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TIGSource ForumsCommunityDevLogsAscii Sector (real-time space roguelike)
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Author Topic: Ascii Sector (real-time space roguelike)  (Read 28801 times)
MekanikDestructiwKommando
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« Reply #20 on: May 06, 2008, 10:59:04 PM »

Looks pretty cool.. I love ASCII art.
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« Reply #21 on: May 06, 2008, 11:32:18 PM »

DOS is actually the best environment to run this game in, as it is compiled for DOS 16 bit Protected Mode.

I'm currently working on compiling for Win32, Linux and Mac, but the current version is a DOS game.

Oh I am so transferring this today.
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« Reply #22 on: May 09, 2008, 02:11:24 PM »

Hope you like it! Smiley
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« Reply #23 on: May 13, 2008, 12:51:35 PM »

I've released the latest version of Privateer: Ascii Sector, which is compiled for Win32 and has music and sound effects.

www.asciisector.net/download.html
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« Reply #24 on: May 14, 2008, 08:22:15 AM »

I'm a big privateer fan and this looks like it could be fun. Seems to run fine here (on crappy work PC) but I couldn't find the mission computer. How do you start out, since you can't afford guild memberships? The autodoc and equipment stores interest me; how much ground combat could I expect? Gonna fire this up when I get home and try it out in earnest.
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« Reply #25 on: May 14, 2008, 10:04:46 AM »

Hehe, I can understand you would be confused by the lack of a mission computer, being a fan of the original Privateer and all. There's no mission computer in Ascii Sector -- instead you get missions by talking to the people in the bars ('fixers'). Some will have a mission for you. You will also have a reputation among the fixers. The more missions you complete, the more missions (and a greater variety of missions) will be offered to you.

You won't experience much ground combat, yet. There's an assassination fixer mission, but that's the only ground combat you can experience in the current version (unless you just decide to attack people for the fun of it!). For version 0.4 I'll being adding the ability to disable another ship in space, then board it and fight with the crew on board.
« Last Edit: May 14, 2008, 10:08:51 AM by chrknudsen » Logged

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« Reply #26 on: May 14, 2008, 02:32:06 PM »

I had one crash with a runtime violation but I didn't manage to get a screenshot of the error. It was on a refinery base, in the merchant's guild, and I'd just declined to talk to the guildmaster and was trying to use the computer when it happened. Couldn't recreate it.

I really like what you've got so far, and I'm excited by the idea of personal combat. Also, you've successfully translated the tedium of flying through asteroid fields from the original. Wink

Since you've already deviated from the original in several ways, I think it might be worth reworking the command and nav computers. They always seemed a rather clunky interface to me, and something smoother could certainly be worked out. Especially since switching over to the mouse after using the keyboard almost exclusively feels wrong. Not that you shouldn't use the mouse, but if you are, then use it more efficiently I guess..
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« Reply #27 on: May 14, 2008, 11:28:11 PM »

I had one crash with a runtime violation but I didn't manage to get a screenshot of the error. It was on a refinery base, in the merchant's guild, and I'd just declined to talk to the guildmaster and was trying to use the computer when it happened. Couldn't recreate it.
Had you logged on to the computer yet (i.e. did it crash right after entering your guild code), or did it crash the moment you chose "Yes" when asked if you wanted to use the computer?

I really like what you've got so far, and I'm excited by the idea of personal combat. Also, you've successfully translated the tedium of flying through asteroid fields from the original. Wink
Yeah, that certainly wasn't/isn't the most interesting part of the game. Smiley

Since you've already deviated from the original in several ways, I think it might be worth reworking the command and nav computers. They always seemed a rather clunky interface to me, and something smoother could certainly be worked out. Especially since switching over to the mouse after using the keyboard almost exclusively feels wrong. Not that you shouldn't use the mouse, but if you are, then use it more efficiently I guess..
I might give them an overhaul later on, but it's pretty low on my list of things to do right now.
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« Reply #28 on: May 15, 2008, 12:18:39 PM »

Had you logged on to the computer yet (i.e. did it crash right after entering your guild code), or did it crash the moment you chose "Yes" when asked if you wanted to use the computer?

It was before the computer interface had come up. I had just declined to speak to the guildmaster and started to move toward the computer. It happened really quick and I'm not sure the last event was declining to speak or making contact with the computer.
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« Reply #29 on: May 16, 2008, 12:18:15 AM »

Hmmm, I haven't experienced this myself, yet. I'll do some talking to guild master/using computer tests and see if I can replicate the crash. And just to be sure: You were playing the Win32 version, right?
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« Reply #30 on: May 16, 2008, 08:01:26 AM »

Win32 yes, and I tried for a while to recreate it, but couldn't.

Again, I really like where this project is heading, keep up the good work.
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« Reply #31 on: May 18, 2008, 01:45:36 AM »

I've managed to crash the game myself, but that was while quitting a current game and then loading a new game. I think there's a memory issue.

