FreeGameDev Wiki watch

About: This is a feed aggregator, which reads the recent changes of free game development related wikis. If you want a wiki to be added, post it on our forum thread or write me an email!

Subscriptions:

Last updated: May 14, 2008 12:16 AM, all times are UTC.

May 13, 2008

BZFlagWiki

Bz sendTextMessagef

Variations

New page

{{BZFS_API_Doc}}{{BZFS_API_Funcs}}

==Variations==
bool bz_sendTextMessagef(int from, [[bz_eTeamType]] to, const char *fmt, ...)

bool bz_sendTextMessagef(int from, int to, const char *fmt, ...)

==Parameters==
* '''''from''''': The player ID that the message will appear to be from. This must be a valid player ID or BZ_SERVER.

* '''''to''''': Specifies the receiver[s] of the message. This must be either a valid player ID, if the message is to be sent to a single player; a [[bz_eTeamType]] enumeration, if the message is to be sent to all members of the specified team; or BZ_ALLUSERS, if the message is to be sent to all connected players.

* '''''fmt''''': A printf-style format string.

* '''''...''''': The parameters for the format string.

==Description==
This API function sends a message to a single player, all players, or all players on a team using printf-style formatting.

==See Also==
[[bz_sendTextMessage]]

by 76.110.229.28 at May 13, 2008 11:53 PM

Wesnoth wiki

User:ShikadiLord

My ideas for improving the add-ons client in-game - content types added (explanation)

←Older revision Revision as of 22:53, 13 May 2008
(One intermediate revision not shown.)
Line 23: Line 23:
Since most of my programs are open-source, you can find them at [http://shadowm.rewound.net/src my source code repository].
Since most of my programs are open-source, you can find them at [http://shadowm.rewound.net/src my source code repository].
 +
 +
== My ideas for improving the add-ons client in-game ==
 +
 +
I'm working on moving the built-in client for downloading user made content to its own area of the source code for later refactoring. This later step involves some extensions both to [CampaignWML] and [PblWML], and possible modifications to the Campaign server (campaignd).
 +
 +
[publish_information]
 +
multiplayer= yes/no (default: no)
 +
type=scenario/campaign/era/map_pack/other/resources/unclassified (default: unclassified)
 +
[/publish_information]
 +
 +
=== Content types ===
 +
 +
* "scenario" type includes multiplayer stand-alone scenarios or single-player campaigns composed of a single scenario.
 +
* The "era" type includes MP eras. SP eras could be possible under this scheme, although that would be... weird to make as UMC developer.
 +
* The "map_pack" type is for that, map packs, often in the multiplayer context. Single player map_packs (multiplayer="" type=map_pack) are of course possible, even if they are useless in gameplay terms.
 +
* The "other" type is for... ???
 +
* The "resources" type would be oriented towards custom unit sets for campaign designers, music/sound packs, or assorted stuff, always in UMC development context.

by ShikadiLord at May 13, 2008 10:53 PM

UFO:AI wiki

Utomjordingar/Taman extra

/* Förslag */

Revision as of 22:49, 13 May 2008 Current revision
Line 2: Line 2:
-== Proposal ==+== Förslag ==
-'''TO:''' Base Commander, PHALANX, Atlantic Operations Command+'''TILL:''' Baskommendör, PHALANX, Atlantic Operations Command
-'''FROM:''' Dr. Connor, R&D: Bio & Containment Division, PHALANX, Atlantic Operations Command+'''FRÅN:''' Doktor Connor, Forskning och utveckling: Smittskyddsavdelningen, PHALANX, Atlantic Operations Command
-'''DATE:''' %02i %s %i+'''DATUM:''' %02i %s %i
-'''SUB:''' Proposal: Alien Autopsy -- Taman+'''ÄMNE:''' Förslag: Utomjordisk Obduktion -- Taman
-Commander,+Kommendör,
-We've recovered a new alien corpse from the battlefield. We should begin dissection and assessment as soon as possible.+Vi har bärgat ett nytt utomjordiskt lik från slagfältet. Vi borde börja med dissekering och utvärdering snarast möjligt.
- +
- +
-Sincerely,+
- +
-Dr. Connor+
 +Vänligen,
 +Doktor Connor
== Result == == Result ==

by Ision at May 13, 2008 10:49 PM

Libregame wiki

User:Kiba

Philosophically speaking... -

←Older revision Revision as of 22:09, 13 May 2008
Line 19: Line 19:
He classified himself as a libertarian, favoring neither political party in power in the US.
He classified himself as a libertarian, favoring neither political party in power in the US.
 +
 +
And his name means Fang in Japanese!

by 75.176.191.140 at May 13, 2008 10:09 PM

Iris2 wiki

UOTC

/* UOTC */

Revision as of 21:52, 13 May 2008 Current revision
Line 1: Line 1:
= UOTC = = UOTC =
-UOTC is a mapping Tool developed by Pupped & Varan for the UOME project. Its now used and heavy modified by me (SiENcE) for '''Iris - Online'''.+UOTC is a mapping Tool developed by Pupped & Varan for the UOME project.<br>
 +Its now used and heavy modified by me (SiENcE) for '''Iris - Online'''.
-== Höhenwerte bei UO Maps ==+You can get the newest UOTC from my site.<br>
- +'''Download:''' http://sience.schattenkind.net/
-Maps haben Höhenwerte (Z-Level) von 0-255 oder -127 - +127 (genau 1 byte).+
-UOTC berechnet die Höhe mit Hilfe der bmp/mapz.bmp Datei. In dieser Bilddatei sind die Höhenwerte codiert. Um diese Höhenwerte in die mapz.bmp zu zeichnen, gibt es eine indizierte Palette an Farben, mit derer die Höhen gezeichnet werden können.+
- +
== Bitte beachten == == Bitte beachten ==
Line 20: Line 18:
=== MAPZ.BMP === === MAPZ.BMP ===
-* is an 8bit BMP+* should be a 8bit BMP (heightmap) created best with photoshop (size ~25mb)
-* if it's an 24bit BMP, only the r-(Red) color is used (g-(Green) b-(Blue) are obsolete)+* this heightmap is taken 1:1 to UO map0.mul
-* beim laden der Mapz.bmp wird jeder Z-Wert um 128 subthrahiert (z - 128)+ 
 +* Maps haben Höhenwerte (Z-Level) von 0-255 oder -127 - +127 (genau 1 byte).
 +:UOTC importiert die Höhe von der bmp/mapz.bmp Datei.
 +:In dieser Bilddatei sind die Höhenwerte codiert.
 +* Zum zeichnen einfach ein Photoshop nehmen und ein grayscaled (graustufen) image erstellen.
== UOTC Bugs == == UOTC Bugs ==

by Sience at May 13, 2008 09:52 PM

FreeOrionWiki

Ship Parts

Adding Actica Radar and Electromagnetic Damper (Redcap)

