hxnova |
Sat, 25 October 2008 16:34 |
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ck_drknes | | Crewman 2nd Class | Messages: 17
Registered: May 2007 Location: Why do you want to know? | |
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I've had a bit more free time recently and so I've managed to progress with hxnova http://code.google.com/p/hxnova/ (23,300 lines ). The server is functioning but needs more testing and few more things to be implemented. With the server at least running, I started on the client to enable some better testing and so far I've finished a signifigant part of the map renderer:
http://www.chasekernan.com/map.jpg
The only problem is that I really dislike doing UI work (and I'm not so good at it) and so I'm looking for anyone who'd like to help out (the ui could be made with flash, javascript, silverlight, etc...).
On another note, I've also finished a component editor and I was wondering if anyone had an open set of graphics that I could use.
[Updated on: Sun, 26 October 2008 00:38] Report message to a moderator
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Re: hxnova |
Sun, 26 October 2008 02:03 |
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wasp | | Crewman 2nd Class | Messages: 16
Registered: January 2008 Location: Finland | |
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ck_drknes wrote on Sat, 25 October 2008 23:34 |
On another note, I've also finished a component editor and I was wondering if anyone had an open set of graphics that I could use.
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ForceUser's graphics are at http://www.groep7.co.za/stars/Freestars.htm
Elen sila lumenn' omentielvoReport message to a moderator
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Re: hxnova |
Sun, 26 October 2008 16:43 |
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I could make graphics too if desired.
I'm not keen on a Flash-driven interface myself, but if it works it's better than nothing.
How well does your version support customization and modding?
[Updated on: Sun, 26 October 2008 16:44] Report message to a moderator
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Re: hxnova |
Mon, 27 October 2008 22:57 |
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If you want the game to take 20 years to play, go for it!
I don't see why we need upper limits on that sort of thing, just input numbers or something.
How do you feel about making the starmap circular so there's no corners to get boxed into?
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Re: hxnova |
Tue, 28 October 2008 00:15 |
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ck_drknes | | Crewman 2nd Class | Messages: 17
Registered: May 2007 Location: Why do you want to know? | |
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Quote: | How do you feel about making the starmap circular so there's no corners to get boxed into?
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The map generation also supports ring and cubic bezier maps.
As for speed, I think the vm used for the server (neko) has very decent speeds... I'll leave the limits to be set in the configuration file (otherwise it defaults to the star's limits except for the ones that really only cause problems).
But if its really critical eventually, there's work being done to allow haxe to compile to c++ (I thinks its in alpha right now).
[Updated on: Tue, 28 October 2008 18:10] Report message to a moderator
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Re: hxnova |
Tue, 28 October 2008 15:30 |
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How about starting conditions? It could speed things along if you could start off players with say 5 planets each (+1 for IT/PP).
Also, how flexible is the race wizard?
One thought I have is to allow greater detail in starting techs, eg. for each field, when you choose sheap/normal/expensive you also can pick a starting tech level in that field - costing more per level for expensive techs than cheap ones, of course. When PRTs automatically start with tech levels, then they could have those levels selected by default but lower them if they wish for more points. This would take away none of the functionality of the current system, but open up a bit more flexibility.
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Re: hxnova |
Wed, 29 October 2008 20:02 |
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Heh, you should hear what I wanna do to CA then. Or AR for that matter.
Those are more ideas for a mod or sequel version than a straight-up Stars! clone however, since they'd mean that you couldn't necessarily build the same races you could otherwise. Not that this would be considered an entirely bad thing, mind you...
[Updated on: Wed, 29 October 2008 20:04] Report message to a moderator
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Re: hxnova |
Thu, 30 October 2008 16:39 |
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It's along the lines of considering the benefit of each item by itself, comparing to existing costs, and adjusting a little for synergy. When in doubt, a curve that puts the default settings a little more effecient than more unusual ones might help - that's reducing the current limitedness without removing it entirely and risking creating new and unforseen problems.
As it stands right now there's only a very limited subset of race designs that are playable. By adjusting the cost curves a little it might open up a wider variety. That'd be more of a fundamental adjustment than what I'd propose, however.
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Re: hxnova |
Thu, 30 October 2008 20:06 |
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swp1 | | Petty Officer 1st Class | Messages: 68
Registered: February 2008 Location: outside Philadelphia, PA | |
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m.a@stars wrote on Mon, 27 October 2008 09:09 |
ck_drknes wrote on Mon, 27 October 2008 00:21 | As far as modding, it should be fairly easy. None of the numbers or components are hardcoded (and can be changed mid-game). The internal workings can be entirely changed too. I'm using a slightly weaker version (but dynamic and interpreted instead of compiled) of haxe called hscript to load the variables from an external configuration file. I could mark any method that some one wants to customize as dynamically-bindable and they could write the new version in that configuration file using hscript.
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That sounds really interesting. I was hoping to someday write a server for Stars with these same capabilities, only I seem to never have the time.
Quote: | If speed is required, the changed code could be written in haxe then merged in at runtime as well. However this only works on statics, but it could be made to work on instances too...
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On the issue of speed, how well does your code cope with big universes? 16 races slugging it out among 800-1000 stars can be very demanding.
It would also be desirable to have an easier management of fleets and planets. Do you have any automations or other tricks for that?
Last but not least, I hope the unfinished parts will be done soon. I'd love to see the whole thing working and in a playable state. Just exactly what is that isn't yet finished?
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the original game was meant to run on a 286, without a coprocessor. the Jeff's took advantage of doing things with binary arrarys (aka double long ints of 64 bits) to do XORing and bit shifting to subtract damage or indicate what components a ship had. made for some very fast computing and an elegant design. also made for the nubian alpha torp stack ... feature. probably still the most flexible way to do ship design, even though it doesn't account for loss of ability when a ship is damaged. I'm just sayin' is all.
Good luck with your development.
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Re: hxnova |
Fri, 31 October 2008 16:38 |
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FYI, this in what happens in Chrome: screenshot
From what I saw in IE/Firefox, it appears to be centered on the top-left corner.
Please to be having the zoom invariant point in the center of the view.
Also fwiw, I despise flash.
But otherwise very cool
[Updated on: Fri, 31 October 2008 16:42] Report message to a moderator
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