The shadowrunner's Vehicle Garage |
The shadowrunner's Vehicle Garage |
Jun 28 2005, 10:05 PM
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#26
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
lol, plus genius hit another roadblock, but genius will figure it out, at some time. but yes, as egor, err slacker said, i just started a new (third shift) job, and am in training for the next few weeks, so more updates are likely to be thin, but i'll get there, hopefully before SR5 ;)
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Jun 28 2005, 10:11 PM
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#27
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Runner Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
Trust me, I am not letting Aku slack off too much. I am constantly harrassing him to do more work on this.
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Jun 29 2005, 09:11 AM
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#28
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Neophyte Runner Group: Members Posts: 2,453 Joined: 17-September 04 From: St. Paul Member No.: 6,675 |
Looks good so far. Thanks.
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Jul 15 2005, 12:10 AM
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#29
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
After trying and failing to interpret the raw source of the Flash generator, I've begun my own vehicle generator in Python. I'll be releasing the source as soon as I've got a vaguely working, well-commented prototype. That being said:
One of the things I'm doing is creating a doctype definition for an XML representation of Shadowrun vehicles, chassis, power plants, and relevant attributes thereof . I'm wondering if there's any interest in making saved vehicle data sheets interoperable between the Kagetenshi Shadowrun Vehicle Generator (interim name) and the Shadowrun Vehicle Garage? I'm not sure what format you've set the Garage up to take data in, but it could benefit both projects (and anything else that might generate, modify, or read vehicles) to have a standard. ~J |
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Jul 15 2005, 02:04 AM
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#30
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
well, i'll be honest, that went over my head, i think. And unfortunately, due to my total lack of actual, professional coding experience (and assuming that you have some, and that probably means my coding=shat since you can't figure out what i did)
However, as for the format for what all of the stats are in, well, it's all coded directly into the flash, because i honestly couldnt figure out how to get the variables to load from any sort of a document. |
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Jul 15 2005, 02:25 AM
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#31
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
It isn't about your coding, it's about the Flash syntax—I was really not prepared for the whole program-inside-a-movie-metaphor bit. Heck, I can't even comment on your coding because of the Flash syntax and all the display-specific stuff it has sprayed all over everywhere. All told there's nearly 8,000 lines of the stuff, and I'm betting that most of it isn't yours since the stuff I can identify as vehicle-related starts somewhere around 4,000 lines in (incidentally, as you may have figured out I finally found your code—I'll comment on it once I've had a chance to look at it).
~J |
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Aug 3 2005, 03:54 PM
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#32
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
i just wanted to make sure this stayed here, because this is NOT dead, i'm just having some severe trouble with getting a certain set of functions to work. Namely, getting the little things that have no numerical impact, other than load, CF and DP, onto some sort of notation set up.
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Aug 3 2005, 05:33 PM
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#33
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
ok, first, the good news:
I got the part working (hopefully)! The bad news: Because of some change in Flash, now only one part of the bikes section is actually working (ATV's, which is what i've been working on this whole time) The ok news: Within any given chassis type, the information doesnt really change much.. So i think i'm going to do some rewrites of the code to make more things into a function, and duplicate less code on the various instances of buttons. The Bottom Line: It will likely still be some time before we see a "new" revision of the Garage; i don't want to release something if all you can do on it is make ATV's heh... |
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Aug 3 2005, 06:13 PM
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#34
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Runner Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
But what if i really want to make an ATV? I mean come on! :P
Good to see your back to working on it Aku, just hope you moving in a couple of weeks doesn't cause another stall, at least not a bad one. |
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Aug 29 2005, 10:40 PM
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#35
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
Again, sorry for all the delays in regards to my garage. Things are semi running smoothly at this point, i've got another set of buttons coded (for autonavigation) but, as i had said before, due to something happening (i think its the way it's supposed to work) only the ATV's are actually buildable at this point, so i want to atleast get a few more things coded before releasing it again, but i AM working on it, despite SR4 looming overhead (which i'm not even sure i'll have the money to buy) and i think it'll prolly be a year or so before the "rigger" book or whatever part it is in will get out.
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Sep 3 2005, 10:40 PM
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#36
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
Latest Update:
The last big issue i was having a problem with (trying to get a printing of some of the smaller, less mathematical things) has been SOLVED, and for once, things are moving smoothly, if not slowly. I am still working on the ATV's, has i've said before, i think i accidently fixed something so things werent copied all over the bikes now. But, for now, my thinking is that if i can get everything to work that isn't excluded to bikes, than things should be ALOT smoother, but there are ALOT of options to be added in here. But there IS a new version available at the link, with atleast a handful of new buttons available, say nice things (or not) just to let me know that someone out there still cares about this project. and, as always, if you see something that you think might be wrong, or you might like to see changed/revised (names of buttons, ETC), let me know. |
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Sep 7 2005, 04:36 PM
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#37
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
and again, new notes:
Did a redesign so that my options selections look more like they do in the book, instead of page after page of "options as i get to them" which is what it was turning out to be. So now theres going to be a couple of pages for the design phase of the vehicle, and pages for each of the (five?) custimization types. Also, seemingly broke some part of the handling scores... still havent figure out what entirely i did.... |
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Sep 30 2005, 04:37 PM
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#38
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Moving Target Group: Members Posts: 404 Joined: 22-June 05 From: Canada eh! Member No.: 7,455 |
with ATV's if you increase the load ... then decrease it ... the build cost doesn't go down. There also needs to be an option for environmentally sealing the vehicle as per target wastelands.