←Older revision Revision as of 20:34, 13 May 2008
Line 73: Line 73:
|- bgcolor="#CCCCCC" |- bgcolor="#CCCCCC"
-| align="left" | http://www.optisch-edel.de/fo/Missing64.png+| align="left" | http://freeorion.svn.sourceforge.net/viewvc/*checkout*/freeorion/trunk/FreeOrion/default/data/art/icons/ship_parts/electromagnetic_damper.png
| align="left" | Electromagnetic Damper | align="left" | Electromagnetic Damper
| align="left" | Improves stealth of ship on which it is mounted by damping electromagnetic emissions from ship systems. Can only compensate for small amount of emissions, and will be overpowered by large-emission producing parts, if present. | align="left" | Improves stealth of ship on which it is mounted by damping electromagnetic emissions from ship systems. Can only compensate for small amount of emissions, and will be overpowered by large-emission producing parts, if present.
Line 83: Line 83:
|- bgcolor="#CCCCCC" |- bgcolor="#CCCCCC"
-| align="left" | http://www.optisch-edel.de/fo/Missing64.png+| align="left" | http://freeorion.svn.sourceforge.net/viewvc/*checkout*/freeorion/trunk/FreeOrion/default/data/art/icons/ship_parts/active_radar.png
| align="left" | Active Radar | align="left" | Active Radar
| align="left" | Moderate power detection with large stealth penalty to mounting ship. | align="left" | Moderate power detection with large stealth penalty to mounting ship.

by Pd at May 13, 2008 08:34 PM

UFO:AI wiki

Forschung/Fortgeschrittene Lasertechnologie

Kommafehler

Revision as of 20:18, 13 May 2008 Current revision
Line 16: Line 16:
Die gesammelten Forschungsdaten der Vereinten Nationen haben eine Menge wertvoller Erkenntnisse über die Waffenforschung auf der Erde zu Anfang dieses Jahrhunderts erbracht. Eines der interessantesten Themen war die Produktion von GEW (gesteuerten Energiewaffen), die Energie auf anderem Wege als mittels eines Projektils auf ein Ziel übertragen können. Wir sind besonders interessiert an den Dateien über beständige Wellenlaser, oder auch nur kurz: Laser. Die gesammelten Forschungsdaten der Vereinten Nationen haben eine Menge wertvoller Erkenntnisse über die Waffenforschung auf der Erde zu Anfang dieses Jahrhunderts erbracht. Eines der interessantesten Themen war die Produktion von GEW (gesteuerten Energiewaffen), die Energie auf anderem Wege als mittels eines Projektils auf ein Ziel übertragen können. Wir sind besonders interessiert an den Dateien über beständige Wellenlaser, oder auch nur kurz: Laser.
-Viele Länder und Firmen haben über die Jahre versucht, Laserwaffen herzustellen. Aber niemand vermochte einen tragbaren Laser zu fertigen, der einen ausreichenden Energieausstoß hat, um mit herkömmlichen Feuerwaffen zu konkurrieren. Nun aber haben wir Zugang zu all dieser kombinierten Forschung und ganzen Bibliotheken über die am weitesten entwickelten Technologien der Erde. Ich glaube, wir können nicht nur eine tragbare Laserwaffe herstellen, sondern sie auch zu einer Größe reduzieren, die noch nie für eine GEW in Betracht gezogen wurde.+Viele Länder und Firmen haben über die Jahre versucht, Laserwaffen herzustellen. Aber niemand vermochte, einen tragbaren Laser zu fertigen, der einen ausreichenden Energieausstoß hat, um mit herkömmlichen Feuerwaffen zu konkurrieren. Nun aber haben wir Zugang zu all dieser kombinierten Forschung und ganzen Bibliotheken über die am weitesten entwickelten Technologien der Erde. Ich glaube, wir können nicht nur eine tragbare Laserwaffe herstellen, sondern sie auch zu einer Größe reduzieren, die noch nie für eine GEW in Betracht gezogen wurde.
Herr Kommandant, wir sollten diese Forschung so schnell wie möglich beginnen. Ein vielseitigeres Waffenarsenal erschwert es den Außerirdischen, sich dagegen zu verteidigen. Darüber hinaus könnten uns unsere Erfahrungen zu der Entwicklung von brauchbaren Flugzeuglasern führen, die gegen sehr schnelle UFOs weit effektiver sein sollten als konventionelle Feuerwaffen. Herr Kommandant, wir sollten diese Forschung so schnell wie möglich beginnen. Ein vielseitigeres Waffenarsenal erschwert es den Außerirdischen, sich dagegen zu verteidigen. Darüber hinaus könnten uns unsere Erfahrungen zu der Entwicklung von brauchbaren Flugzeuglasern führen, die gegen sehr schnelle UFOs weit effektiver sein sollten als konventionelle Feuerwaffen.

by Rost at May 13, 2008 08:18 PM

Kampagne/Standard Kampagne

Kommafehler

Revision as of 19:56, 13 May 2008 Current revision
Line 3: Line 3:
Dies ist ein militärisch ausgerichtetes Invasionsszenario für Einzelspieler. Sie übernehmen die Führung über das Projekt PHALANX (die Antwort der Erde auf die Bedrohung der Außerirdischen) und können ein dynamisches Spiel erleben, das sowohl wesentliche Zufallsereignisse als auch eine alles überspannende Geschichte bietet. Dies ist ein militärisch ausgerichtetes Invasionsszenario für Einzelspieler. Sie übernehmen die Führung über das Projekt PHALANX (die Antwort der Erde auf die Bedrohung der Außerirdischen) und können ein dynamisches Spiel erleben, das sowohl wesentliche Zufallsereignisse als auch eine alles überspannende Geschichte bietet.
-Diese Kampagne ist in mehreren Schwierigkeitsstufen verfügbar. Die aktuelle Option repräsentiert den Standardschwierigkeitsgrad - empfohlen für neue Spieler die eine Herausforderung suchen.+Diese Kampagne ist in mehreren Schwierigkeitsstufen verfügbar. Die aktuelle Option repräsentiert den Standardschwierigkeitsgrad - empfohlen für neue Spieler, die eine Herausforderung suchen.
[txt_hard_campaign] [txt_hard_campaign]

by Rost at May 13, 2008 07:56 PM

Equipment/Proposed/JetPack

/* Official Description */

New page

==Official Description==

JetPack is the next step in evolution of [[JumpPack]]. While JumpPack only ejected the person into air and pushed him slightly forward, JetPack uses combustion engine to enable prolonged hovering in the air. Like its ancestor it requires the whole space of back pack and while hovering soldier has to fully concentrate on balancing and utilizing his both hands to maneuver. This might seem easy to accomplish, but our test pilots reported that it's not! A certain level of intelligence [[Skills/Mind]], [[Skills/Speed]] and [[Skills/Accuracy]] is required before one can use JetPack without harm. On the other hand it will provide several minutes of hovering making it possible to travel from roof to roof, fly over buildings or fire or any other obstacle. It's fuel capacity can provide up to 3 turns flying, but only with 2/3 of TU because of it's difficult handling. It is also equipped with sensor that disallows its usage in closed rooms. Keep in mind that if the fuel is depleted in the air, person will fall down like a piece of rock causing him injuries or even lead to instant death! After it is no longer needed it can be easily left on the ground and unit will regain his full movement abilities.


