MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts - Page 5

MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Modular Ordinance Symmetric Automated Intelligence Conflicts

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saturnV
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by saturnV »

is there a way to play this?
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PicassoCT
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

Yes.
Download the package

Code: Select all

 game:mosaic:stable
Its is far from perfect though.
Thanks for reporting bugs:
https://github.com/PicassoCT/MOSAIC
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PicassoCT
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

Image
Image
Added a refugee gyland
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PicassoCT
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

So the AI started interrogating random citizens-
Image
attracting the police
Image

Cons:
So, lots of bugs.. the Interrogations are a bad decision to start with.
The police got all stunned.
They did not shoot on the agent, who was revealed during interrogation.
The agent got stuck in a loop of interrogation, obviously not getting its "weapon" is worthless for assassination.

Pros:
The agent did build a safehouse before it went downhill.
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PicassoCT
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

Okay.. walls and Checkpoints
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Checkpoints reveal all agents - but costs you 50 $ per checked unit/person
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MasterBel
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by MasterBel »

That checkpoint is looking really cool :D

Love the random "Input grabbing is enabled!" in the middle of the interrogations :D
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PicassoCT
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

@masterbel, had to redo a lot of it - the yardmap wasnt working, had to put tons of brehmerwall up only to redirect the flow of traffic through it
Also added even bigger lights so you can see if the scanned unit was a enemey spy.
Image
The propaganda cost for scanning the local citizens is now withdrawn from the players.

Regarding the Input grabbing enabled - that is nearly unavoidable.
https://github.com/spring/spring/blob/f ... .cpp#L2044
Thats a engine thingy- if you prevent the mouse from leaving the screen, it spams..
Had to do that, to realize the mini-game..
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PicassoCT
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

Image

Image

AI places to many buildings in one house

The problem is - i cant block the build spot - or else all other teams know that there is a safehouse within this house.
Can you block buildspace only for one team?
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PicassoCT
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

So i added a directional graph to display if a spy has been interrogated and revealed its parent (creator/recruiter) and the unit he/she have recruited.

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PicassoCT
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

How do i draw a Unit with a different gl_blendingMode ?
I want to blend the icon units in like a hologram. Aka, no shadow and looking like this.

Goal is this:
Image
Image
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PicassoCT
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

So the good news first - the unit graph is working.

Now the bad news- i got bored, and started feature creeping..
Good news though its not additional gameplay. Its just a widget. It will add com chatter, in the background depending on the commands you issue.

Stuff like:
"Operative Five move to sector Alpha Seven"
"Asset take out Operative Zero One"
Another step closer to that BlueRoom/PredatorBay/MenInTheChair Feeling of most movies..
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PicassoCT
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

So got the town to errupt into anarchy..
Must admit im loving it..
Image

Image

Image
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PicassoCT
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

So i played it against turBoss and added a issue to commemorate this historic event:

https://github.com/PicassoCT/MOSAIC/issues/23

Notes:
-The propagandaserver produce to little money at the start.
- Prayer-time is a give away to lots of new players
- The police reacts to cloak civilians getting killed on decloak
- Raid Icon-MiniGame has a horrific bug
- Lots and lots TODO

Thanks to TurBoss for trying
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PicassoCT
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

So i added a little explenation for the mini-game into the loadscreen

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PicassoCT
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

Anyone wants a graffiti or protest-sign:

Short sentences only..
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PicassoCT
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

Hooray, i have motorbikes now..
In this picture is bike that has loaded a truck that has loaded a payload.
magnets, how do they work..
Ancient lore tells only the knorke knows..

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PicassoCT
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

Have some more propaganda
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PicassoCT
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

So, i have double agents. Basically units that flip the side, upon decloak.

Image

My question is, should those units be recursive - as in, everything a double-agent recruits/builds - becomes another double agent?

It is a pretty scary concept.
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PicassoCT
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Re: MOSAIC - Modular Ordanance Standardization Artifact Intelligence Conflicts

Post by PicassoCT »

So i kept it in.. its kind of anxiety creating.. after all, if you build on top of somebodys base, you create the base for your own downfall..

And the curse of recursion mean, that if a enemies double-agent base builds something, it creates more double agents.. its sort of the ultimate mindfuck and you can only prevent it by raiding a house ahead, making sure its empty..

Maybe im making it over-complex again, but the rest of the game is so simple.. it should still fly..

If anyone wants to try it - its
game:mosaic:stable in springlobby

and its at Version 0.675

It includes a bot, which cranks out vehicle, but sadly does not get the complexer parts of the gameplay.
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