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Progress Wed, 02 July 2003 11:33 Go to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Components are basically done: what that means is that there is an XML file listing all components, and there is code to read that file, and combine components into a ship, then combine ships into a fleet. So you can ask a fleet what it's pen scanning value is, and it will take the max of all ships, each ship will apply the formula from the help file to combine the scanners on the ship.

Parsing the .x file to get orders is about half done, big part left is dealing with fleet splits and merges when some one else has your fleet targeted. Actually following all those orders hasn't been started.

Racial traits are mostly done: There is code to combine PRT and LRTs into a Race, other details about a Race have not been added. And the XML file of racial traits is not yet complete.

Moving cargo is done, as are Invasions (which are part of moving cargo).

There are other things that is partially complete.
And a lot more stuff that isn't



- LEit

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Re: Progress Wed, 02 July 2003 12:07 Go to previous messageGo to next message
Crusader is currently offline Crusader

 
Officer Cadet 2nd Year

Messages: 233
Registered: January 2003
Location: Dixie Land
Thank you, sir, for the update. I'm sure there are many keeping a close eye on things here. Wink

Respectfully,
The Crusader Angel



Nothing for now.

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Re: Progress Thu, 10 July 2003 04:09 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

I'm curious as to the component listings and PRT's / LRT's.

Care to indulge us a little?

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Re: Progress Thu, 10 July 2003 06:54 Go to previous messageGo to next message
overworked is currently offline overworked

 
Lt. Junior Grade

Messages: 403
Registered: November 2002
Location: Pittsburgh, PA

freakyboy wrote on Thu, 10 July 2003 04:09

I'm curious as to the component listings and PRT's / LRT's.

Care to indulge us a little?


Indulge in what way?

I've been helping Leit with the components data file. It's somewhat stable though we just decided on some additional data just yesterday to be included.

- Kurt



Time flies like an arrow.
Fruit flies like a banana.
- Groucho Marx

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Re: Progress Thu, 10 July 2003 08:32 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

As in what kinda of abilities are we looking at?
What sort of things will components be capable of?
What abilities could be assigned to a PRT / LRT?

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Re: Progress Thu, 10 July 2003 09:35 Go to previous messageGo to next message
FurFuznel is currently offline FurFuznel

 
Lt. Junior Grade
Stars! Nova developer
Stars! Nova developer

Messages: 437
Registered: November 2002
Location: New Brunswick, Canada
I thought they were simply creating a clone of the original stars at this point and would not be adding in new races and abilities until the close was fully functional. Therefore, you should know the capabilities and abilities... Wink

I am sure that someone will let me know if I am wrong about this.

Shadallark



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

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Re: Progress Thu, 10 July 2003 13:39 Go to previous messageGo to next message
overworked is currently offline overworked

 
Lt. Junior Grade

Messages: 403
Registered: November 2002
Location: Pittsburgh, PA

FurFuznel wrote on Thu, 10 July 2003 09:35

I thought they were simply creating a clone of the original stars at this point and would not be adding in new races and abilities until the close was fully functional. Therefore, you should know the capabilities and abilities... Wink

I am sure that someone will let me know if I am wrong about this.

Shadallark


You are correct from my understanding as well. Initial goal is to essentially match the current functionality (with a few obvious bug fixes).

Though I will note from my standpoint that a lot of the design discussion does take into account the idea that there can be mods, expanded rules, and other new things added. Thus the attempt to keep things flexible.

I'm mainly familiar with the current components file - which is trying to match the parts and devices of the game we know and love. Hmm - I think I'll start a separate thread and drop a snip of the XML code there as an example.

- Kurt



Time flies like an arrow.
Fruit flies like a banana.
- Groucho Marx

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targetting algorithm Tue, 15 July 2003 05:59 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
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Prompted by the split fleet discussion in another forum.

What algorithm are you going to use for fleet targetting, and processing circular targetting situations ?

Just curious.

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Re: targetting algorithm Tue, 15 July 2003 23:22 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
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I'm still working on this, every time I start, I make a bit of progress, get fustrated, and find something else that needs work. Eventually I'll get it done...

Currently it looks like this:
A fleet has a list of who it is following, and who is following it. When you split the new fleet gets a copy of who you are following, and all fleets following you are told about the new fleet. (Note, this is easier said then done)

Then after all splitting and merging and assigning orders is done, I'll have to decide which fleet follows which. Things I'm going to consider: Biggest picks biggest target first; filter based on battle orders; only your own ships will pick, you won't care if some other race is also chasing the same fleet.