'''Battle Implications'''

JetPack is very useful for quick vertical movement and for passing obstacles and buildings. Unit equipped with JetPack can reach his desired destination in much shorter time as would be required to take the stairs or to go around. It is also useful when you want to use it for spotting enemies from above.

by Katakrossis at May 13, 2008 07:52 PM

OpenFrag

OFGame Roadmap

OpenFrag 0.6 'Kyle' (OpenFrag Lustrum Edition):

←Older revision Revision as of 19:45, 13 May 2008
Line 73: Line 73:
|width="10%" class="MainPageBG" style="border: 1px solid #5a809b; color: #000; background-color: #dee6eb" | [[image:Process-wip.png|center]]
|width="10%" class="MainPageBG" style="border: 1px solid #5a809b; color: #000; background-color: #dee6eb" | [[image:Process-wip.png|center]]
|width="75%" class="MainPageBG" style="border: 1px solid #5a809b; color: #000; background-color: #dee6eb" | Improve physics
|width="75%" class="MainPageBG" style="border: 1px solid #5a809b; color: #000; background-color: #dee6eb" | Improve physics
-
|width="15%" class="MainPageBG" style="border: 1px solid #5a809b; color: #000; background-color: #dee6eb" | Chea
+
|width="15%" class="MainPageBG" style="border: 1px solid #5a809b; color: #000; background-color: #dee6eb" | Chea/Brainless
|- valign="top"
|- valign="top"
|width="10%" class="MainPageBG" style="border: 1px solid #5a809b; color: #000; background-color: #dee6eb" | [[image:Process-stop.png|center]]
|width="10%" class="MainPageBG" style="border: 1px solid #5a809b; color: #000; background-color: #dee6eb" | [[image:Process-stop.png|center]]
Line 89: Line 89:
|width="10%" class="MainPageBG" style="border: 1px solid #5a809b; color: #000; background-color: #dee6eb" | [[image:process-wip.png|center]]
|width="10%" class="MainPageBG" style="border: 1px solid #5a809b; color: #000; background-color: #dee6eb" | [[image:process-wip.png|center]]
|width="75%" class="MainPageBG" style="border: 1px solid #5a809b; color: #000; background-color: #dee6eb" | Make Paged Geometry work (or find a replacement)
|width="75%" class="MainPageBG" style="border: 1px solid #5a809b; color: #000; background-color: #dee6eb" | Make Paged Geometry work (or find a replacement)
-
|width="15%" class="MainPageBG" style="border: 1px solid #5a809b; color: #000; background-color: #dee6eb" |
+
|width="15%" class="MainPageBG" style="border: 1px solid #5a809b; color: #000; background-color: #dee6eb" | Captnoord
|}
|}
<br>
<br>

by IFASS at May 13, 2008 07:45 PM

UFO:AI wiki

JetPack

New page

==Official Description==

JetPack is the next step in evolution of [[JumpPack]]. While JumpPack only ejected the person into air and pushed him slightly forward, JetPack uses combustion engine to enable prolonged hovering in the air. Like its ancestor it requires the whole space of back pack and while hovering soldier has to fully concentrate on balancing and utilizing his both hands to maneuver. This might seem easy to accomplish, but our test pilots reported that it's not! A certain level of intelligence [[Mind]], [[Speed]] and [[Accuracy]] is required before one can use JetPack without harm. On the other hand it will provide several minutes of hovering making it possible to travel from roof to roof, fly over buildings or fire or any other obstacle. It's fuel capacity can provide up to 3 turns flying, but only with 2/3 of TU because of it's difficult handling. It is also equipped with sensor that disallows its usage in closed rooms. Keep in mind that if the fuel is depleted in the air, person will fall down like a piece of rock causing him injuries or even lead to instant death! After it is no longer needed it can be easily left on the ground and unit will regain his full movement abilities.


'''Battle Implications'''

JetPack is very useful for quick vertical movement and for passing obstacles and buildings. Unit equipped with JetPack can reach his desired destination in much shorter time as would be required to take the stairs or to go around. It is also useful when you want to use it for spotting enemies from above.

by Katakrossis at May 13, 2008 07:43 PM

Libregame wiki

Stress Free Zone

new article

New page

'''Stress Free Zone''' is space combat game.
==External links==
*[http://sfz.schattenkind.net/wiki/index.php/Main_Page homepage]
[[Category:Games]]

by Kiba at May 13, 2008 07:19 PM

BZFlag

upgrade infobox

←Older revision Revision as of 19:17, 13 May 2008
(One intermediate revision not shown.)
Line 1: Line 1:
-
{{Infobox
+
{{Gameinfo
-
|[[:Category:First-person shooter games|FPS]]
+
|title =
-
|[[Timothy Jay Riker|Tim Riker]]
+
|image =
-
|2.0.10
+
|caption =
-
|November 15, 2007
+
|genres =
-
|[[GNU Lesser General Public License|LGPL]]
+
|genre = [[:Category:First-person shooter games|FPS]]
-
|C++
+
|developers =
 +
|developer =
 +
|code licenses =
 +
|code license = [[GNU Lesser General Public License|LGPL]]
 +
|media licenses =
 +
|media license = [[GNU Lesser General Public License|LGPL]]
 +
|engines =
 +
|engine =
 +
|latest release = 2.0.10
 +
|release date = November 15<sup>th</sup>, 2007
 +
|languages =
 +
|language =
 +
|libraries =
 +
|library =
}}
}}
'''BZFlag''', short for '''B'''attle '''Z'''one capture the '''Flag''', is an online [[First-person shooter game|first-person shooter game]] licensed under the [[GNU Lesser General Public License|LGPL]].<ref>[http://packages.debian.org/changelogs/pool/main/b/bzflag/bzflag_2.0.8.20060605/copyright BZFlag's copyright file] at [http://debian.org/distrib/packages Debian Packages]</ref> Originally written by [[Chris Schoeneman]], it is now maintained by [[Timothy Jay Riker|Tim Riker]]. The latest release is Version 2.0.10 on November 15, 2007. The game is written in the C++ programming language. Earlier versions were written in C.
'''BZFlag''', short for '''B'''attle '''Z'''one capture the '''Flag''', is an online [[First-person shooter game|first-person shooter game]] licensed under the [[GNU Lesser General Public License|LGPL]].<ref>[http://packages.debian.org/changelogs/pool/main/b/bzflag/bzflag_2.0.8.20060605/copyright BZFlag's copyright file] at [http://debian.org/distrib/packages Debian Packages]</ref> Originally written by [[Chris Schoeneman]], it is now maintained by [[Timothy Jay Riker|Tim Riker]]. The latest release is Version 2.0.10 on November 15, 2007. The game is written in the C++ programming language. Earlier versions were written in C.
Line 15: Line 28:
==Development History==
==Development History==
BZFlag was written originally in C by Chris Schoeneman along with some of his classmates in 1992 when he was a student. Later, he rewrote the game into C++ for SGI's IndiZone contest. He won a computer for winning the Reality Engine category.<ref>[http://my.bzflag.org/w/Project_History historical account by Chris Schoeneman]</ref>
BZFlag was written originally in C by Chris Schoeneman along with some of his classmates in 1992 when he was a student. Later, he rewrote the game into C++ for SGI's IndiZone contest. He won a computer for winning the Reality Engine category.<ref>[http://my.bzflag.org/w/Project_History historical account by Chris Schoeneman]</ref>
 +
===Funding===
 +
On April 3<sup>rd</sup>, 2008, BZflag development team opened up the BZFlag store to fund development efforts. It sells software, t-shirt and outerwear.
 +
==Cheating==
==Cheating==
BZFlag's open source client code has one major downside in it that makes cheating extremely easy. Even with little or no knowledge of programming, users can easily give themselves an unfair advantage over normal players by making minor modifications to the source code.<ref>[http://bzflagcheat.blogspot.com/2007/07/howto-drop-bad-flags.html Info on cheating via dropping bad flags]</ref>
BZFlag's open source client code has one major downside in it that makes cheating extremely easy. Even with little or no knowledge of programming, users can easily give themselves an unfair advantage over normal players by making minor modifications to the source code.<ref>[http://bzflagcheat.blogspot.com/2007/07/howto-drop-bad-flags.html Info on cheating via dropping bad flags]</ref>

