Configurable Loadouts

Questions / Announcements area for beta tests of Allegiance's future updates.
madpeople
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Post by madpeople »

yeah, don't bother with the upgrade logic, just treat every ship as a different ship. It'll hardly take the user any time to set them up, and they would have had to do it anyway without the saved loadout.
derfmancher
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Post by derfmancher »

I'm with madpeople, treat them as different ships.
Are the ship ID's the same for each faction? (I would assume not.)
This means that you would have to map/save load outs for each factions ships (assuming you play every faction and every ship.)
Am I correct here? Or am I way off?
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FreeBeer
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Post by FreeBeer »

Each ship is unique. The TF scout isn't the same as a Giga Scout.. different loadouts and different image, etc. etc.
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derfmancher
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Post by derfmancher »

so then the configurable loadouts would not transfer at all from faction to faction. Just checking. Thanks freebeer, I kinda figured that was the case.
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TurkeyXIII
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Post by TurkeyXIII »

Even if you tried to use default loadouts across similar ships of different factions you'd run into problems... GT scout, for one, also belters figs carry minis but others don't. Same deal with basic->enh->adv progression; hvy int would always need a different default loadout to int because it's got an extra gun, etc...

QUOTE Also, if I mount and dock new tech and save that in a loadout, reloading the tech works a bit like current allegiance logic when u loose access to the parts (it cant find the exact PartID avaliable, and loads a default... nan?)[/quote]
Any chance of fixing that bug while you're in there? :D
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
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Flaps
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Post by Flaps »

Like the idea. I've noticed the scouts switch back to default load out when we loose a tech base, I then have to set it up again. The save function would be very useful in this situation and would save the team time and mistakes.

Plenty of times I've launched with the wrong load out because this has happened and haven't realised until halfway to where I am going. That's pilot error though. I think it would alter game play. It would give us faster launch times. There are a few different load outs I like to use with the scout and plenty of reasons to switch them round in the game.

On permanently saving load outs, I don't think this is a particularly good idea. It could make certain pilots even more unstoppable. If load out saves only last for the game being played and deleted when the game ends then it would be more competitive and fair. Choosing a good load out is part of the game; pilots should have to think about it each time a game starts because Allegiance is not Quake in space. It might make it easier to code too.

That’s my only gripe about the idea. Other than that it rocks.
;)
Last edited by Flaps on Sat Oct 10, 2009 10:26 am, edited 1 time in total.
AaronMoore
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Post by AaronMoore »

Ok, thanks guys.

I was able to get it to select loadouts from obsolete ships (Loadout 1 from a basic scout can be selected on an adv scout, with upgraded tech etc) but I wasn't able to do it the other way (saving a loadout on an adv scout couldn't be selected on a basic scout in the next game)...
I think it's todo with the succesor fields not being populated at this stage because the basic scout is not yet obsolete on the client...

So I agree with you on this, it's best to keep it simple and consistent. All ship IDs are treated seperately, so you can have different configurations for slot 1 for basic/adv/hvy scouts...
It isn't ideal for the initial setup, but it shouldn't be too bad.
TurkeyXIII wrote:QUOTE (TurkeyXIII @ Oct 10 2009, 08:45 AM) Any chance of fixing that bug while you're in there?
Yes. I thought this was already fixed, but I believe it was missed in the method I am calling. There are 2 methods that deal with this scenerio: a part is in a cached loadout, but it is no longer Buyable. RestoreLoadout (entering an initial station and docking a lifepod) and ReplaceLoadout
RestoreLoadout looked good, but ReplaceLoadout seems to have had a simple error:

Code: Select all

IpartTypeIGC*   ppt;
if (pstation->CanBuy(cpl.ppt))
{
    ppt = (IpartTypeIGC*)(pstation->GetSuccessor(cpl.ppt));
}
else
    ppt = pstation->GetSimilarPart(ppt);
Where ppt wasn't defined in this case. Changing it to cpl.ppt seemed to fix it in my tests...

Flaps, if the community wants, it will be very easy to remove the save and load methods, so this is just in game memory... Personally, I wouldn't want to have to reset up a probing loadout every game if I didn't have to...

I've been running through these tests, and I think everything looks ok:
Saved loadouts from different ships in the same number, closed and joined another game and was able to load them Entered a game with different factions, couldn't load the previous loadouts. Saved loadouts for a different faction, loaded them fine and made sure the previous faction loadouts where unaffected Saved loadouts and loaded them from all numbers (0-9) Saved loadouts for a basic scout, saved loadouts for an adv scout, closed and rejoined and we can still load the basic scout loadout Picked up and mounted unbuyable tech (Gat 2), docked it, saved the loadout while it is still mounted on my ship, restored the default, then tried to load it again. A similar, buyable part (Gat 1) is loaded Repeated this test for Belters, DF 2 is saved and avaliable in the loadout Saved a loadout for a item that costs money (sanc) confirmed that it is reloaded correctly, and the user is prompted to buy the item if they dont have enough money Got tech up, saved a loadout for a basic belter fig with Mini 2, rejoined another game and a similar buyable part is mounted (Mini 1) Default loadout functionality still works, and when switching between different ships on the loadout screen, the previous loadout is still being cached and restored. Started a game on a different core and confirmed that the previous loadouts are not being loaded, and a new file is saved. renamed the first loadout file (cc_02b) so it would be loaded by the other core (cc_05b) "loadouts_cc_05b.dat" Previous loadouts loaded! It will check for valid parts so this should be ok?

I know this wont make it into R5, I understand it's probably too late, but that's ok. I'm just happy to learn a bit about the game and add something.

See you in space! :D

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TurkeyXIII
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Post by TurkeyXIII »

Aaron Moore wrote:QUOTE (Aaron Moore @ Oct 10 2009, 11:53 PM) Started a game on a different core and confirmed that the previous loadouts are not being loaded, and a new file is saved. renamed the first loadout file (cc_02b) so it would be loaded by the other core (cc_05b) "loadouts_cc_05b.dat" Previous loadouts loaded! It will check for valid parts so this should be ok?
Definitely worth testing, but I don't see the problem from all the way over here. In fact something like this would be handy for whenever there's a core update so people don't have to redo all their loadouts.

R6 is gonna be sweet!
Last edited by TurkeyXIII on Sat Oct 10, 2009 1:47 pm, edited 1 time in total.
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
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Flaps
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Post by Flaps »

Brilliant work. I'm really excited about this. You're right about reloading every game. Tinking about it, I wouldn't want to redo the load out every game either.
see you in space.
fuzzylunkin1

Post by fuzzylunkin1 »

Aaron's work has once again been committed and it works fantastic! Needs testing, though.

It was committed as r554.

You can test it using build 30 or later.

Press Ctrl + 0-9 to save a loadout and just press 0-9 to load a loadout :) .
Last edited by fuzzylunkin1 on Sun Jun 20, 2010 6:27 am, edited 1 time in total.
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