and I've read this post.

33
Discussion / Factions and Reputation
« Last post by Ingar on 2013-11-19 20:13:41 »
With factions and reputation implemented the time has come to start thinking about how they should affect gameplay. At the moment, faction reputation is a number between -100 and 100 where NPCs will consider anyone with a reputation smaller than -50 an enemy, and anyone with a reputation larger than 50 an ally.  Enemies will be attacked on sight by ships and stations.

If a player kills an NPC, his reputation for that faction will drop by 5 points. 1 point will be subtracted from each of the faction's allies reputation, and 1 point will be added to each of the faction's enemies reputation. In short, if you kill a ship, his friends won't like it, and his enemies will.

Currently, NPC kills are the only (non-cheating) way to change your reputation, and that's something I like to change in the future. Doing missions for a faction would obviously affect reputation, but that's for the future.

For now, I want to experiment with trade reputation: buying or selling cargo would influence your reputation with your trade partner. This will basically come down to finding the right balance, e.g. 1 reputation point for 1000 units.

Buying powerful weapons and large ships can also be restricted to players with a friendly reputation or, and this brings us to the next point, players belonging to that faction.

Players could be allowed to actually join a faction, restricting them that faction's equipment,
adding more roleplay to the game. Note that if I do add hardcore roleplay features,
I intend to make them optional. I don't like a too restrictive game myself,
but there might be an audience for it.
34
Discussion / Re: Current development: towards a public alpha
« Last post by Ingar on 2013-11-18 21:43:08 »
A year has passed, no alpha yet, but some interesting things have happened.

Short-term I'd like to finish weapons: it needs mountable weapons, client-server exchange of weapon slot configurations, particles to make it look fancy, and, most important, ship damage. If I do it right, I can reduce weapon-releated network chatter to a minimum and handle the graphics completely client-side. Currrently, projectiles are standard entities and a large firefight will probably clog the intertubes.

Most of this works now. I took a shortcut by skipping the slot configuration, but weapons are mostly operational,
and network overload turned out far better than I'd hoped for. The new particle engine seems do produce acceptable results as well.

The most exiting development as of late are the NPCs: I had a revelation on how implement the autopilot,
and from there the code started to flow like water. I already had tons of laughs with the stupid AI,
and a number of quite challenging dogfights. Explosion sound was just the icing of the cake,
I was even surprised to hear it yesterday, after I had forgotten I had implemented it.

In the meanwhile, I also had a lot of time to think about the alpha. Unlike other projects,
I'd like the alpha to be more than something that gets tossed as this might be interesting in the future.
The alpha should attract interest, but must have enough to offer to make hardcore fans stick around.
It goes without saying that, until then, I'll keep on offering new development builds.

For the near future I'd like to concentrate on two things. First if all, keep on building the universe:
create skies for the Dagon systems, add the Southern Rim, add factions, bases and patrols. As far as programming
is concerned I still want a decent options menu: players should be able to do basic configuration
without using the console (or reading the manual), the inventory should be made less confusing, and,
in networked games, the map needs infrastructure to show zones other than the current one.

The recent host move also broke the custom wiki theme, that's something that will need to be addressed as well.

35
News / Release 0.2.5-svn1328
« Last post by Ingar on 2013-09-30 00:07:25 »
With the the summer behind us, a new release might be just the thing to cheer up a misty autumn evening. Release 0.2.5-svn1328, with more space and more particles, is now available from the downloads page.

Project::OSiRiON 0.2.5-svn1328 Particle Probe

The data download is much smaller than the previous release: I converted all PNG sky and planet textures to JPEG. This does not affect SVN.

- Installation Instructions

Downloads

Binaries:
- Ubuntu Linux 12 (32bit & 64bit)
- Windows (32bit)
- Windows (64bit)

For any operating system:
- Game data

- Source code

Changes

src revision 1328
   
- Replaced the inventory mount button with an in-place mount indicator.
- Binds 'X' key to target other players.
- Improved aiming.
- Major overhaul of the particle system back-end.
- Fixed building with gcc 4.8.
- Use a different cursor for clickable ui elements.
- Show projecile statistics in turret info.
- Added a default armor setting to ship templates.

data revision 999
   
- Various world updates
- Disabled entity color on laser particles.
- Improved ship engine and weapon particles
- Added weapon slots to a number of ships
- Added neutron weapons
- Added ion weapons
- Better explosion particles.
- Added sky23 to the Hellas system
- Added sky24 to the Kor Telos system.
- Added sky25 for the Camorra system.
- Added sky26 to the Kor Minas system.
- Added sky27 to the Carthagio system.
- Added sky28 to the Praetoria system.
- Updated sky04.
- Updated sky05 (Albion).
- Updated sky10 (Lindblade).
- Updated sky12 (Kiana).
- Added Dagon Tyrant model.
- ADded initial Dagon Manticore model.
- Added a couple Tyson science vessels to anara.
- Added inventory laser weapon models
- Added fire/smoke particles to the colonial factory model (e.g. Kerman refinery).
- Added stars to Oran and Phoenicia and added a jumpgate between the two systems,
- Added a jumpgate between the Praetoria and the Carthagio systems
- Added planet Praetoria and its moon Caesar.
- Updated a number of stars across the galaxy.
- Added solar power arraa to the Carthagio system,
- Added solar unit model.
- Added default armor settings to ship models.
- Improved jumpgate vortex particles.
- Added Port Royal placeholder model.
36
Discussion / Re: Random Screenshot Archive
« Last post by Ingar on 2013-09-24 00:30:45 »
Ion cannon and Lindblade engine particles on the background of an updated skybox.
37
Discussion / Re: online play
« Last post by Ingar on 2013-09-16 19:16:11 »
will there be online mode added to game

Hi DGMurdockIII, thanks for dropping by!

As StalKermit mentioned, multiplayer support is already implemented!
In fact, it is a multiplayer game you can run in singleplayer mode!

There is a testserver running on osirion.org, clicking the 'Multiplayer' button
in the main menu should take you there. Server browser and master server are still on the TODO list
but you can connect to arbitrary servers manually from the console with 'connect server.address.net'.

The official server isn't always in sync with the latest download though: it usually tracks
the development version and client might refuse to connect. The client doesn't show a proper error message if the connection fails, that's another TODO.

Current list of notable gameplay features

- around 20 starsystems, you can fly around and use the jumpgates between them
- buying/selling cargo at bases
- buying/selling weapons at bases
- ejecting stuff
- collision (objects and ships)
- equip weapons
- shoot other players.
- dumb mines
- most of the game world can be edited through ini files,
  servers can define their own universe
38
Discussion / Re: online play
« Last post by StalKermit on 2013-09-16 12:06:33 »
There is an online mode already in the game.

It's pretty cool.  8)
39
Discussion / online play
« Last post by DGMurdockIII on 2013-09-15 21:45:45 »
will there be online mode added to game
40
Discussion / Re: Forum registration and spambots
« Last post by Ingar on 2013-07-25 20:05:17 »
I installed an SMF mod to add verification questions to the registration page. I've put a rather dumb question in place,
but since that's the point anyway it could work. In a few days we'll probably know it if works or not.
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