by Kiba at May 13, 2008 07:17 PM

Vega Strike

update

←Older revision Revision as of 19:09, 13 May 2008
Line 13: Line 13:
|engines =
|engines =
|engine =
|engine =
-
|latest release = 0.50
+
|latest release = 0.5.0
-
|release date = October 02, 2007
+
|release date = April 27<sup>th</sup>, 2008
|languages = C/C++, Python, XML
|languages = C/C++, Python, XML
|language =
|language =
Line 21: Line 21:
}}
}}
-
'''''Vega Strike''''' is an action space simulation game. The game, including its media, is licensed under the [[GNU General Public License|GPL]].<ref>[http://packages.debian.org/changelogs/pool/main/v/vegastrike-data/vegastrike-data_0.4.3-3/vegastrike-data.copyright Vega Strike data copyright file]</ref><ref>[http://packages.debian.org/changelogs/pool/main/v/vegastrike/vegastrike_0.4.3.debian-1/vegastrike.copyright Vega Strike game code copyright file]</ref> The latest stable release is Version 0.4.3 and the latest beta is 0.5.0.
+
'''''Vega Strike''''' is an action space simulation game. The game, including its media, is licensed under the [[GNU General Public License|GPL]].<ref>[http://packages.debian.org/changelogs/pool/main/v/vegastrike-data/vegastrike-data_0.4.3-3/vegastrike-data.copyright Vega Strike data copyright file]</ref><ref>[http://packages.debian.org/changelogs/pool/main/v/vegastrike/vegastrike_0.4.3.debian-1/vegastrike.copyright Vega Strike game code copyright file]</ref> The latest stable release is Version 0.5.0 on April 27<sup>th</sup>, 2008.
==Gameplay==
==Gameplay==

by Kiba at May 13, 2008 07:09 PM

UFO:AI wiki

Equipment/Proposed/JumpPack

New page

==Official Description==

Jump Pack is a practical tool for soldiers that allows them to jump up or down around 3 meters (one storey) or to jump over obstacles on the battle field. It propels the soldier with help of a concentrated gas burst from the Jump Pack. Unfortunately it uses a special mixture of gases that can be compressed to much higher density than air making it usable only 2 times until refilled only in laboratory. Another disadvantage is that it uses whole backpack space and because of its weight is makes the person little more clumsy and slows him down significantly. As this tool uses a burst of gas it does not allow any movement coordination and will slightly propel the owner in direction where he is heading. It's usage is very easy and therefore does not require any special training.

Further research can improve this device to a much more sophisticated device that will allow hovering over ground in much higher levels as well as maneuvering.


'''Battle Implications'''

Jump Pack is ideal for soldiers that need to get on or jump down quickly from roofs or when they need to pass obstacles. Both snipers and close combat units can benefit significantly from JumpPack as they can take their strategic positions much faster. For safety reasons it is equipped with a sensor disallowing it's usage in closed spaces. When depleted, soldier can drop it on the floor and collect it after the battle. This will bring back soldiers full movement capabilities.


'''Possible uprade to [[JetPack]]'''

by Katakrossis at May 13, 2008 06:54 PM

Equipment/Proposed/Jump Pack

New page

==Official Description==

Jump Pack is a practical tool for soldiers that allows them to jump up or down around 3 meters (one storey) or to jump over obstacles on the battle field. It propels the soldier with help of a concentrated gas burst from the Jump Pack. Unfortunately it uses a special mixture of gases that can be compressed to much higher density than air making it usable only 2 times until refilled only in laboratory. Another disadvantage is that it uses whole backpack space and because of its weight is makes the person little more clumsy and slows him down significantly. As this tool uses a burst of gas it does not allow any movement coordination and will slightly propel the owner in direction where he is heading. It's usage is very easy and therefore does not require any special training.

Further research can improve this device to a much more sophisticated device that will allow hovering over ground in much higher levels as well as maneuvering.


'''Battle Implications'''

Jump Pack is ideal for soldiers that need to get on or jump down quickly from roofs or when they need to pass obstacles. Both snipers and close combat units can benefit significantly from JumpPack as they can take their strategic positions much faster. For safety reasons it is equipped with a sensor disallowing it's usage in closed spaces. When depleted, soldier can drop it on the floor and collect it after the battle. This will bring back soldiers full movement capabilities.


'''Possible uprade to [[JetPack]]'''

by Katakrossis at May 13, 2008 06:44 PM

Wiki.flightgear.org

Work in progress

Add another project.

