Re: [Warzone-dev] [Warzone 2100 Trac] #340: Sensors and Jammers

2009-03-29 Thread Warzone 2100 Trac
#340: Sensors and Jammers
---+
 Reporter:  Per|  Owner:  Per 
 Type:  enhancement| Status:  accepted
 Priority:  major  |  Milestone:  2.3 
Component:  Engine: other  |Version:  svn/trunk   
 Keywords:  ecm sensor |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by Kreuvf):

 What exactly does that ECM Jammers stuff add to the game? Can units
 cloak themselves? Or are they just not visible to sensors (but visible
 to other units; don't units have, technically speaking, sensors as well?)?
 And how useful are sensors the moment ECM Jammers become available? How is
 the cloak status of a unit visualised for the player that owns that
 unit, for allies and for enemies?

-- 
Ticket URL: http://developer.wz2100.net/ticket/340#comment:2
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Re: [Warzone-dev] [Warzone 2100 Trac] #340: Sensors and Jammers

2009-03-29 Thread Warzone 2100 Trac
#340: Sensors and Jammers
---+
 Reporter:  Per|  Owner:  Per 
 Type:  enhancement| Status:  accepted
 Priority:  major  |  Milestone:  2.3 
Component:  Engine: other  |Version:  svn/trunk   
 Keywords:  ecm sensor |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by Per):

 Good questions. ECM is meant as a counter-balance against artillery, and
 also a way to add more sneakiness and stealth to the game for players who
 want that. Exactly how it is to be implemented is still an open question.
 In the previous iteration of this work, I added ECM Towers that reduced
 the range of nearby sensors, including the sensors of droids. You could
 visualize this by pressing 'z' and see your sensor range shrinking. But I
 am sure we will come up with better ideas once this code becomes easier to
 experiment with.

-- 
Ticket URL: http://developer.wz2100.net/ticket/340#comment:3
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Re: [Warzone-dev] [Warzone 2100 Trac] #340: Sensors and Jammers

2009-03-29 Thread Warzone 2100 Trac
#340: Sensors and Jammers
---+
 Reporter:  Per|  Owner:  Per 
 Type:  enhancement| Status:  accepted
 Priority:  major  |  Milestone:  2.3 
Component:  Engine: other  |Version:  svn/trunk   
 Keywords:  ecm sensor |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by Per):

 The above attachment adds a new type of sensor to the game called Radar
 Detector. It is a passive sensor that will reveal and allow targeting of
 enemy sensors, somewhat similar to CB sensors. Currently VTOL sensors are
 hijacked for testing, new stats stuff is needed. Range is twice the
 enemy's sensor range, and does not depend on the sensor's own range, which
 should be low.

-- 
Ticket URL: http://developer.wz2100.net/ticket/340#comment:4
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Re: [Warzone-dev] 2.2 alpha/beta changes

2009-03-29 Thread Giel van Schijndel
On Sun, Mar 15, 2009 at 08:09:19PM +0100, Dennis Schridde wrote:
 Am Sonntag, 15. März 2009 18:15:32 schrieb bugs buggy:
 Was wondering what port should we change 2.2 to use?
 2.0.x was using:  (do we still have a 2.0 lobby server?)
 gameserver_port: 
 masterserver_port: 9998
 2.1 is using:
 gameserver_port: 
 masterserver_port: 9997

 Do we switch to 1 for 2.2  trunk?
 We should use one of 49152 - 65535, the rest is registered by IANA.
 And till we get an own registered port, I think it might be a good idea to 
 use 
 a private port instead.

How about an entirely different approach. I was thinking about using an
approach similar to what a lot of P2P applications use. I.e. allow the
user to specify a range or list of ranges (ddd-ddd,ddd,ddd,ddd-ddd,ddd),
then start trying these ports until we get one for which the lobby
server confirms it is reachable?

Obviously we should exclude port 9998 and  from that list by
default.

