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hxnova Sat, 25 October 2008 16:34 Go to next message
ck_drknes is currently offline ck_drknes

 
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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 Very Happy ). 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]

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Re: hxnova Sun, 26 October 2008 02:03 Go to previous messageGo to next message
wasp

 
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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.


ForceUser's graphics are at http://www.groep7.co.za/stars/Freestars.htm



Elen sila lumenn' omentielvo

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Re: hxnova Sun, 26 October 2008 16:43 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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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. Blue bounce

How well does your version support customization and modding?


[Updated on: Sun, 26 October 2008 16:44]

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Re: hxnova Sun, 26 October 2008 19:21 Go to previous messageGo to next message
ck_drknes is currently offline ck_drknes

 
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Thanks for the link.


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. 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...

The ui should be entirely customizable as well. Plus it shouldn't look that bad because you could use aswing or flex and it should behave pretty much the same way as a java swing app would.

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Re: hxnova Mon, 27 October 2008 09:09 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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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.

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. Whip Hit Computer


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...

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. Twisted Evil

It would also be desirable to have an easier management of fleets and planets. Do you have any automations or other tricks for that? Teleport

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. Cool Just exactly what is that isn't yet finished?



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: hxnova Mon, 27 October 2008 17:03 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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m.a@stars wrote on Mon, 27 October 2008 06:09


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. Twisted Evil


Sure, for a 386
Disco
I think a generic 1gb+ processor should have no problem.

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Re: hxnova Mon, 27 October 2008 19:17 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Coyote wrote on Mon, 27 October 2008 22:03

I think a generic 1gb+ processor should have no problem.

Please allow me to rephrase: we already have old slumbering Stars!2 for "Huge" universes of up to 999 stars. But what about some real challenge, say, 64 races competing for the conquest of 10000 stars? Rolling Eyes



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: hxnova Mon, 27 October 2008 22:57 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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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 Go to previous messageGo to next message
ck_drknes is currently offline ck_drknes

 
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Quote:

How do you feel about making the starmap circular so there's no corners to get boxed into?


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]

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Re: hxnova Tue, 28 October 2008 06:15 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Coyote wrote on Tue, 28 October 2008 03:57

If you want the game to take 20 years to play, go for it!

Actually, I'd rather games were shorter while keeping interest up. Hence my hoping for better management aids in the game. Twisted Evil

Quote:

I don't see why we need upper limits on that sort of thing, just input numbers or something.

Upper limits are usually setup so memory or disk or CPU or all of them don't explode trying to gen the turns. Hit Computer



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: hxnova Tue, 28 October 2008 06:20 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Coyote wrote on Tue, 28 October 2008 03:57

If you want the game to take 20 years to play, go for it!

Actually, I'd rather games were shorter while keeping interest up. Hence my hoping for better management aids in the game. Twisted Evil

Quote:

I don't see why we need upper limits on that sort of thing, just input numbers or something.

Upper limits are usually setup so memory or disk or CPU or all of them don't explode trying to gen the turns. Hit Computer



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: hxnova Tue, 28 October 2008 15:30 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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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 11:46 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Coyote wrote on Tue, 28 October 2008 20:30

How about starting conditions? It could speed things along if you could start off players with say 5 planets each (+1 for IT/PP).

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.

Interesting ideas. Balancing them will be tricky, though. Sherlock



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: hxnova Wed, 29 October 2008 20:02 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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Heh, you should hear what I wanna do to CA then. Or AR for that matter. Twisted Evil
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]

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Re: hxnova Thu, 30 October 2008 07:06 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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But, do you have also a way to balancing the cost & power of all these ideas so that the game or scenario keeps playable? Sherlock


So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: hxnova Thu, 30 October 2008 16:39 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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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 Go to previous messageGo to next message
swp1 is currently offline swp1

 
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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.

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. Whip Hit Computer


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...

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. Twisted Evil

It would also be desirable to have an easier management of fleets and planets. Do you have any automations or other tricks for that? Teleport

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. Cool Just exactly what is that isn't yet finished?


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 14:35 Go to previous messageGo to next message
ck_drknes is currently offline ck_drknes

 
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I've put up a working version of the map renderer to http://www.chasekernan.com. It's still got a few rough spots and could use some optimization, but otherwise it gens a new game and then display's the map from player 1's perspective (it uses the host's data so that I could see the distribution of stars/evironments).

Note: the grid really doesn't do much (it doesn't even scroll) but it's there for debugging purposes. 1 side = 100ly
Oh and the random scanner blob is just to test how well the scanner ranges would merge together.

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Re: hxnova Fri, 31 October 2008 16:38 Go to previous messageGo to next message
gible

 
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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 Smile


[Updated on: Fri, 31 October 2008 16:42]

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Re: hxnova Fri, 31 October 2008 19:58 Go to previous messageGo to next message
ck_drknes is currently offline ck_drknes

 
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Quote:

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.


Hmmm... I ran it through opera, chrome and firefox and I didn't get your problem until I opened it in a very small window. I don't think I'll be hosting the game through a web browser (can't use right clicks in the web browser) so its not a huge problem. Bug in the flash player I guess.

Quote:

Please to be having the zoom invariant point in the center of the view


On my todo list.

Quote:

Also fwiw, I despise flash.

But otherwise very cool


I chose flash because I could then use haXe to develop it and its much easier to do anything graphical in flash than just about anything else.

The files are in xml so someone else can develop a client in another language but for now im sticking with flash.


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Re: hxnova Sat, 01 November 2008 10:23 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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swp1 wrote on Fri, 31 October 2008 01:06

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.

Thanks, but it seems somebody else will reach the goal 1st. Pirate



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: hxnova Sat, 01 November 2008 10:29 Go to previous message
m.a@stars is currently offline m.a@stars

 
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ck_drknes wrote on Sat, 01 November 2008 00:58

The files are in xml so someone else can develop a client in another language but for now im sticking with flash.

As long as the server works, the flash client shouldn't be a great concern. Teleport



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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