What you want to see in V5.2! Or what you want fixed...
#3
Posted 06 February 2010 - 03:49 PM
Bryan Clark, on 06 February 2010 - 06:58 AM, said:
- new events (replicator invasion, gate beaming out, incomings from atlantis, etc...)
- updated season 9-10 colors
I believe that the gate beam out was put in in 5.1, or Jason has put it in 5.2, the chance of seeing it is just so low.
As for the colors, I can say this with about 98% certainty, SGCSim is based on the earlier seasons of SG-1 and will not use the season 9-10 colors.
Quote
Teams not returning in the latest released version is a bug and should be fixed if and/or when the next version comes out.
~Richard Sierzega
Associate Lead Developer
SGCSim
#4
Posted 06 February 2010 - 04:59 PM
Richard Sierzega, on 06 February 2010 - 03:49 PM, said:
The colors were updated after the 4.0 series.

SGCSim Moderator- aka, First Prime to Jason
#5
Posted 06 February 2010 - 06:13 PM
Bryan Clark, on 06 February 2010 - 01:59 PM, said:
True, when Jason picked up the project from Sam after 4.0, the colors were updated. But Jason has stated many times, the the sim is based of the earlier seasons of SG-1 and that it would not use the season 9-10 colors. (Which even I liked better.)
#6
Posted 08 February 2010 - 08:14 PM
- Possibly some configurable settings (frequency of offworld activations, etc)
- Improved gameplay
- Widescreen support ***IMPORTANT***
- More hidden features
- MALP fix
- More SG teams
- Ability to set a default mission time and the seconds as well as hours and minutes
- Ability to reset the game after an attack (show a reset button after autodestruct or something)
- Address book while dialing
- Show when in accelerated dial-up mode
- Missiles
- Functional diagnostic mode
- Counter that doesn't reset when you go into gate-room mode (after pressing shift+w, the timer resets)
- More events (such as Black Hole (A Matter of Time), Anubis blowing up the gate, etc)
- More functions that appear when you press the buttons in the address book, etc (make the buttons do something)
- More realistic "kawoosh"
- Customizable autodestruct time (or at least a default one of more than 10 seconds)
By the way, it's already great!
This post has been edited by SG-1: 08 February 2010 - 08:20 PM
#7
Posted 09 February 2010 - 07:04 PM
That and an event where Walter says "Let's get coffee", followed by a beaming sound and an "Error: Stargate not connected; please dial Abydos for technical support... Oh wait" prompt.
#8
Posted 10 February 2010 - 03:34 AM
SG-1, on 08 February 2010 - 05:14 PM, said:
- Possibly some configurable settings (frequency of offworld activations, etc)
- Improved gameplay
- Widescreen support ***IMPORTANT***
- More hidden features
- MALP fix
- More SG teams
- Ability to set a default mission time and the seconds as well as hours and minutes
- Ability to reset the game after an attack (show a reset button after autodestruct or something)
- Address book while dialing
- Show when in accelerated dial-up mode
- Missiles
- Functional diagnostic mode
- Counter that doesn't reset when you go into gate-room mode (after pressing shift+w, the timer resets)
- More events (such as Black Hole (A Matter of Time), Anubis blowing up the gate, etc)
- More functions that appear when you press the buttons in the address book, etc (make the buttons do something)
- More realistic "kawoosh"
- Customizable autodestruct time (or at least a default one of more than 10 seconds)
By the way, it's already great!
I'd like to comment on this list:
Improved gameplay - This is a simulator. Theres not really much in the way of gameplay.
MALP fix- Could you please elaborate on this. As far as I can see, MALPs work as they should.
Address book while dialing- Maybe I don't get this. You want to be able to access this while the gate is spinning? Why? Its easier to select your address first, then begin dialing, similar to how you use a cell phone.
Show when in accelerated dial-up mode- This was in 5.0.1/2, if I recall, and was taken out because in the show there was no message saying the the accelerated dial program was active.
Missiles- These we have. Launch a UAV and click the 'Missiles' button. There is a bug in 5.1 however that causes the missile animation to crash the simulator. The bug is somewhere in the assets_UAV.swf file. Using the assets_UAV.swf file from v5.0.1/2 fixes this problem. 5.0.1/2 can be found at http://stargateworlds.filefront.com/
More realistic "kawoosh"- As SGCSim is a simulation of the shows own dial computer, it stirves to stay as canon as possible to the show. The kawoosh appears as close as possible to the one used on the show. As does the actual graphic of the wormhole when the gate is active.