- LEit

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Re: targetting algorithm Wed, 16 July 2003 07:46 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

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Yes it sounds difficult. It is one of the things that still causes utter confusion in some circumstances.

Interesting regarding the filter by battle orders.
You mean if you are attacking freight ships first then it will only consider fleets with freighters ?

I suppose this opens it up later to selecting based on ship hull type perhaps - say target enemy BB's, then you would follow wherever the most BB's went.
Anyway, no point discussing changes at this stage.


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Re: targetting algorithm Wed, 16 July 2003 08:53 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

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mazda wrote on Wed, 16 July 2003 07:46

Interesting regarding the filter by battle orders.
You mean if you are attacking freight ships first then it will only consider fleets with freighters ?



I was going to use the whole battle order, so if you do freighters/none, then yes it'll just go after fleets of freighters - there is no point in chasing a fleet you won't shoot at.

mazda wrote on Wed, 16 July 2003 07:46


I suppose this opens it up later to selecting based on ship hull type perhaps - say target enemy BB's, then you would follow wherever the most BB's went.



At least for now, there will be no way to target just BBs in the battle orders, that would eliminate chaff, and I don't want to do that yet.

mazda wrote on Wed, 16 July 2003 07:46


Anyway, no point discussing changes at this stage.



Actually, there is. It's not done yet, and I'd like to get it right the first time.



- LEit

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Re: targetting algorithm Thu, 17 July 2003 12:49 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

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LEit wrote on Wed, 16 July 2003 13:53


At least for now, there will be no way to target just BBs in the battle orders, that would eliminate chaff, and I don't want to do that yet.


Might eliminate the current classic chaff, but if you were targetting BB's then you'd become very easy prey for other ships whilst you were trying to polish off the BB's.
Be a whole new game.

Anyway, I think the problem with interception is that when you order your ship to intercept then you are trying to achieve a particular goal - say defend a planet, defend other ships, defend a border.
When the other fleet splits then you still have the same objective (perhaps), but your implementation of specific tactics to achieve that objective might now differ.
Unless the software picks the right fleet to follow, that you would have done had you known of the split, then this will never be solved.

All I can think of would be the incredibly stupid rule that only fleets that are already separate can go to different locations.
Ships all in one fleet must go to the same location (they could split on the way ready for the next turn).
Ships in different fleets at the same location can of course be targetted separately and so can go where they like.
This would effectively turn splitting into a WP1 task.

Still want ideas ?

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Re: targetting algorithm Thu, 17 July 2003 19:16 Go to previous messageGo to next message
gible

 
Commander

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Its somewhat more global than just splitting fleets but I've been thinking it would be nice to be able to give each ship type(or just subfleet) differing orders. The minelayers would lay mines,The transports would (un)load,etc while still retaining the higher level strategic tag that the whole group is a single fleet(taskforce maybe?)

Since you're goingto the effort of creating an XML script system for describing the game...as well as the default possible battle(and split?) orders, it would be nice to be able to script your own orders.

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Re: targetting algorithm Fri, 18 July 2003 07:32 Go to previous messageGo to next message
overworked is currently offline overworked

 
Lt. Junior Grade

Messages: 403
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gible wrote on Thu, 17 July 2003 19:16

Its somewhat more global than just splitting fleets but I've been thinking it would be nice to be able to give each ship type(or just subfleet) differing orders. The minelayers would lay mines,The transports would (un)load,etc while still retaining the higher level strategic tag that the whole group is a single fleet(taskforce maybe?)

Since you're goingto the effort of creating an XML script system for describing the game...as well as the default possible battle(and split?) orders, it would be nice to be able to script your own orders.


For the most part this would be a discussion of what to do in any sort of 'expanded' game. But, it's worth discussing now just to see how the current structures could handle implementing some of these ideas.

Probably have taskforces within fleets (if you're trying to match/parallel current naval nomenclature.)

Depending on how far you carry the subject (i.e. tokens within a fleet being able to have separate orders) it would open up a number of possibilities - especially if that allowed separate tokens to have different battle orders. Boils down to a discussion of at what level you can assign and store waypoint and battle orders.

You also raise the spectre on the client side on how to display and track what taskforce within a fleet is doing what. New layer of complication.

Something else that comes into play here is deciding what actions should be 'default activities' or not. For instance, bombing is a default activity - if your fleet has bombs and is at a viable target (orbiting a planet owned by a race that your default battle orders would attack) it bombs them. Minelaying is not a default activity since you have to specifically order a fleet to do it. Would "default" minelaying be a desirable thing? (I partially suspect minelaying is not default due to the minefield limit.)

