MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts - Page 4

MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Modular Ordinance Symmetric Automated Intelligence Conflicts

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PicassoCT
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT »

A wild ad hoch built railgun apppears in your back yard- its disguised as a cellphone radio tower..

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PicassoCT
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT »

The rail gun finally works
Thanks @raar
It flattened a neighborhood. The police came, but they didn't have the means to arrest it and thus a siege ensued.
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PicassoCT
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT »

This weak i payed the price of improper architecture. Refactoring, all to just get back to where i was.

I have several unitclasses- with diffrent models. Diffrent stats, but basically the same type.
The first version i developed with one of each kind. One truck. One civilian. One house. Plurality was not planned.
When i started to plan on having several of a kind, i already was deep down in the hole.
So i dug myself out of this.
You can now have several civilian kinds.

Image
Image
Image

So nothing happend, but dev is free now.
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PicassoCT
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT »

Image

Operative Investigator / Propagator:

That danger thing is a softrobotic sphere, rolling into place folding up into a warning sign, once she takes on another safehouse.
Those nearly invisible small drones, are stingers- they are there to invade every space of a house nearly unseen, and stun all the inhabitants with memory-forming-preventing-agents and also recording the scene.

She will get every information out of the cells hiding.
She will get all the evidence.
There is nowhere to run.
Nowhere to hide.
Its routine.
Your best kept secret is just a checkbox, she came across.
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PicassoCT
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT »

I was sick. So i worked.
And modeled on the assembly.

Image

Its all based around - how would a real full automated assembly of standardized parts look like. I come to this.
Lots of already welltested stuff.
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PicassoCT
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT »

So yesterday was kind of a good bad day.

Money in Mosaic- as the in game currency is gained by means of building propagandaservers and - by raiding hidden enemy installations, operatives, agents, etc.

Harassing the civilians, should actually be very expensive. And it aids your opponents.
If you decide, you want to raid a house for no reason, this will cost you. And it gives funds to whoever opposes you.
So if you are a enemy agent- tricking your opponents to do this - is part of the game.
For the bad guys, building the end-of-the-world launcher is very time and cost intensive.


The assembly above (factory), the war robots, are actually just a meta-game, into which excess funds pour.
Sure you can duke it out with them, but all meaningfull action to win the game- is going to be costly.

So for a moment there, yesterday, throwing a flashbang into a normal house- cost 500 $.

Then i fucked it up again. But for a split second there.. it kind of worked.
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PicassoCT
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT »

Dear Diary>Weeks passed and no progress is visible. I Beginn to doubt the mosaic ever was real.

I found out that it's the lups that clashes with the pbr shader, leading to a accumulation of shading.

Thus I deactivated the lups for now, to focus on the game itself. Which is kind of complete except for the aerosol behavior.. Surprisingly copmlete.. Yes there are [placeholders, yes there are bugs, but the game is there.
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PicassoCT
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT »

So i have a little problem..
When i start a testgame on the server, and the game play figures are placed pre gamestart - meaning to at first frame when the game gadget does it- my game produces a ridiculous recurssion not permitted error in some gadgets and thats it.

How does one handle the unit placement/ pre-gamestart chosen position in lobby?

Are there widgets/gadgets for that?
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PicassoCT
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT »

So whenever i m stuck, i make a unit. (Looks back at Journeywar). Im not a very smart men.
Image
So here is a little rendering from whats in the shop. Its a sniper drone.
Its entirely made from the standardized modules. Which are basically fuel containers, you can use as grenades, and with a slight modification as rockets..

They can be pumped empty, and filled with a hardened foam.
They have wires and allow electrical current to flow through them.
Finally they have valves which allow them to interconnect.
Its weaponized Lego.

So what do you do, if you are already on a budget and dont want to risk anything new?
You take two old, sturdy rifles (15 cal) and put them in a drone made from these.
One shooter points to the drone tip.
One points to the wingtip.

Cycling death from up high, without reinventing the wheel.
Oh, and its 100 times cheaper, so cheap you basically already have the parts.
No wheels, just plastic slides.

If it is out of ammo, it can suicide or return.
If you want to return it gliding, just wrap the wing in solar foil.
If you want a add hoc area bombardment - just dissolve the connectors (one time strong current).
And area bombardment.

Or you disolve only some of the connectors.
Turn the whole affair into a bunch of half empty rockets and scrap.

The cool thing is- this is quite adaptable with some mighty software.

Wing damaged? Recalculate your flight model- or drop some weight.

Burning? Building foam used to harden can extuinguish fires too..

Whole thing shot to shreds? Drop what you dont need and at least have a rotating tail with some spin stabilized observation.
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PicassoCT
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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT »

https://www.youtube.com/watch?v=r0oMf9Xt3Co

So slight problems. My F11 Key doesent bring up the widget selector anymore. I copied it from the BARbarians - so it should work.

Code: Select all

https://github.com/PicassoCT/MOSAIC/blob/master/LuaUI/widgets/widget_selector.lua
Might have shot the luaui elsewhere as even reinstalling the engine and deleting all the settings did not fix it.

ThinkIRC updatet the engine verison on the server- and when you manually donwload th x64 version and start a game on your pc, you can actually test this..

Enjoy your life corona-convicts..
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