0. Intro, salut [0:00] 0.1. Vehicle inventory prepped, and without further adieu [0:52]
1.0. List caching improvements [1:13] 1.1.0. Filtering groups readiness [1:56] 1.1.1. Search, mostly ready [2:00] 1.1.2. Sort by, direction, pending
2.0. Inventory target object [3:02] 2.1.0. Pushing into other target objects [3:14] 2.1.1. Uniforms, vest, backpacks
3.0. Weapon platforms, compatibility [3:50] 3.1. Open, nothing, single items selected, nothing compat filtered [4:09] 3.2. Pistols, launchers, rifles, compat filters [4:55] 3.3.0. Binoculars, did not mention 3.3.1. Thinking that some binoculars may support 'accessories', 'magazines' i.e. batteries and such, etc (TBD)
4.0. Category set masking [6:52] 4.1. Masking correctly, depending on inventory choice
5.0. Conclusions, pending efforts 5.1.0. Sort by, direction [7:39] 5.1.1. In addition to which, the sort instruction itself needs to be reviewed [7:54] 5.2.0. Virtual arsenal parity with inventory manager is NOT the goal [9:05] 5.2.1. Similar look and feel, analog features, yes, 1-1 parity, NO, most certainly not 5.3. Pivot on some (necessary) 'circular' references in the inventory layout, as reported by A3 (and subsequent crash) [9:35] 5.3.1. But hopefully not a major pivot apart or away from what we've accomplished thus far by the IM effort on the whole
0. Overview [0:00]
0.1. Separated LOGAMB secondary objective from logistics line
0.2. Review the settings
0.3. Run through couple of the more prominent scenarios
1. The cba settings
1.1. Logistics [3:32]
1.1.1. Routes can be blocked
1.1.2. Blocked rountes can be ambushed
1.1.3. Friendly zone ambushes
1.1.4. Civilian hostility bias
1.1.5. Ambush interval
1.1.6. Radius, not to be confused with LOGAMB radius
1.2. Logistics - Ambush [6:41]
1.2.1. Ambush 'semaphore'
1.2.2. Objective pessimistic
1.2.3. Radius, activation coefficient
1.2.4. Success threshold, bias
1.2.5. Surrender, allow, bias, pressure coefficient, base
1.2.6. Crate decimation, base, by percent
1.2.7. Transports, capture on success, bypass on tear down [16:59]
1.2.8. Waypoint density, crate, transport
1.2.9. Transport, fuel loss, hit point damages
2. Two main scenarios
2.1. Guerrillas got away with the resources [18:44]
2.1.1. Crate decimation occurs with patrol waypoints
2.1.1.1. Crate watch service, auto GC zero RESOURCE VALUE crates
2.1.2. LOGISTICS MANAGER, line suspended in AMBUSH state until objective resolved
2.1.2.1. The exciting part happens via the MISSIONS MANAGER
2.1.3. Failure, watching as it happens over telemetry
2.1.4. Got away debrief [31:46]
2.2. Success, neutralizing the patrols, and/or as they surrender [33:15]
2.2.1. Surrender may be configured
2.2.2. And with varying degrees of bias weighting in that direction
2.2.3. Surrender, capture, interrogate
3. In conclusion [37:04]
3.1. CBA settings not final, composition, order, etc
3.2. Bugs, debugging, troubleshooting
3.3. Reconsidering LOGISTICS TELEMETRY a bit
3.3.1. Loosely modeled after the SECONDARY OBJECTIVES telemetry approach
Musical credit:
Tank! [0:02]
Too Good Too Bad [1:31]
Cat Blues [4:04]
The Egg and You [6:38]
NY Rush [10:16, 26:50]
Fe [15:29]
Doggy Dog III [17:24]
See You Space Cowboys [19:16]
The Great Escape (Spiral Remake) (Epilogue) (1) [25:17]
March for Koala [25:51]
Call Me Call Me [31:21]
All tracks except (1) Cowboy Bebop Original Soundtrack (2002)
(1) Marillion, Brave Remastered, The Great Escape hidden track Scott Joplin's The Entertainer
Main topic: LOGISTICS, LOGISTICS MANAGER
0:00 Intro
0:20 Table of contents
1:25 Modules: units of measure
4:00 Modules: logistics
6:15 Modules: logistics state machine
10:55 Settings
13:03 Modules: logistics manager UI overview
16:35 Modules: logistics manager UI detailed
23:42 Modules: logistics manager code review / enable or disable ctrls
36:57 Modules: logistics status bit flags
43:41 Outro
Observations:
24:20 I did not end up presenting any config, mostly due to time constraints, and the segments and mixing was getting a bit long, so... will leave that as a participant exercise.