~Richard Sierzega
Associate Lead Developer
SGCSim Project
#10
Posted 10 February 2010 - 04:22 PM
Bryan Clark, on 10 February 2010 - 08:26 AM, said:
As far as I can remember, it didnt, and I think thats the reason Jay, decided to take out the yellow text...
#11
Posted 10 February 2010 - 06:49 PM
Richard Sierzega, on 10 February 2010 - 03:22 PM, said:
here: all the proof you need
accelerated_dialup.png (946.57K)
Number of downloads: 35
(from the episode "Serpent's Song" 2x18 at 39:02 (if you are watching on hulu)
Also, when I said more realistic gameplay, I meant more features/changes that represent the TV series (events, dialing screens, etc)
The reason I might want to be able to access the address book while dialing is that if I want to dial the gate without interruptions or i am under attack, I can quickly press Shift+S and then Up Arrow and then decide on the address.
The MALP issue is where you can't always send malps (even to planets that have the malp data (if i recall correctly)).
As for the missiles, I was referring to missiles that actually have a function, such as eliminating an enemy outpost.
When I said a more realistic kawoosh, I meant that it should also retract back into the gate. THat is all. I didn't say one that looks like you're standing in front of the gate, but one that is realistic to the dialing program?
I was just trying to note some improvements/modifications that could be made in order to make the sim even more fun and realistic.
#12
Posted 17 February 2010 - 12:42 PM
Base Power Control
Simulations
Galixy Map
Base ZPM Control
Symbol Selector
Defcon Screen
(BIG1) WIDE SCREEN SUPPORT
Ability To Make Own Internal User
Comminucations Screen
New M.A.L.P Screen
Security Screens
Diagnostics Screen
MORE RANDOM FAILURES
Better "KAWOOSH"
ATLANTIS, OTHALLA AND DESTINY DIALING (BY ACTIVATING THE ZPMS)
UPDATED SOUNDS
CHOICE TO EITHER USDE OLD STYLE GATESCREEN OR SE9+10 DIAL SCREEN LOOK (INTERCHANGABLE BUT BOTH WITH SAME FUNSCTIONALITY)
BETTER MISSLE SYSTEM
"THE FAST" DIALING PROGRAM
IDLE SCREEN (SGC ROTATING LOGO)
IDC'S (AND ABILITY TO ADD YOUR OWN)
P.S JASON, THE SIM IS REALLY GOOD, THESE ARE ONLY SUGGESTIONS AND I HOPE THAT YOU LIKE SOME OF THEM!!!!!!!!!
This post has been edited by amdusera: 17 February 2010 - 12:47 PM
#13
Posted 17 February 2010 - 12:59 PM
I feel the need to step in here because you guys seem to be getting your hopes up that v5.2 is going to be a huge release like v5.0 and v5.1 were; at present v5.2 is our planned last release and we wont be adding much, if any new features, instead we'll be working to fix some of the major bugs that were in our last release (such as SG-teams not returning).
Thanks,
-Jason
#14
Posted 18 February 2010 - 05:06 PM
Jason Cox, on 17 February 2010 - 05:59 PM, said:
I feel the need to step in here because you guys seem to be getting your hopes up that v5.2 is going to be a huge release like v5.0 and v5.1 were; at present v5.2 is our planned last release and we wont be adding much, if any new features, instead we'll be working to fix some of the major bugs that were in our last release (such as SG-teams not returning).
Thanks,
-Jason
My god, you better be joking.
):
This post has been edited by Tom Whitehead: 18 February 2010 - 05:07 PM
#17
Posted 20 February 2010 - 01:11 PM
~Richard Sierzega
Associate Lead Developer
SGCSim Project
#18
Posted 20 February 2010 - 01:19 PM
For those who don't know, I actually work as a web/software developer in my regular job, so part of what's taking so long is that I tend to want to relax and not to want to do more programming work on my days off. Maybe I can get around to releasing a beta here on the forums for you guys to play with ahead of releasing it to the general public? We'll see, just keep in mind v5.2 is all about getting SGCSim to work right again and not about new features.
(Also for those who don't know v5.1 wasn't a "regular" release... long story short I was working on v5.1 a few years ago when my computer's hard drive died, taking the code for the most recent version of SGCSim with it since I wasn't doing proper backups at the time, the v5.1 that was actually released was just the latest beta build that I had seeded to our development team and it wasn't until a few years later that I re-found the code again on an old DVD and that's what I've been working wtih on and off ever since)
#20
Posted 21 February 2010 - 04:43 PM
With Stargate SG-1 and Stargate Atlantis off the air, the Stargate franchise lost alot of viewers and SGU doesn't really have anything you can simulate, well, at least dialing-computer wise.

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