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Sep 30 2005, 09:29 PM
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#39
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
Nyxll-- I can't dupicate the first problem you're having just modifying load. Are you perhaps adding some other modification that is changing the load and then trying to get it back to the original value?
As for the enviro seals... it's gonna be a while. I want to get all of the rigger three stuff in it, first, and then play chase the books for all of the odd options |
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Sep 30 2005, 11:37 PM
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#40
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Moving Target Group: Members Posts: 404 Joined: 22-June 05 From: Canada eh! Member No.: 7,455 |
what I did was increase the load .. .then decrease it .. .then increase and decrease again ... the counter didn't go down for the last point of load....
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Oct 1 2005, 12:58 AM
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#41
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Runner Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 |
Nyxll's right, it seems like anytime you try to decrease the load all the way back to its original rating, the very last load decrease does not adjust the design points.
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Oct 1 2005, 01:05 AM
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#42
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
the closest i'm getting to get it to repeat, is ONLY if you add and then try to remove, 1 single point of load....
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Oct 1 2005, 01:10 AM
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#43
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
ok, i beleive i have found and fixed the problem, and have reposted the newest version.
NOTE: I do know that the vehicle armor isn't functionng as it should. Carry on, Citizens... NOTE2Vehicle Armor add/remove SHOULD be working completely correctly now, other than it lets you go negative, like most of my buttons do. |
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Oct 4 2005, 05:31 PM
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#44
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
ok, thought i'd bring everyone up to speed, incase anyone cares. Theres been ALOT of updates that i really havent kept everyone abreast of.
Almost ALL of the buttons are done for the ATV, right now by my count i only have the engine customization mod, and then signature and weapon mods, electronic systems, and then the misc ones to do, and then I'll begin porting to the other bike chasis OR do a minor rewrite, trying to make it so all of my bike chasis pages link to a seperate scene with the mods on them, i havent decided yet. Again, if anyone notices something missing or wrong, let me know. Thanks! |
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Nov 17 2005, 05:34 PM
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#45
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
another (long coming) update:
Engine custimzation and signature mods are now done. Next up is weapon mounts. I havent decided yet if i'm going to include the weapons choices or not. I'm leaning towards likely not, as i dont have all of the weapons possible. an attempt will be made to provide some way to write in whatever weapon you are mounting. again, as always, let me know if anything looks wrong |
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Dec 27 2005, 07:23 PM
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#46
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
Yet another (overdue) update. Everything aside from the weapon mounts, and accessories are finished for the bikes. Security systems of the accessories, however, are included, ando most others, aside from the paint job, aren't relevent to bikes.
Currently working on getting a drop box for the mounts, because there are just too many buttons to make that a viable option fr weapon mounts. (I did a quick count, of just using buttons, that there'd be over 44 buttons, meaning i'd need 5 pages, JUST for weapon mounts, and since i only have ~ 13 now, that's too many. |
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Jan 9 2006, 07:38 PM
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#47
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
weapon mounts are finshed, oh the joys!
Next up is finishing up the weapon dohickeys (like smartlink intergration) and then taking stock of what else needs to be done. |
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Feb 1 2006, 12:07 AM
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#48
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Moving Target Group: Members Posts: 993 Joined: 5-December 05 From: Crying in the wilderness Member No.: 8,047 |
Erm a request? Would a final load: ammo magazine ratio calculator be possible?
Sterling work Aku. *shuffle feet,cough* (Removing self before the swearing starts) 8l |
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Feb 1 2006, 12:42 AM
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#49
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Running, running, running Group: Dumpshocked Posts: 2,220 Joined: 18-October 04 From: North Carolina Member No.: 6,769 |
<grumble grumble...................................................grumble grumble>
ok, i'm not sure exaclt what you're asking for, as i'm comprehending the request multiple ways. Are you asking for a load usage to final number of rounds? or are you asking to see how many rounds you can fit in the vehicle? In either case... I'm not sure. The problem with both is that ammo amounts arent dictated by mount type, but rather, what you're going to be putting on the mount. Consider that you can get an MMG on a mini turret, i can't "assume" what you'll be using where. The "best" option would likely be for me to have a combo box that lets you select the type of weapon you'll be putting in a given turret. and for the record, i'm already confusing myself thinking about it and how it would be done... but i'm glad someone other than me and slacker is looking at it :D |
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Feb 1 2006, 05:26 PM
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#50
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Moving Target Group: Members Posts: 993 Joined: 5-December 05 From: Crying in the wilderness Member No.: 8,047 |
Right, had a long think about this:
It would be a modular ratio: Ammo bin CF space available/ type of weapon round/ final vehicle load capacity. To give the magazine limit for each weapon. Which I realise is easy (ier) for one weapon and a knightmare for more than one. Perhapes using an average split of the final load rating? Or a quick and dirty average split per 0.2 of CF on the ammo bins with caps for specific ammo? |
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