And you could discuss a number of actions that could be discussed in this fashion:
(a) Minelaying
(b) Bombing
(c) Refueling (probably a no brainer)
(d) Terraforming (orbital)
(e) etc...

- Kurt




Time flies like an arrow.
Fruit flies like a banana.
- Groucho Marx

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Re: Progress Sat, 16 August 2003 11:17 Go to previous messageGo to next message
vonboy is currently offline vonboy

 
Crewman 1st Class

Messages: 31
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eneything new? i have notesed that nobody has left a post in almost a month. i just wanted to know if this free stars idea has been abandend. and if it is already done or will be done in a few weeks. where i could download it.

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Re: Progress Sat, 16 August 2003 14:26 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

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I've been overwhelmed by a Stars! game (RWIAB) that will end soon. Also RL has taken away some of my free time, the net result is that my work on FreeStars had to stop for a while. Hopefully next week I'll be able to start again.

Meanwhile, Summoner has done a some stuff, Minefields and Packets.

It is no where near done yet, but it can read a .hst file, and write it back out (no processing on the turn is done yet).



- LEit

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Re: Progress Sun, 21 September 2003 15:26 Go to previous messageGo to next message
Vitor is currently offline Vitor

 
Civilian

Messages: 2
Registered: September 2003
Hi!

I am very new to stars!

My question is. Is there any stars! version that is 100% free?

What is the best free version?

The new game you are building will be more similar to what?

TIA Cool



Vitor Sousa
Clube Play by Mail
http://clube.do.sapo.pt

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Re: Progress Sun, 21 September 2003 16:23 Go to previous messageGo to next message
Hatterson is currently offline Hatterson

 
Warrant Officer
Past Weekly Puzzle Master

Messages: 121
Registered: May 2003
Location: NY, USA

The only Stars! you can get for free is the demo version. You can download it here.

Other than that you must pay for a full version of Stars!

As for FreeStars, at last word it was still a ways from being completed.



"Don't be so humble - you are not that great. " - Golda Meir (1898-1978) to a visiting diplomat

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Re: Progress Mon, 08 March 2004 16:51 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
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You guys want some help with this? I don't mind coding pieces of it to help out and/or help with graphics.

Even though this is to be a free, basically clone, I don't see any reason why we shouldn't update some of the images go 'give it a facelift'.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Progress Mon, 08 March 2004 17:11 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
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We'd appreciate help. Currently I'm working on the host part, so there are no graphics. (Well, currently, I'm working on the EA challenge game)

We do most of our discussion in IRC in the #FreeStars channel on Starlink.org. If you need help getting to IRC, check the FreeStars FAQ, and if you still need help, ask me, I'll get an answer.



- LEit

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Re: Progress Mon, 08 March 2004 17:30 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
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I'll dig up a free IRC client - I used to have one so there may still be a copy in my laptop. Then I'll find you.

I do most coding in C but I can program in just about anything (I've only been working with computers since before the IBM PC was invented).

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Progress Fri, 19 March 2004 20:56 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
As a suggestion from another prefer c++ but do other languages type programmer...

Perhaps the whole thing could end up as a webserver?

In other words, like stars as an executable, but the executable is a web server (that may require the browser to support java).

A local version of the server could be used to prepare a turn before submitting to the shared one, just like stars where the executable can do both orders and then process a turn.

With html and gifs (sometimes animated), some details can be made to look nice in an easy to code way and easy to customise.

It would for example be fun to either choose stock pictures or upload your own for your races appearance, ships, etc.

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Re: Progress Fri, 19 March 2004 21:41 Go to previous messageGo to next message
Orca

 
Chief Warrant Officer 1

Messages: 148
Registered: June 2003
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This sounds a client proposal, not something the server would care about - and for the server end something that is wholly unrelated to the core. Possibly something to consider *after* the we have a working turn server.


Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.

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Re: Progress Fri, 19 March 2004 21:41 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

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The server is going to be done in C++. You are free to write a client as a web app if you want. If I end up writing a client, it will also be in C++, as there is a lot of the same code.

There is no reason why we will all have to use the same client, even in the same game. As long as it can read and write the turn files, the server program won't care which client you use.



- LEit

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Re: Progress Sun, 21 March 2004 02:03 Go to previous messageGo to previous message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
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I don't mind starting work on a C++ client for Windows. I could write one that looks almost identical to the current Stars! interface. The only problem would be that it might then be a copyright infringement (though since the VML modfile has been allowed, probably not).

Ptolemy






Though we often ask how and why, we must also do to get the answers to the questions.

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