Author Topic: GearHead2 v0.420  (Read 1242 times)

Offline Joseph Hewitt

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GearHead2 v0.420
« on: January 19, 2007, 02:05:23 AM »
New update-before-handing-over-my-laptop release. It doesn't have all the things I wanted to have done done, and there are a number of problems from v0.412 that remain, but here it is anyhow.

Here's the list of changes:
- Added gl_objreader unit (gl_objreader.pp)
- Props may now use meshes instead of sprites (glmap.pp)
  The game can load .obj files and display them. Currently only two meshes are used. Only regular polygonal faces are understood by the program- none of that fancy nurbs/splines stuff. There's a slight bug with the texture handling; the rear face of most meshes shows the entire texture squashed down into one face, while the modeler I use shows the texture with smooth wraparound. I don't know how to fix this problem without manually editing the .obj's and adding extra texture points.

- Superprops may lay out a series of props instantly (randmaps.pp)
  This is the big change, even bigger than the above: You can define a group of props or other gears arranged in a pattern, then add them to a scene with just a few lines. The individual parts of the "super prop" may be assigned different teams, so for instance you can define a spaceship superprop and assign missions like destroy the engines but leave the rest intact.
  The one use of this currently is in the "Destroy Enemy Base" arena mission. There are several enemy base prototypes; the exact model selected depends on the difficulcy rating of the mission.
  The next things to do are make some changes so the meshed props behave more naturally, and add some spaceship parts/missions.

- Changed swarm radius calculator; swarm missile bug should be fixed (effects.pp)
- Salvage mecha removed from map (arenascript.pp)
- Can only taunt enemies (pcaction.pp)
- Flummoxed and Burned conditions go away at scene change (arenaplay.pp)

That's about it. My main reason for releasing right now is that I want to preserve copies of everything in case my poor computer gets lost in transit, but you can try it out and see how it goes anyhow.

Offline Anticheese

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GearHead2 v0.420
« Reply #1 on: January 19, 2007, 02:10:49 AM »
Excellent! I'll get playing it right way. Good luck to the laptop too!

Quoting: Joseph Hewitt

- Superprops may lay out a series of props instantly (randmaps.pp)


I'm really excited about this one! This could really make missions involving large foes really interesting!

Offline Joseph Hewitt

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GearHead2 v0.420
« Reply #2 on: January 19, 2007, 02:18:20 AM »
Quoting: Anticheese
I'm really excited about this one! This could really make missions involving large foes really interesting!

That's the big reason why I added it. Spaceships, enemy bases, and all kinds of things can be modeled. One thing I plan to also add is the capability for props to move. I'll be using this for meteors (which can now take up more than one tile), and on Earth it could be used for artillery and city-smashers (which aren't built any more but every other PreZero military device ever found is still in working order).

Offline Anticheese

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GearHead2 v0.420
« Reply #3 on: January 19, 2007, 02:23:08 AM »
Will the components act like Subcoms on a Mecha insofar that I can blow up 3/4 engines and the ship will start limping..

Or possibly even have it so that internal components (I.E Reactors, Computers, Crew Quarters, Etc) could be damaged by hitting the main bulk of the ship and have a higher chance of hitting them depending on the position of the shot?

Man..I'm going to be real busy with mock up shots tomorrow...

Offline SharkD

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GearHead2 v0.420
« Reply #4 on: January 19, 2007, 10:43:18 AM »
420! w00t!

Offline Joseph Hewitt

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GearHead2 v0.420
« Reply #5 on: January 19, 2007, 09:11:03 PM »
Quoting: Anticheese
Will the components act like Subcoms on a Mecha insofar that I can blow up 3/4 engines and the ship will start limping..

The components act like individual members on a team. The sort of effects you describe could probably be accomplished with scripting.

Offline palefire

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GearHead2 v0.420
« Reply #6 on: January 19, 2007, 09:44:28 PM »
In RPG mode, what do I need to do to the mechs I salvage in space? Are they lost if I don't tow them back to the spinner? How?

Offline Joseph Hewitt

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GearHead2 v0.420
« Reply #7 on: January 19, 2007, 09:51:26 PM »
Quoting: palefire
In RPG mode, what do I need to do to the mechs I salvage in space? Are they lost if I don't tow them back to the spinner? How?

You don't have to do anything. Dragging them back to the station is automatic- maybe in the GH universe there's a salvage tagging service; you just tag your stuff and it gets collected for you.

Offline palefire

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« Reply #8 on: January 19, 2007, 10:27:45 PM »
That's strange. I've salavaged several mechs in the exterior space, and they goes missing after I leave the scene.  I made a sentient robot (even though he walks funny but I've heard  it's going for a big overhaul) and has him pilot away the wreck and the salavaged mech stays with me. I've yet to find mechs to salavage in the city but I know they work normally in previous versions. Are there some easy to get lancemates that can be used to help with the test flights?

By the way. Commsets don't seem to work, equipped or not.

EDIT: Apparently they are broken, the - DP is grayed out, from the very beginning, even at the shops. I edited PC_equipment and gave them a sub. Sub Treasure 1 End doesn't work. But adding computer, powersource, or weapons work. Of course it doesn't make sense.... Reminds me of a manga in which the earring is a micro nuke....

Offline Joseph Hewitt

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GearHead2 v0.420
« Reply #9 on: January 19, 2007, 10:39:43 PM »
Quoting: palefire
That's strange. I've salavaged several mechs in the exterior space, and they goes missing after I leave the scene.

That's very strange. I think I can run GH2 ASCII on this computer (it chokes on the graphical version) so I'll test that.

I'll test the commsets as well. They should work whether equipped or not.

Offline macksting

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GearHead2 v0.420
« Reply #10 on: January 19, 2007, 11:28:55 PM »
Quoting: Joseph Hewitt
You don't have to do anything. Dragging them back to the station is automatic- maybe in the GH universe there's a salvage tagging service; you just tag your stuff and it gets collected for you.


Now that's a scary career! Imagine being the poor bastard who has to tow somebody else's incredibly valuable salvage from the fringes of enemy territory safely back to the station.
I suppose you just slap an engine on it and send it on its way.

Offline Joseph Hewitt

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GearHead2 v0.420
« Reply #11 on: January 20, 2007, 03:05:45 AM »
Quoting: macksting
Now that's a scary career! Imagine being the poor bastard who has to tow somebody else's incredibly valuable salvage from the fringes of enemy territory safely back to the station.

This could make a good low-level mission. Give the PC a chance to go collect someone else's salvage... in the mission offer, allow the PC to ask "Do I get salvage for this mission?" and then have the mission-giver verbally abuse him.

Offline macksting

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GearHead2 v0.420
« Reply #12 on: January 20, 2007, 09:15:39 AM »
*winces* Beautiful.

Offline palefire

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« Reply #13 on: January 20, 2007, 07:01:17 PM »
What happens to a mechless penniless mech pilot marooned in space?

Offline Anticheese

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GearHead2 v0.420
« Reply #14 on: January 20, 2007, 07:15:20 PM »
Well..He gets rescued eventually. The Deus Ex Machina reflex still applies in this instance.

I can't think of a worse way to die then in a space suit with adequate supplies onboard.

Edit: Yeah baby! New Avatar level!