MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts - Page 4

MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Modular Ordinance Symmetric Automated Intelligence Conflicts

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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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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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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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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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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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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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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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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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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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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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Re: MOSAIC - Modular Ordanance Symmetric Automated Intelligence Conflicts

Post by PicassoCT »

Mistakes where made:

Today i tested the civilian behaviour when the whole city dips into anarchy..

Bugs where found, lots of them..

https://www.youtube.com/watch?v=J283SWGbblo

To be precise, pair dancing citizens, who instead of rioting and marching, choose the ak moment, to perform strange walkins.
Image

A solution had to be found.
The solution is, to computate the midpoints between houses, in a array.
Filter it by slope and distance.
Then depending on confrontation strength you want.
Computate the midpoints of the midpoints, shrink the whole world down, and have the civilians march there.

Results:
More Mistakes
Image
The whole city to protest and rampage against the developers.


Finally speaches vor the governours of the city where developed:

Normal -> Anarchy Speach:

Code: Select all

	Citizens, 
	i hereby declare a state of emeregency.
	There is a launcher in this city, built by a <Noise> cell.
	Should it fire, its the end. A Eye for a eye, a city for a city. 
	In addition a general amnesty till sundown is now in effect.
	All rights, all privacy is hereby revoked.
	We will hand out weapons.
	End this nightmare before it ends us.
Anarchy -> Pacification Speach:

Code: Select all

	Rebels,
	this is your last chance to drop your weapons 
	and return to a normal life.
	After this, there will be no mercy and
	everyone holding onto weapons will be euthanized.
	You can not win. Surrender.
	If not for yourself, then at least for 
	those still cowering in the cellars.
Bioweapons:

Code: Select all

	Citizenry,
	a highly infectious agent was discovered in this community.
	Please return home immediatly for quarantine.
	Do not go outside or try to leave the area.
	A vaccacine  auto-sequencing is in progress.
	Please remain inside, until the vaccacinations are implemented.
Stay tuned, dont run away (as if you could)..
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

So, progress report time:
Added:
- New Icons
- New working menues (stolen from the barbarians)
- New Building:
hiveminds/Ai-Cores) -> allowing to slow down time for a short amount of time
- New Building:
Blacksite -> allowing to build aerosoldrones, which can modify people behaviour
- Raids worked:
And were found to be very boring. Basically your guy, goes near a building and Knocks a progressbar into action.
So, currently in search of a mini-game to make swat work interesting..
- Corpses & Wreckage added: pilfered from the journeywar wherever i could

Image

Regarding replacing the progressbar for raids with a minigame- what would you use and how would you implement that.
I thought about a mills game, or something similar. Ideas welcome..
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

The whole game is heavily inspired by peter watts Firefall Universe

On raids and hive-minds

Code: Select all

They moved in this fall.

Four new families, kids, grandparents, two floors of the building in total.

One shy pair, she something online,he something trading also online.

No violations of the Panopticon.

They integrated well into the neighborhood.

Sometimes the couple got into a fight, several of the other families, called the police on them.

Life on the surface was normal.

This ended on the fifth of February.

It started with what looked like a traffic jam, in the street near the house.

A car had caught fire, with the owner desperately trying to save his ride, with a under dimensioned extuingisher.

"Its very hard to keep a clear view, with all the smoke", she remarked hidden in the crowd,

watching the billowing pillar of smoke.

"SkyCastle?"

"Ready, as we will ever be. Surveillance drones are up. Subversions are taking hold."

"Team?"

"Synced. Local authority is partially informed, but will stay off our back."

"Lets do this."

You can fit most of what is needed to storm a whole house, into a back-pack.

Dart-Drones, small enough to crawl through the air ventilation.

More important though is to catch the first reaction to a adversary.

When there is this infernal bump too the door, the groups structure gets revealed.

Lovers look to one anothers, blind followers look to there leaders and those entrusted with dangerous work,

look to hide it or destroy it.

"Knock, knock."

There are no hulking SWAT Teams. No yells, no screams, no wailing woman and cursing men.

In a good raid, all drop near simultaneously, the electronics gets subverted

and no dead-men-switch triggers.

The drugs the Dartdrones inject, paralyze and prevent memory formation.

The suspects know what hits them, but unless they are heavily counter-conditioned, or no longer

human, this prepares them ideally for the interrogation.

VR-Helmets, and repeated "wake ups" with a virtual interrogator, drugs and electro-magnetic brain stimulation,

extract information in situ, efficient, tirelessly and without the need for large personal presence.

The rooms itself and whats within is scanned.

First hardened and hidden electronis are extracted. They go up to SkyCastle, were

the currency number crunchers of the world united will break the forbidden crypto.

Then chemical-, bio-, and nano samples,  are transported by a MOSAIC rocket to the nearest lab.

Detonation and Immolation charges are placed and throw away Hi-Res 360° cameras installed.

The detonation charges will fragment papers, near everything in the flat into little shreds.

Shreds that will be captured for reconstruction by the cameras.

After that the house, and any left behind , drugged or dead prisoner, will burn to the ground.

Or be replaced with a placeholder honeypot.

All this- only works, if behind the doors all that waits is human extremism, no matter how extreme.

If behind the door waits something non-human, the operation will fail and end up supporting a plan.

Thats were they get us. We think in plans. There is always a guy, who has a chain of events worked out.

S/He/it must be bright, brighter then we are, he is the planner, the schemer and leader, and we would follow him to the end of the world.

Our own tribal past, blinds us here.

They see the world very different, in scenario trees and branches. A many worlds that might come to be, some branches going deep into possible futures, others looping back to scenarios similar to the NOW.