-- 
Giel


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Re: [Warzone-dev] [Warzone 2100 Trac] #340: Sensors and Jammers

2009-03-29 Thread Warzone 2100 Trac
#340: Sensors and Jammers
---+
 Reporter:  Per|  Owner:  Per 
 Type:  enhancement| Status:  accepted
 Priority:  major  |  Milestone:  2.3 
Component:  Engine: other  |Version:  svn/trunk   
 Keywords:  ecm sensor |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by Zarel):

 Does it detect ECMs? That'd be nice.

-- 
Ticket URL: http://developer.wz2100.net/ticket/340#comment:5
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[Warzone-dev] Specifications for ECM/'cloaking'

2009-03-29 Thread Kreuvf
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

I want to do this on the ML as I think that it's easier to have discussions on
here than on trac.

This applies to this whole post: Please correct me, if I am wrong. Do not forget
Hanlon's Razor: http://en.wikipedia.org/wiki/Hanlon%27s_razor
- ---

per started to work on ECM stuff long ago and recently continued his work on it.
ECM stands for electronic counter-measures and its task is to reduce the
effectiveness of enemy sensors.

There must be a clear specification of the goal that is achieved by ECM
technology, otherwise there will be problems when ECM is finally added to the
game, e. g. those people responsible for documentation cannot keep up with the
actual development as it diverges from what the documenter thought was agreed on
before.


How do we make sure that ECM technology is well-balanced? When a unit is
protected against enemy sensors by means of ECM all units and defense structures
that are assigned to enemy sensors won't fight the incoming enemy unit.
* How strong is ECM?
* How far does its range go?
* Is there a minimum field of view that sensor towers always retain? Is
ECM-'cloaking' all-or-nothing (boolean) or are there different grades of 
'cloaking'?
* If there are different grades of 'cloaking', is it realised by a decreased
accuracy for those units and defense structures assigned to that sensor?
* Can additional sensors make up for lost field of view?
* Do ECM Jammers stack? If yes, to what extent? Can you build like 10 of them
and effectively have an artillery-sensor-invisible area?

As almost everything in Warzone 2100 has a sensor, the question is which of
those sensors are affected by ECM technology and which can be affected
technically (code-wise).

ECM sounds quite sophisticated to me, so where is ECM going to be in the
technology tree? Sensors are available quite early, sophisticated
computer-technology is available quite late in the game. Adding them to the
early game makes the technology-tree a bit unrealistic IMHO, but I don't want to
talk about realism in a game here, it's just that Zarel tried/tries/succeeded at
(:P) adding more sense to the technology-tree.


Warzone 2100 is a game for people with intact vision, so: Visualisation is
everything! The following things need to be visualised for ECM:
a. Field of view for ECM-affected, _own_ sensors
b. Field of view for ECM-affected, enemy sensors
c. Field of _own_ ECM jamming
d. Field of enemy ECM jamming
e. 'Cloak' status of _own_ units
f. 'Cloak' status of enemy units

Notes on a:
* Already implemented, but is the activation of the sensor ranges easy enough
for Joe Average?
* And is an outline of the sensor range enough?
* If ECM is implemented with different grades of 'cloaking', how do you make
that visible with an outline? A two-colour system with both colours blended
seems sensible.

Notes on b:
* How do you find out that a certain area is under constant surveillance of a
sensor? The hard way? Oh, look, 200 Archangel Missiles! D:
* How can you find out how strong you impaired the enemy's sensors? The hard
way? Seems there is yet another sensor somewhere D: ...

Notes on c:
* Probably similar implementation as a. Same problems as a.

Notes on d:
* How do you find out how strong the enemy ECM is?
* By looking at your sensor range outline?
* What is if that ECM were active before you built your first sensor? You
probably don't notice that it's jammed.
* Are there other ways to visualise this than having a two-coloured sensor view,
where one colour indicates the maximum and a different colour indicates the
current/jammed view?