←Older revision Revision as of 18:07, 13 May 2008
(One intermediate revision not shown.)
Line 2: Line 2:
April 2008:
April 2008:
 +
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg16398.html Multiplayer enabled wild fire simulation] ([http://www.gidenstam.org/FlightGear/misc/WildFire/ web site])
* [http://www.flightgear.org/forums/viewtopic.php?t=1378 Efforts to create photo realistic scenery for FlightGear] (Images: [http://www.brest-metropole-oceane.fr/vueduciel/images/101_106.jpg] [http://blaniel.free.fr/pub/flightgear/brest/brest1.png] [http://helijah.free.fr/LFRB/fgfs-screen-001.jpg] [http://helijah.free.fr/LFRB/fgfs-screen-003.jpg]
* [http://www.flightgear.org/forums/viewtopic.php?t=1378 Efforts to create photo realistic scenery for FlightGear] (Images: [http://www.brest-metropole-oceane.fr/vueduciel/images/101_106.jpg] [http://blaniel.free.fr/pub/flightgear/brest/brest1.png] [http://helijah.free.fr/LFRB/fgfs-screen-001.jpg] [http://helijah.free.fr/LFRB/fgfs-screen-003.jpg]
* [http://www.flightgear.org/forums/viewtopic.php?t=755 New aircraft model under development: Bede BD-5J]
* [http://www.flightgear.org/forums/viewtopic.php?t=755 New aircraft model under development: Bede BD-5J]
Line 16: Line 17:
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15821.html PNG to RGB: Base Package Size Reduction Efforts]
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15821.html PNG to RGB: Base Package Size Reduction Efforts]
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15494.html XML Particles]
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15494.html XML Particles]
-
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15388.html Random Trees for FlightGear]
+
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15388.html Random Trees for FlightGear-now committed]
*[http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15286.html ATC Enhancements]
*[http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15286.html ATC Enhancements]
 +
*[http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15724.html Aircraft dual control over the multiplayer network] ([http://www.gidenstam.org/FlightGear/DualControl/ web site])
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15275.html Leak Reduction]
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15275.html Leak Reduction]
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg13123.html TileProxy for FlightGear?]
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg13123.html TileProxy for FlightGear?]
Line 23: Line 25:
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15160.html FlightGear 1.0 Live CD]
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15160.html FlightGear 1.0 Live CD]
* [http://forums.avsim.net/dcboard.php?az=printer_friendly&forum=198&topic_id=2436&mesg_id=2436 Complete FlightGear Scenery on one DVD]
* [http://forums.avsim.net/dcboard.php?az=printer_friendly&forum=198&topic_id=2436&mesg_id=2436 Complete FlightGear Scenery on one DVD]
 +
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg03080.html Support for airships and balloons] ([http://www.gidenstam.org/FlightGear/Airships/ web site])

by AndersG at May 13, 2008 06:07 PM

AssaultCube wiki

List of clans

added TA7

←Older revision Revision as of 17:57, 13 May 2008
Line 17: Line 17:
* [http://www.clanozc.vai.la/ Obliteradores of Colossal Zones] [O.Z.C]
* [http://www.clanozc.vai.la/ Obliteradores of Colossal Zones] [O.Z.C]
* [http://splittaklan.aowc.net/main.asp?page=dp&dis=778737 Splitta] {SPLITTA}
* [http://splittaklan.aowc.net/main.asp?page=dp&dis=778737 Splitta] {SPLITTA}
 +
* [http://www.freewebs.com/tact7/ Tactical Assault Team 7] (TA7)
* [http://www.tearyoudown.org Tear You Down!] {TyD}
* [http://www.tearyoudown.org Tear You Down!] {TyD}
* [http://www.orkut.com/Community.aspx?cmm=40606913/ Three-Hundred Spartans.] Brazil (|300|)
* [http://www.orkut.com/Community.aspx?cmm=40606913/ Three-Hundred Spartans.] Brazil (|300|)

by MeatROme at May 13, 2008 05:57 PM

LincityWiki

GUI Graphics

←Older revision Revision as of 17:14, 13 May 2008
(One intermediate revision not shown.)
Line 1: Line 1:
 + The list below is out of date. All icons are finished and in use in the current stable version. Better version of the icons are always welcome.
 +
== GUI Icons== == GUI Icons==
This is a list of GUI icons used in the buttonpanel of lincity. These images repesent the latest graphics, tough some of them are note completed yet. This is a list of GUI icons used in the buttonpanel of lincity. These images repesent the latest graphics, tough some of them are note completed yet.