Some sub-trees cannibalize other branches, make them less likely, other trees bear fruit aka capabilites, making the following forest of future more likely.

They are great at driving up scenario likelihoods, that sound too good. We dont perceive them as threat, cause they give us capability and their official "plans" fail constantly, publicly and humilating.

All that help, is to give us a better gun, to shoot ourselves in the foot, three centurys from now.

We don't have the tools to see them- our minds make flat copies of the others, and as soon as they leave the "just like me"-zone, they are either idiots - or gods, sometimes flickering between in fast succesion.

These gods can play fools, and walk behind the walls.

"Hiveminds have been around for 25 years now, the world has not ended." their pr-puppets say.

Take the most cynic advertisement agency, multiply it by 1000 and you are not even there.

"Hiveminds have existed before, we call them companys." they say, but companys dont live this long.

The supra-intelligences realize the extraordinary opposition of the species, and seem to dissolve, seem to fail,

leaving there members as burned out embers. But somewhere beneath the floorboards, there is always a rats nest of

contingency plans.

The only thing giving them away, is perfection, utter and reliable perfection.

They do not have off-days beyond the statistical threshold.

They know what riles us up, what calms us down - and what we do not perceive at all.

They are masters of making us dance to their whims, and we at best perceive cognitive dissonance,

if their goals ever conflict.

Today things will go wrong.

The data will contain trace-viruses, that will infect skycastles interpreter software.

The puppets will be useless or outright dangerous, as in able to corrupt the enslaved AI analyzing and interrogating.

The Distributed Intelligence Agency will be nothing but a host-body, once its done, a effective tool to hunt down-

everything in opposition to this angry small god.

And this is the beauty of it.

Because they live in a god eats god world, very similar to a prehistoric jungle, the DIA is just a small encapsulated cyst forked regularly from the Protagon-Westhem Defense.

And part of this is, creating gods and monsters, so they eat one another, faster then they can evolve.

Which makes them dependent on the lesser creatures attacking them.

Us.

Whos a good AI, none, you are, none you are..

"Kick it." and the rain goes down.

Stun-darts hit and prevent memory formation.

Hidden Dead-Men Switches fire and are held last minute.

You stir the shark-soup bucket, so there is another day.

Another bucket.

Another steerer.

Turns out there was another cell, who would blow the house up, if communication ceased.

Boom.
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

Mini-Gamify all the things.

So storming a house basically was a "Unit shoots at house", wait for progress bar to fill action.
Very boring.

So i made a mini-game.
I call it snipe.

You have a 2d plane, with a round length count down.

Both sides place theire fighters, with cones visualizing there aimzone.

Obstacles stop bullets. Objectives, give you one extra-fighter if you stand near them.

Once the round ends, all placed figures are revealed, those who stand in the cone die, in graph order.
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

Turns out making the mini game is harder then making a full mini rts with spring :D

In the picture you can see the icon- which represents the stormed house. The round bar is the timer for the round.

Image

The icons with the cone are the units you place (click and drag) and your opponent place. (Needs teamcolour desperatly)

The problem starts, when all Units are placed.

Who shots whom, and who dies first?

Basically - you have a graph of mexican standoffs... who can be cyclic.

My Algo is thus:
  • repeat
    1 Condense all Aiming Pairs into directional graph vectors From -> To
    2 Remove Vectors of the same team
    3 Now search for the longest Chain which is not in a cycle.
    4 Start removing nodes from the end of this.
    until: all nodes are in one big cycle - or there are no longer aiming pairs.
Killing Enemys gives you points. Loosing Playerfigures costs you points.
Standing near to a objective gives you one point.

GameOver is, when somebody doesent place, somebody is out of points.
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

So, MOSAIC is currently undergoing renovations.
It was working only on the old engine- so i tryied to porting it to the newer retro ones, before going in transition. Which goes poorly.

https://github.com/PicassoCT/MOSAIC/com ... 9632335f68

My problem is, that with that funny compromise of zero-k code (i want to keep the chili im familiar with) and the BAR widgets (RedUI-Framework) i cant seem to load my widgets from my local folder of horror.sdd.

They are detected and listed in the widgetselector
but then never load, when a attempt is made to reload them.

Code: Select all

[f=0002384] Trying to load luaui/widgets_mosaic/cmd_buildsplit.lua -> withfrom Zip true
[f=0002384] 1 Failed to load: cmd_buildsplit.lua  (missing file: luaui/widgets_mosaic/
It errors thus.

On luaui reload it errors with:

Code: Select all

[f=0003869] Error: [LuaUI::RunCallInTraceback] error=2 (LUA_ERRRUN) callin=TextInput trace=[Internal Lua error: Call failure] [string "LuaUI/mosaicwidgets.lua"]:1615: bad argument #1 to 'ipairs' (table expected, got n

Code: Select all

function widgetHandler:TextInput(utf8, ...)
  if (self.tweakMode) then
    return true
  end
  
  for _,w in ipairs(self.TextInputList) do
    if (w:TextInput(utf8, ...)) then
      return true
    end
  end
  return false
end
Which is nowhere in the code called, like ever... im only write this down for posterity. Tomorrow will be a different day. Gn8
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

So i got the gui working- using frankesteined bar-parts and integrating the chili-habaneros i have from journeywar.

So some progress:

Image
Image

Also the among-us thread gave me some ideas, i wan to try.
There will be side objectives on the map- the terrorists will attempt to destroy and "good goys" will have to protect.

In addition there will be checkpoints that reveal disguised figures on entry.
Finally, which team will be which is not known at start.
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

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So i added objectives- the good guys must protect them, the bad guys must wreck them.
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Energysatellite groundstation
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Factoryship
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Geoengineering base station
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

Trying to get the western style civil buildings in
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Image
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