Notes on e:
* How can you easily distinguish between 'cloaked'/sensor-protected
units/buildings and 'un-cloaked'/sensor-exposed units/buildings? Starcraft
showed units semi-transparent to achieve this. The emphasis is on the word
EASILY (without any UI interaction).
* If ECM is implemented with different grades of 'cloaking', how do you make
that visible?

Notes on f:
* How can you easily distinguish between enemy 'cloaked'/sensor-protected
units/building and 'un-cloaked'/sensor-exposed units/buildings? The hard way?
Why don't my units shoot? Must be a bug! *report*
* If ECM is implemented with different grades of 'cloaking', how do you make
that visible to the enemy? A two-colour system with both colours blended seems
sensible.


Okay, that was quite much and I need to get up early tomorrow ~.~. Please
comment on this, ECM has the potential to change the way Warzone 2100 is played
fundamentally, so I think there is room for much discussion. :)

- - Kreuvf
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Re: [Warzone-dev] [Warzone-commits] r6917 - /tags/2.1.2/src/structure.c

2009-03-29 Thread Per Inge Mathisen
2009/3/29 Freddie Witherden fred...@witherden.org:
 Backport a fix to the anti-painting system to 2.1.

 Modified:
    tags/2.1.2/src/structure.c

Wrong branch...

  - Per

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Re: [Warzone-dev] [Warzone 2100 Trac] #340: Sensors and Jammers

2009-03-29 Thread Warzone 2100 Trac
#340: Sensors and Jammers
---+
 Reporter:  Per|  Owner:  Per 
 Type:  enhancement| Status:  accepted
 Priority:  major  |  Milestone:  2.3 
Component:  Engine: other  |Version:  svn/trunk   
 Keywords:  ecm sensor |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by elio):

 Interesting idea.. Question: which revision do you develop on? I get some
 patch conflicts with latest trunk.

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Ticket URL: http://developer.wz2100.net/ticket/340#comment:6
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Re: [Warzone-dev] [Warzone 2100 Trac] #340: Sensors and Jammers

2009-03-29 Thread Warzone 2100 Trac
#340: Sensors and Jammers
---+
 Reporter:  Per|  Owner:  Per 
 Type:  enhancement| Status:  accepted
 Priority:  major  |  Milestone:  2.3 
Component:  Engine: other  |Version:  svn/trunk   
 Keywords:  ecm sensor |   Operating_system:  All/Non-Specific
Blockedby: |   Blocking:  
---+

Comment(by Zarel):

 Probably an older version of trunk, then. See if you can fix those
 conflicts and upload a newer patch. :P

-- 
Ticket URL: http://developer.wz2100.net/ticket/340#comment:7
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Re: [Warzone-dev] Specifications for ECM/'cloaking'

2009-03-29 Thread Zarel
2009/3/29 Kreuvf kre...@warzone2100.de:
 There must be a clear specification of the goal that is achieved by ECM
 technology, otherwise there will be problems when ECM is finally added to the
 game, e. g. those people responsible for documentation cannot keep up with the
 actual development as it diverges from what the documenter thought was agreed 
 on
 before.

I'm going to suggest a much simpler system:

It seems the existence of an ECM cursor implies that ECM was meant
to be targeted. Therefore, I propose that one ECM disables one sensor
completely (any sensor, not necessarily just a sensor turret/tower).
So if your lone cannon tank got ECM'ed, it would be unable to see
anything. This is lifted when the ECM stops targeting you (i.e. when
the ECM targets something else, or you move out of the ECM's range).

I propose that the ECM has a range of 18 tiles, so it's enough to
disable any other sensor without getting too far into their range. For
reference:

Sensor Turret: 12
Sensor Tower: 16
CB Turret, Tower: 16
VTOL Strike Turret, Tower: 16
VTOL CB Turret, Tower: 16
WSS Turret, Tower: 18

CC: 16
Uplink: 18
Fortresses: 12
Towers: 10
All other units/structures: 8

-Zarel

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