41:30 Will have to think the part of abandoned through a bit further, of course...
https://github.com/mwpowellhtx/KP-Liberation
Musical credits:
80 Days, An Accidental Man, Man Of A Thousand Faces: Marillion, This Strange Engine (1997)
How Can It Hurt: Marillion, Holidays In Eden (1992 2-Disc Remaster) (1998)
The Bell In The Sea, Hooks In You, The Release: Marillion, Seasons End (Remastered Version) (1997)
0:00 00-intro-salut
1:02 01-view-fob-all-resources
a. fob
b. all
2:48 02-dialogs-redeploy-start-fob
a. fob
b. start
4:32 03-resource-summary
a. supply, ammo, fuel
b. intel (5:37)
# Recorded a bit out of sequence...
7:02 04-percentage-maximums
a. civilian reputation
b. enemy awareness (9:26)
c. enemy strength (11:07)
12:18 05-outro-salut
Musical credits:
Foolishness, There Is a Kingdom That Cannot Be Shaken, Walking Home with You, New Creation: Tree63: Sunday! (2007)
https://en.wikipedia.org/wiki/Tree63
Review of the captives operation; covering the usual suspects, surrendered, captured, escorting, loading, unloading. Also teasing the ability to recruit a unit to your group. Reviewed using one transport; need to rinse and repeat using a mix of transport vehicles, ground, air frames, etc.
0:00 00 Intro Salutations
0:21 01 Table of Contents
- Production review: settings
- Production cleanup: core API
- Production cleanup: change orders
- Production cleanup: state machine
- Production cleanup: UI relative unscathed
2:17 02 Production review: settings
- configuring for demo versus mission
2:52 03 Production Cleanup: core API
- getting "all" namespaces
- getting production namespaces by marker name
- verifying production queue
- filtering namespaces by BLUFOR control
5:21 04 Production Cleanup: Change Orders
- add capability
- change queue
7:25 05 Production Cleanup: State machine
- rebase timers
- standby/pending
- production
12:44 06 Production Cleanup: UI relatively unscathed
- settings recap
- adding capability (part 1) - 15:48
- changing queue (part 2) - 18:02
# re-take this one... also be mindful of the screen, etc...
- if anything, with SM and CO cleanup, should operate a bit smoother (part 3) - 21:15
Background music credits:
Jan Hammer: Chase, Crockett's Theme, Evan, Flashback, New York Theme, Payback, Crockett's Theme (Extended 12 Inch Mix)
0. Intro, salut [0:00]
0.1. Overview
1. Category and category item improvements [1:43]
1.1. Reimagined the calculate view a bit for category item views
1.1.1. Adopted instead a phased filter view approach
1.1.2. Phase one: we lift the appropriate arsenal virtual item classes
1.1.3. Phase two: we transform that into a hashmap bundle, includes class, config, etc
1.1.4. Phase two also where we cache the baseline view, array of hashmap
1.1.5. Subsequent requests bypass these two phases given a cached view
1.1.6. Phases three, four, etc, still pending; see next steps
1.2. Picture columns sized to fit, widths calculated while refreshing
2. Right sidebar integration improvements [8:05]
2.1. Overall right sidebar connected to selected container
2.2. Right categories filtered by container item selection; work in progress
2.2.1. Magazines, very much, work in progress [13:26]
2.2.1.1. Separation of primary or current magazines
2.2.1.2. Separation from secondary or GL 'magazines'
2.2.1.3. Also merging the two for 'all' magazines
2.2.2. Couple of magazine exceptions in terms of items being 'placeable' (work in progress)
3. Next steps
3.1. Start connecting the follow on filtering steps [15:52]
3.1.1. Search by i.e. substrings
3.1.2. Sort by, including an introduction of 'direction'
3.2. Connect the add/remove dots [18:10]
3.2.1. Allowing for left and right category items to add
3.2.2. Stubbed in add (or remove) count controls
3.2.2.1. Of course also container item add and remove items
3.2.2.2. CBA settings [19:27]
3.2.3.1. Slider in action [20:51]
3.3. Weapon groups [22:00]
3.3.1. Accessories and magazines
3.3.2. Showing only related categories depending on the slot
3.3.3. Filtering to include weapon accessory and magazine compatibility
3.3.4. And of course equipping or unequipping a given slot
3.4. And other mentionable bits [26:16]
3.4.1. Things like category or container item metrics
4. Outro, salut [27:42]
Surfing the Velvet Abyss [1, 0:15]
FDS2 [1, 3:42]
Deceptive & Dangerous [1, 5:38]
147 [1, 9:59]
Falling Down Stairs [1, 14:15]
Underneath [1, 18:46]
Light Years of Darkness (Reprise) [1, 22:57]
Another Time and Place [1, 25:21]
[1] background music: Darkstar_ The Interactive Movie_ Musical Score (2010)