by Varivar at May 13, 2008 05:14 PM

Ogre3D wiki

RetrieveVertexData

Cleaned formatting of second snippet

Revision as of 16:34, 13 May 2008 Current revision
Line 146: Line 146:
<pre> <pre>
-void getMeshInformation( const Ogre::Mesh* const mesh, size_t &vertex_count,+void getMeshInformation(const Ogre::Mesh* const mesh,
- Ogre::Vector3* &vertices,+ size_t &vertex_count,
- size_t &index_count, unsigned long* &indices,+ Ogre::Vector3* &vertices,
- const Ogre::Vector3 &position,+ size_t &index_count,
- const Ogre::Quaternion &orient,+ unsigned long* &indices,
- const Ogre::Vector3 &scale)+ const Ogre::Vector3 &position,
 + const Ogre::Quaternion &orient,
 + const Ogre::Vector3 &scale)
{ {
- bool added_shared = false;+ bool added_shared = false;
- size_t current_offset = 0;+ size_t current_offset = 0;
- size_t shared_offset = 0;+ size_t shared_offset = 0;
- size_t next_offset = 0;+ size_t next_offset = 0;
- size_t index_offset = 0;+ size_t index_offset = 0;
- vertex_count = index_count = 0;+ vertex_count = index_count = 0;
// Calculate how many vertices and indices we're going to need // Calculate how many vertices and indices we're going to need
for ( unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i) for ( unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i)
{ {
- Ogre::SubMesh* submesh = mesh->getSubMesh( i );+ Ogre::SubMesh* submesh = mesh->getSubMesh(i);
- +
// We only need to add the shared vertices once // We only need to add the shared vertices once
- if(submesh->useSharedVertices)+ if(submesh->useSharedVertices)
- {+ {
- if( !added_shared )+ if( !added_shared )
- {+ {
- vertex_count += mesh->sharedVertexData->vertexCount;+ vertex_count += mesh->sharedVertexData->vertexCount;
- added_shared = true;+ added_shared = true;
- }+ }
- }+ }
- else+ else
- {+ {
- vertex_count += submesh->vertexData->vertexCount;+ vertex_count += submesh->vertexData->vertexCount;
- }+ }
 + // Add the indices
 + index_count += submesh->indexData->indexCount;
 + }
- // Add the indices 
- index_count += submesh->indexData->indexCount; 
- } 
 + // Allocate space for the vertices and indices
 + vertices = new Ogre::Vector3[vertex_count];
 + indices = new unsigned long[index_count];
- // Allocate space for the vertices and indices+ added_shared = false;
- vertices = new Ogre::Vector3[vertex_count];+
- indices = new unsigned long[index_count];+
- added_shared = false;+ // Run through the submeshes again, adding the data into the arrays
- + for (unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i)
- // Run through the submeshes again, adding the data into the arrays+
- for ( unsigned short i = 0; i < mesh->getNumSubMeshes(); ++i)+
- {+
- Ogre::SubMesh* submesh = mesh->getSubMesh(i);+
- +
- Ogre::VertexData* vertex_data = submesh->useSharedVertices ? mesh->sharedVertexData : submesh->vertexData;+
- +
- if((!submesh->useSharedVertices)||(submesh->useSharedVertices && !added_shared))+
{ {
- if(submesh->useSharedVertices)+ Ogre::SubMesh* submesh = mesh->getSubMesh(i);
- {+
- added_shared = true;+
- shared_offset = current_offset;+
- }+
- const Ogre::VertexElement* posElem =+ Ogre::VertexData* vertex_data = submesh->useSharedVertices ? mesh->sharedVertexData : submesh->vertexData;
- vertex_data->vertexDeclaration->findElementBySemantic(Ogre::VES_POSITION);+
- Ogre::HardwareVertexBufferSharedPtr vbuf =+ if ((!submesh->useSharedVertices) || (submesh->useSharedVertices && !added_shared))
- vertex_data->vertexBufferBinding->getBuffer(posElem->getSource());+ {
 + if(submesh->useSharedVertices)
 + {
 + added_shared = true;
 + shared_offset = current_offset;
 + }
- unsigned char* vertex =+ const Ogre::VertexElement* posElem =
- static_cast<unsigned char*>(vbuf->lock(Ogre::HardwareBuffer::HBL_READ_ONLY));+ vertex_data->vertexDeclaration->findElementBySemantic(Ogre::VES_POSITION);
-// There is _no_ baseVertexPointerToElement() which takes an Ogre::Real or a double+ Ogre::HardwareVertexBufferSharedPtr vbuf =
-// as second argument. So make it float, to avoid trouble when Ogre::Real will+ vertex_data->vertexBufferBinding->getBuffer(posElem->getSource());
-// be comiled/typedefed as double:+
-// Ogre::Real* pReal;+
- float* pReal;+
- for( size_t j = 0; j < vertex_data->vertexCount; ++j, vertex += vbuf->getVertexSize())+ unsigned char* vertex =
- {+ static_cast<unsigned char*>(vbuf->lock(Ogre::HardwareBuffer::HBL_READ_ONLY));
- posElem->baseVertexPointerToElement(vertex, &pReal);+
- Ogre::Vector3 pt(pReal[0], pReal[1], pReal[2]);+ // There is _no_ baseVertexPointerToElement() which takes an Ogre::Real or a double
 + // as second argument. So make it float, to avoid trouble when Ogre::Real will
 + // be comiled/typedefed as double:
 + //Ogre::Real* pReal;
 + float* pReal;
- vertices[current_offset + j] = (orient * (pt * scale)) + position;+ for( size_t j = 0; j < vertex_data->vertexCount; ++j, vertex += vbuf->getVertexSize())
- }+ {
- + posElem->baseVertexPointerToElement(vertex, &pReal);
- vbuf->unlock();+ Ogre::Vector3 pt(pReal[0], pReal[1], pReal[2]);
- next_offset += vertex_data->vertexCount;+ vertices[current_offset + j] = (orient * (pt * scale)) + position;
- }+ }
 +
 + vbuf->unlock();
 + next_offset += vertex_data->vertexCount;
 + }
- Ogre::IndexData* index_data = submesh->indexData;+ Ogre::IndexData* index_data = submesh->indexData;
- size_t numTris = index_data->indexCount / 3;+ size_t numTris = index_data->indexCount / 3;
- Ogre::HardwareIndexBufferSharedPtr ibuf = index_data->indexBuffer;+ Ogre::HardwareIndexBufferSharedPtr ibuf = index_data->indexBuffer;
- +
- bool use32bitindexes = (ibuf->getType() == Ogre::HardwareIndexBuffer::IT_32BIT);+ bool use32bitindexes = (ibuf->getType() == Ogre::HardwareIndexBuffer::IT_32BIT);
- unsigned long* pLong = static_cast<unsigned long*>(ibuf->lock(Ogre::HardwareBuffer::HBL_READ_ONLY));+ unsigned long* pLong = static_cast<unsigned long*>(ibuf->lock(Ogre::HardwareBuffer::HBL_READ_ONLY));
- unsigned short* pShort = reinterpret_cast<unsigned short*>(pLong);+ unsigned short* pShort = reinterpret_cast<unsigned short*>(pLong);
 + size_t offset = (submesh->useSharedVertices)? shared_offset : current_offset;
- size_t offset = (submesh->useSharedVertices)? shared_offset : current_offset;+ if ( use32bitindexes )
 + {
 + for ( size_t k = 0; k < numTris*3; ++k)
 + {
 + indices[index_offset++] = pLong[k] + static_cast<unsigned long>(offset);
 + }
 + }
 + else
 + {
 + for ( size_t k = 0; k < numTris*3; ++k)
 + {
 + indices[index_offset++] = static_cast<unsigned long>(pShort[k]) +
 + static_cast<unsigned long>(offset);
 + }
 + }
- if ( use32bitindexes )+ ibuf->unlock();
- {+ current_offset = next_offset;
- for ( size_t k = 0; k < numTris*3; ++k)+
- {+
- indices[index_offset++] = pLong[k] + static_cast<unsigned long>(offset);+
- }+
} }
- else 
- { 
- for ( size_t k = 0; k < numTris*3; ++k) 
- { 
- indices[index_offset++] = static_cast<unsigned long>(pShort[k]) + 
- static_cast<unsigned long>(offset); 
- } 
- } 
- 
- ibuf->unlock(); 
- current_offset = next_offset; 
- } 
} }
</pre> </pre>
[[Category:Code Snippet]] [[Category:Code Snippet]]

by Soulmerge at May 13, 2008 04:34 PM

Wiki.flightgear.org

FlightGear Videos

Made a page to collect links to videos promoting FlightGear. Place videos here, not on the user portal!

New page

Feel free to add your (own) videos.

===Addons===
* [http://nl.youtube.com/watch?v=fyjHLV-SGhg FlightGear AirRace_Narita addon]
===Development===
* [http://nl.youtube.com/watch?v=xkkIMdqAuC0 FlightGear new trees]
===Simulators===
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15935.html A FlightGear-driven Flight & Navigation Procedures Trainer (FNPT)]
* [http://nl.youtube.com/watch?v=Y1-siAMojSM FlightGear Virtual Cockpit build]
===Tutorials===
* [http://nl.youtube.com/watch?v=hf6j3uzlTEc How to takeoff in FlightGear]

__NOTOC__

by Gijs at May 13, 2008 04:20 PM

UFO:AI wiki

User:Abhoras

New page

Hi,

Iď like to translate some topics into czech.


