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Home » Stars! Clones, Extensions, Modding » Stars! Nova - Open Discussion and Help » Stars! Nova May 2011
Re: Stars! Nova May 2011 Thu, 09 June 2011 17:40 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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ForceUser wrote on Thu, 09 June 2011 17:20

I'll let you know thanks!

Hopefully you can get them dumped into some kind of intermediate text-based format. With text-based anything is possible. Deal

Quote:

Hmmm interesting thought. I know my old 3ds max had a pretty cool explosion thingy that you just slap onto a model. will look for it in Gmax but I doubt it's there. Otherwise I'm not sure how much work it would be to do damage on each separate model/render.

It would be cool if these 3D models could be made to fly apart, explosion-like. Players of Stars! are likely to enjoy seeing those carefully-put-together designs blown apart like fireworks. Twisted Evil

"damage" and "melting/slagging" will probably require more work, but would look nice too. Rolling Eyes

Quote:

Don't you dare tempt me Shocked 3 Rolling Eyes

Well, speaking of painstakingly put-together designs of debatable performance.... UFO



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Stars! Nova May 2011 Sun, 19 June 2011 20:17 Go to previous messageGo to next message
Aeglos is currently offline Aeglos

 
Chief Warrant Officer 1
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Registered: May 2011
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Dropping a small update to keep this thread fresh.

We had another very talented dev join us: morsen, who actually works with .Net and has done some fantastic work on the UI side of Nova, specially the StarMap.

We are steadily crushing bugs and adding features. The most pressing bug (game crash on allocating home stars) has been addressed and the fix is undergoing testing, if all goes well a bugfix 4.2 might be released soon.

Stay tuned!


[Updated on: Sun, 19 June 2011 20:19]

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Re: Stars! Nova May 2011 Wed, 22 June 2011 16:30 Go to previous messageGo to next message
Musmuris

 
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Aeglos wrote on Sun, 19 June 2011 20:17


We had another very talented dev join us: morsen



You flatter me!

I've so wanted to do a Stars! clone (or something like) for years as I kept wanting to get some games going with some colleagues. But of course couldn't get serial numbers (or forgot I could get them here). Then when I looked recently I then found it would no longer run on x64 windows and finding a C# client in progress decided that would be actually viable.

It's pretty impressive how much is there already - but there is a long way to go and I suspect many many bugs to iron out on the way.

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Re: Stars! Nova May 2011 Fri, 24 June 2011 21:53 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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I've read some of your fascinating threads about refactorings and improvements. Deal As C++ and C# programmer (with my own unfinished Stars! clone to prove it!), I could perhaps offer some ideas, but I'm not a Nova Dev, so I cannot post in the Devs Forum. Sad

*cough* Names *cough* as IDs *cough* Oh, my... Confused



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Stars! Nova May 2011 Fri, 24 June 2011 22:21 Go to previous messageGo to next message
Aeglos is currently offline Aeglos

 
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Yes, names as Id is an... interesting... method.

Honestly most of the strange issues like that come from Ken's original design and we are slowly moving to more robust constructs. Sadly as he isn't with us anymore, we can only wonder what he had in mind when he coded those.

For example most resources were at one time double precision floating numbers, even though they were always without exception casted back to ints for use... the code was a spaghetti of casts and roundings everywhere. Even the way the client-server communicates is very strange as an almost full game state is provided to each client and we're just recently cleaning it up.

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Re: Stars! Nova May 2011 Sat, 25 June 2011 06:15 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Aeglos wrote on Sat, 25 June 2011 04:21

Honestly most of the strange issues like that come from Ken's original design and we are slowly moving to more robust constructs. Sadly as he isn't with us anymore, we can only wonder what he had in mind when he coded those.

He probably was in a hurry... Work at computer


Quote:

For example most resources were at one time double precision floating numbers, even though they were always without exception casted back to ints for use... the code was a spaghetti of casts and roundings everywhere.

Hmmm, perhaps he was trying to avoid overflow errors. Large Ints can be pesky to use. And Stars! original math is full of all kinds of roundings too. Deal


Quote:

Even the way the client-server communicates is very strange as an almost full game state is provided to each client and we're just recently cleaning it up.

Likely it was faster to code it so in his prototype.



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Stars! Nova May 2011 Sat, 25 June 2011 06:37 Go to previous messageGo to next message
FurFuznel is currently offline FurFuznel

 
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m.a@stars wrote on Fri, 24 June 2011 22:53

... As C++ and C# programmer (with my own unfinished Stars! clone to prove it!), I could perhaps offer some ideas, but I'm not a Nova Dev, so I cannot post in the Devs Forum. Sad

It sounds like, perhaps you should become a Nova Devloper over at SourceForge and join the fun. Work at computer



Shadallark <==> FurFuznel
Mental anguish is for those who choose to think - FurFuznel
running Mac OS X 10.6.7

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Re: Stars! Nova May 2011 Sat, 25 June 2011 08:31 Go to previous message
m.a@stars is currently offline m.a@stars

 
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FurFuznel wrote on Sat, 25 June 2011 12:37

It sounds like, perhaps you should become a Nova Devloper over at SourceForge and join the fun. Work at computer

Perhaps if I had enough free time and stamina... but then I'd have finished my own clone... Whip

All I can offer right now is advice based on experience (some of it trying to figure out the best ways to code a Stars! clone) Deal


[Updated on: Sat, 25 June 2011 08:33]




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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