There's also a pretty serious bug with the asteroid fields in v0.3.2. I'm trying to figure out what's going on and fix it, but in the meantime I'll recommend staying out of asteroid fields.
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« Reply #32 on: May 18, 2008, 12:05:17 PM »

v0.3.3 released!


www.asciisector.net/download.html


- Fixed bug with asteroid fields.
- Fixed a couple of bugs with movie recording.
- Fixed bug with options being reset when entering the Movie Player menu.
- Added a sound effect when jumping.
- ALT+ENTER will now also switch between fullscreen and window mode.
- The player's health (and equipment in the left and right hands) will now be shown all the time. Combat Mode is instead indicated by red borders.
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« Reply #33 on: May 18, 2008, 12:32:23 PM »

The music volume settings don't seem to have any impact. This was true in the last version too. I only managed to mute it by changing the music directory name.
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« Reply #34 on: May 18, 2008, 11:34:44 PM »

Hmmm. That's strange. It works on my computer, running WinXP. What OS are you running? I'm using SDL_mixer for music and sound effects. For music, SDL uses whatever MIDI playing device is available. Maybe for some reason your MIDI device can't play MIDIs at volume 0. I can change my code to just not load the music, if the volume is set to 0. That should at least make it possible to mute the music without having to change the directory's name.
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« Reply #35 on: May 19, 2008, 12:59:37 PM »

XP 64 with a Soundblaster X-Fi XtremeGamer. I couldn't tell if it was even changing the volume, but I'll go back and do a test.
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« Reply #36 on: May 20, 2008, 07:41:27 AM »

I've fixed a bug on the log-on screen to the Mercenaries' Guild computer that might have been the reason for your crash.

Searching the net for a cause to you not being able to change the music volume, I've come across other programmers that've had trouble with this. It seems that the SDL function used to set the volume of music (Mix_VolumeMusic) doesn't always work. I haven't been able to find a fix or workaround for this, so I'm afraid all I can do is change my code to not load the music file when the volume is set to 0. That way you'll at least be able to switch it off without having to change the music directory name.
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« Reply #37 on: June 08, 2008, 09:33:37 AM »

v0.3.4 released!


www.asciisector.net/download.html


- Fixed bug with critical wounds not decreasing health.
- Fixed bug with the sound of static on your target display "sticking".
- Fixed bug with displaying hidden/unhidden contraband.
- Fixed bug with long movie filenames.
- Fixed bug that wouldn't create your contact when trying to collect payment for an on-ground assassination mission.
- Fixed bug that made typing the letter 'q' impossible.
- Fixed seven other bugs that potentially caused crashes.
- Increased the time it takes to land on a base or planet.
- Killing Retros and Kilrathi will now also increase your standing with Hunters.
- Added more detailed messages when scooping cargo.
- If scooping cargo, but you haven't enough space for all of it, the remaining cargo won't be destroyed anymore.
- Added targeting of cargo containers and ejected pilots (SHIFT+T).
- Cargo containers and ejected pilots will now also show up on the radar.
- For missions where you have to collect the payment, your Quine will now tell you whether or not you've collected it.
- You will no longer get fined for assaults and murders on pirate bases (you'll still be banned, though).
- You won't always be scanned for contraband anymore (there's a 50% chance).
- You can now move the viewable area when targeting.
- Lowered the price of hidden compartments to 2000 credits.
- Added a window icon.
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« Reply #38 on: June 21, 2008, 06:23:00 AM »

v0.3.5 released!


www.asciisector.net/download.html


- Fixed bug that crashed the game when entering autopilot with the autopilot speed set to 9.
- Fixed bug with shield upgrading that sometimes made shields too strong.
- Fixed bug that sometimes froze the game when sleeping.
- Decreased the amount of damage asteroids can withstand.
- Added equipment descriptions to the shipyard computer terminal.
- The Guild computers will now tell you how many missions you need to complete to advance to the next level.
- Attempting to dock with a ship that's engaged in combat will now have the ship tell you that it's busy, instead of telling you to prepare for docking.
- Making a mission ship hostile (for example by shooting at it) will fail the mission, if you need to escort or dock with that ship.
- You can now engage the autopilot while escorting a ship without the ship disappearing (or actually staying at the spot where you entered autopilot).
- When entering autopilot, you will now fly at the current set speed, so if you want to fly at max speed during autopilot, be sure to set your speed to max before engaging the autopilot.
- If an NPC ship is attacking another ship, but is then attacked itself, there's now a chance of the NPC ship changing targets to the ship that attacked it.
- A completely blinded character will now always miss when shooting at you.
- Decreased all fines to 1/10th.
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« Reply #39 on: July 06, 2008, 04:45:38 AM »

v0.3.6 released!


www.asciisector.net/download.html


- Fixed bug that potentially caused a crash when buying a new ship.
- Fixed a bunch of bugs related to raid missions.
- You will now only be fined and banned for attacks and murders on a base or planet if a witness sees both you and your victim right as the act is being committed (if you're attacking or killing a police officer, witnesses aren't required for fines and banning). You will also only be fined and banned for using a hand grenade if somebody saw you throwing the grenade.
- Police officers will now also attack you if they see you starting a fight and sometimes a witness will attack you as well.
- Added hand grenades.
- Added smoke grenades.
- Added some more sound effects.
- Changed the icon for objects on the ground.
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