Jinak studuju fyziku povrchů, takže mám docela blízko k výzkumné části ufopedie.

by Abhoras at May 13, 2008 03:01 PM

User talk:Kavol

/* Obecné termíny */

Revision as of 14:59, 13 May 2008 Current revision
Line 52: Line 52:
: podle [http://www.cyklo-slachta.cz/cti/37/-karbon-a-nanotechnologie-/ tohoto článku] buď originál (nanotubes) nebo nanotrubičky. Přijde mi, že autor článku tomu celkem rozumí, takže bych mu věřil i s překladem :) --[[User:Tritol|Tritol]] 18:07, 25 February 2008 (CET) : podle [http://www.cyklo-slachta.cz/cti/37/-karbon-a-nanotechnologie-/ tohoto článku] buď originál (nanotubes) nebo nanotrubičky. Přijde mi, že autor článku tomu celkem rozumí, takže bych mu věřil i s překladem :) --[[User:Tritol|Tritol]] 18:07, 25 February 2008 (CET)
 +: nanotubes se vůbec nepřekládají, ale když už je potřeba, tak jim všichni říkají nanotrubky. (Všichni = celá katedra elektronových struktur;)--[[User:Abhoras|Abhoras]]
=== Unmanned Ground Vehicle === === Unmanned Ground Vehicle ===

by Abhoras at May 13, 2008 02:59 PM

Výzkum/Laser se spojitou vlnou

/* Návrh */

Revision as of 14:34, 13 May 2008 Current revision
Line 1: Line 1:
= UFOpedie Vstup = = UFOpedie Vstup =
 +Kdyby někdo přidal gramatiku...
Line 5: Line 6:
-'''PRO:''' Velitel základny, PHALANX, Velení tichomořkých operací+'''PRO:''' Velitel základny, PHALANX, Velení tichomořských operací
-'''OD:''' vel. Paul Navarre, R&D: Engineering Division, PHALANX, Velení tichomořkých operací+'''OD:''' vel. Paul Navarre, R&D: Engineering Division, PHALANX, Velení tichomořských operací
'''DATUM:''' %02i %s %i '''DATUM:''' %02i %s %i
Line 14: Line 15:
-Námi shromážděné výzkumné data poskytují mnoho užitečných informací o vývoji zbraní provedeném na Zemi od začátku tohoto století. Jedno z nejvíce zajímavých témat je produkování ZUE (Zbraně s Usměrněnou Energií), zbraně, které přenáší energii na cíl jinak než projektilem. Zvláště nás zajímají složky Laserů se Spojitou Vlnou.+Námi shromážděná výzkumná data poskytují mnoho užitečných informací o vývoji zbraní provedeném na Zemi od začátku tohoto století. Jedno z nejvíce zajímavých témat je produkování ZUE (Zbraně s Usměrněnou Energií), zbraně která přenáší energii na cíl jinak než projektilem. Zvláště nás zajímají složky Laserů se Spojitou Vlnou.
-Mnoho zemí a společností zkoušelo vytvořit laserovou zbraň celé roky, ale nikdo nebyl schopen vytvořit laser s dostatečnou výstupní energií, porovnatelnou s běžnými palebnými systémy, který by mohl nosit človek. Nyní máme přístup ke všem provedeným výzkumům, stejně tak jako ke všem knihovnám naplněných nejlepšími technologiemi na Zemi. Věřím že jsme schopni udělat nejen efektivní laserovou zbraň nesenou člověkem, ale my ji můžeme udělat v neslýchaných velikostech pro ZUE.+Mnoho zemí a společností se celé roky pokoušelo vytvořit laserovou zbraň, ale nikdo nebyl schopen vytvořit laser s dostatečnou výstupní energií, porovnatelnou s běžnými palebnými systémy, který by mohl nosit človek. Nyní máme přístup ke všem provedeným výzkumům, stejně tak jako ke všem knihovnám naplněných nejlepšími technologiemi na Zemi. Věřím že jsme schopni vytvořit nejen efektivní člověkem přenášenou laserovou zbraň, ale můžeme ji vytvořit v neslýchaných velikostech pro ZUE.
-Veliteli, měli bychom zahájit výzkum co nejdříve. Díky obměně našeho arzenálu bude těžší se proti němu bránit a naše zkušenosti mohou vést až k vývoji laserů pro letadla, které by mohli cílit na rychlá UFA efektivněji než konveční zbraně.+Veliteli, výzkum bychom měli zahájit co nejdříve. Díky obměně našeho arzenálu bude těžší se proti němu bránit a naše zkušenosti mohou vést až k vývoji laserů pro letadla, které by mohli rychlá UFA zacílit efektivněji než konveční zbraně.
-Tak jak to vidím, my ve PHALANXu se chystáme udělat nemožné a můžeme začít jen co schválíte tento návrh.+Tak jak to vidím, ve PHALANXu se chystáme udělat nemožné a můžeme začít jen co schválíte tento návrh.
--vel. Navarre --vel. Navarre
Line 36: Line 37:
-Veliteli, jsem nesmírně potěšen, že mohu ohlásit, že projekt byl úspěšný. Zahrnul jsem obrázky našeho prototypu laserové zbraně, která dosahuje dosahuje spojité vlny na výstupu a je v provední pro člověka.+Veliteli, jsem nesmírně potěšen, že mohu ohlásit, že projekt byl úspěšný. Připojil jsem obrázky našeho prototypu laserové zbraně, která dosahuje spojité vlny na výstupu a je v provední pro člověka.
-Praktické řešení nebylo v pokusech vytvoření vetších baterií ale v použití radikálních miniaturazačních technologií k zeštíhlení a zmenšení existujících chemických laserových komponentech. Chemické lasery jsou užívány již velmi dlouhou doby a jsou součátí experimentálních zbraní od 20. století, ale vždy měli mnoho problémů. Typy armádních chemických laserů jsou příliš velké a nešikovné pro vojáka, aby si je s sebou vzal do boje. Doteď byla jejich bojová aplikace limitována tak, že se montovali na tanky a protiraketové baterie. +Praktické řešení nebylo v pokusech vytvořit vetší baterii ale v použití radikálních miniaturazačních technologií k zeštíhlení a zmenšení existujících chemických laserových komponent. Chemické lasery jsou užívány již velmi dlouhou dobu a jsou součátí experimentálních zbraní od 20. století, ale vždy měli mnoho problémů. Armádních chemické lasery jsou příliš velké a těžké, než aby si je voják vzal sebou do boje. Doteď byla jejich bojová aplikace limitována tak, že se montovali na tanky a protiraketové baterie.
-Nyní, jsme ve PHALANXu zkonstruovali miniaturní konvenční laserový kanón. Navzdory je malé velikosti je plně schopný obsloužit deuteriove floridovou reakci a obsahuje toxické produkty bez nebezpečí kontaminace. Dovolte mi podat krátký popis činnosti.+Nyní jsme ve PHALANXu zkonstruovali miniaturní konvenční laserovou zbraň. Navzdory své malé velikosti je plně schopná udržet deuterium-fluoridovou reakci a pojmout toxické produkty bez nebezpečí kontaminace. Dovolte mi podat krátký popis činnosti.
-Uvnitř spalovací komory, etylén je zapálen v floridu dusičitém. Tato reakce produkuje vyloučené fluorové radikály, které přijdou do kontaktu se směsí héliového a deuteriového plynu. Deuterium reaguje s fluorem, produkuje vyloučené molekuly fluorid deuteriný. Tyto molekuly stimulují emisi v optickém resonátoru a generují paprsek. Série inteligentních čoček potom zaostří a směřují tento paprsek cíleného bodu a i korigují nepatrné pohyby střelce nebo cíle. Deuteriový plyn je stlačen pomocí našeho na zakázku vyrobeného vysokotlakého filtrovacího systému, který zachytí všechny toxické a radioaktivní molekuly předtím než se vyloučí zbývají neškodný plyn do atmosféry.+Uvnitř spalovací komory je etylén spálen v fluorid-dusíku. Tato reakce produkuje excitované fluorové radikály, které jsou pak smýchány se směsí hélia a deuteria. Deuterium reaguje s fluorem za vzniku excitované molekuly fluorid-deuteria. Ty pak projdou stimulovanou emisí v optickém resonátoru zbraně a generují paprsek. Série inteligentních čoček potom zaostří a směřuje tento paprsek k cíleného bodu a dokonce korigují nepatrné pohyby střelce nebo cíle. Odpadní deuteriový plyn je poté protlačen námi vyrobeným vysokotlakým filtrovacím systémem, který zachytí veškeré toxické a radioaktivní molekuly předtím než se zbývají neškodný plyn vyloučí do atmosféry.
-Filtry potřebují být vyměněny po každé emisi, ale my jsme vyvinuli systém udělat to lehce a bez malování. Pokud nabíjecí systém je nějak poškozený během operace, zbraň se okamžitě zablokuje pro zamezení možné kontaminac.+Filtry potřebují výměnu po každé emisi, ale vyvinuli jsme systém který to zvládne snadno a bezbolestně. Pokud se filtrovací systém během operace nějak poškodí, zbraň se okamžitě zablokuje aby se zabránilo možné kontaminaci.
-Laser funguje na středních vlnových délkách, takže produkuje neviditelé kromě toho kdo má noktovizor.+Laser pracuje v oboru středně vzdálených infra vlnových délek, takže je neviditelný pro každého kdo nemá infravizor.
-Prototyp, který jsme vyvinuly bohužel ještě není přípraven pro sériovou výrobu jako zbraň pěchoty je potřeba více vylepšování a ladění, aby byla použitelná člověkem, ale inovace kterou jsme vytvořili může být aplikována na vozidlové zbraně a asi i jako letecký kanón. Poslal jsem vám pár nových návrhů.+Prototyp který jsme vyvinuly bohužel ještě není přípraven pro sériovou výrobu jako pěchotní zbraň. Pro použití člověkem je potřeba ještě mnoho vylepšování a ladění, ale inovace kterých jsme dosáhli mohou být aplikovány také na těžké zbraně pro vozidla - možná dokonce i letecké zbraně. Poslal jsem vám i pár nových návrhů.
-Dejte vědět až budete chtít na nich začít pracovat, veliteli.+Veliteli, dejte vědět až na nich budete chtít začít pracovat.
--vel. Navarre --vel. Navarre
- 
- 
== Links == == Links ==
* [[Damage/laser]] * [[Damage/laser]]
- 
= Strom výzkumných dat = = Strom výzkumných dat =

by Abhoras at May 13, 2008 02:34 PM

Mapping/List of Maps

updated to 2.3 revision

Revision as of 12:58, 13 May 2008 Current revision
Line 1: Line 1:
== How missions work == == How missions work ==
-The key to understanding how maps work in the campaign is to look to {{svn|trunk/base/ufos/missions.ufo|missions.ufo}} and {{svn|trunk/base/ufos/campaign.ufo|campaign.ufo}} files. The first file defines the mission which will be used in campaign with given parameters such as map, position on the geoscape, alien team definition, amount of aliens, etc. The second file defines the stages of the campaign and puts defined missions in the proper stage.+The key to understanding how maps work in the campaign is to look to {{svn|trunk/base/ufos/maps.ufo|maps.ufo}} files. The file defines the maps which will be used in missions with given parameters such as maximum amount of aliens or ability to play the map in multiplayer. It also allows to define terrain, culture, population or ufo parameters. Those will be used to select a map during the game given the mission parameters.
- +
-To get a complete list of all defined missions, you can type <code>missionlist</code> to the [[console|game console]]. <code>missionlist detail</code> will print some extra information. Also see other [[commands]].+
== Finished and used in the newest release == == Finished and used in the newest release ==
These maps are already used in the campaigns in newest relase. These maps are already used in the campaigns in newest relase.
-Campaign key: first word is the mission definition in the missions.ufo, which uses this map; then there are values in the given order: first value is the stage number, second value is the substage number in current stage, next three values determine the alien team definition: 
-* S1W - stage1_workers 
-* S1WE - stage1_workers_explosive 
-* S1S - stage1_soldiers 
-* S2SM - stage2_soldiers_melee 
-* S2S - stage2_soldiers 
-* S3W - stage3_workers 
-* S3WE - stage3_workers_explosive 
-* S3S - stage3_soldiers 
-* S4W - stage4_workers 
-* S4SP - stage4_soldiers_plasma 
-* S4S - stage4_soldiers 
-So, '''construction - 22S3S''' should be read as: this map is used in the mission defined as '''construction''' in the {{svn|trunk/base/ufos/missions.ufo|missions.ufo}}, will be played in second substage of the second stage (which is: stage '''ufos_are_coming''', substage '''crashed_and_landed''' defined in {{svn|trunk/base/ufos/campaign.ufo|campaign.ufo}}), and the alien team assigned to this mission will be '''stage3_soldiers'''. 
{|class="todolist" {|class="todolist"
Line 29: Line 14:
|12 |12
|8 |8
-|farm - 11S1W+|farm
|- |-
|excavation06 |excavation06
Line 37: Line 22:
|17 |17
|10 |10
-|africa_excavation - 12S1W+|africa_excavation
|- |-
|mart05 |mart05
Line 45: Line 30:
|16 |16
|8 |8
-|mart - 12S1W+|mart
|- |-
|mine01 |mine01
Line 53: Line 38:
|15 |15
|8 |8
-|mine - 12S1WE+|mine
|- |-
|estate01 |estate01
Line 61: Line 46:
|12 |12
|4 |4
-|estate - 12S1S+|estate
|- |-
|italy05 |italy05
Line 69: Line 54:
|22 |22
|13 |13
-|italy - 12S1S+|italy
|- |-
|transport06 |transport06
Line 77: Line 62:
|19 |19
|7 |7
-|transport - 12S1S+|transport
|- |-
|[[#bunker01|bunker01]] |[[#bunker01|bunker01]]
Line 85: Line 70:
|8 |8
|8 |8
-|bunker - 13S1WE+|bunker
|- |-
|japan06 |japan06
Line 93: Line 78:
|16 |16
|12 |12
-|japan - 13S2SM+|japan
|- |-
|dam01 |dam01
Line 101: Line 86:
|8 |8
|3 |3
-|dam - 13S1S+|dam
|- |-
|industrial06 |industrial06
Line 109: Line 94:
|20 |20
|6 |6
-|industrial - 13S4S+|industrial
|- |-
|spedition06 |spedition06
Line 117: Line 102:
|7 |7
|7 |7
-|spedition - 13S4S+|spedition
|- |-
|stadium06 |stadium06
Line 125: Line 110:
|5 |5
|6 |6
-|stadium - 13S4S+|stadium
|- |-
|city04 |city04
Line 133: Line 118:
|6 |6
|3 </