Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! Clones, Extensions, Modding » FreeStars » Progress
Re: Progress Sun, 21 March 2004 08:57 Go to previous messageGo to next message
Staz is currently offline Staz

 
Lieutenant

Messages: 514
Registered: November 2003
Location: UK
Ptolemy wrote on Sun, 21 March 2004 07:03

The only problem would be that it might then be a copyright infringement (though since the VML modfile has been allowed, probably not).


I'm fairly sure you can't copyright the look of software. If you have any revolutionary ideas in the interface then you may be able to get a patent, but that requires a really major step forward, like from command line to windows/icon/mouse/pull-down-menus. Stars! probably doesn't fall into that category.

Besides which, I'm not sure that a straight UI copy would be the best thing. I can see the advantage in keeping the game logic the same (you can avoid lots of game balance issues), but the same doesn't really apply to the interface.

It would be interesting to see 2 competing windows GUIs though - your C++ version and the Delphi version.

I've been toying with the idea of working on a Java client (cross platform) or maybe a Palm handheld client myself.

Report message to a moderator

Re: Progress Mon, 22 March 2004 10:03 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
LEit wrote on Sat, 20 March 2004 02:41

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.

Presumably you could even have a non-graphical client.

At the risk of repeating something, this will involve publishing the format of the turn files, won't it ?
And this format will not be compatible with the current Stars! exe.

Report message to a moderator

Re: Progress Mon, 22 March 2004 10:58 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Correct on both counts.


- LEit

Report message to a moderator

Re: Progress Mon, 22 March 2004 11:07 Go to previous messageGo to next message
Staz is currently offline Staz

 
Lieutenant

Messages: 514
Registered: November 2003
Location: UK
The #1 thing I would add to Stars! if I had a chance would be a better export function; sort of like NewReports=1 but much more complete. This would make it possible to write much better 3rd party utilities.

Imagine a fleet report that included a breakdown of the ship in each fleet, as well as a ship designs report giving the specs of each design. A utility could use this information to have a "threat" value for each fleet, and it might even be possible to write a battle simulator.+

With an open format turn file, FreeStars will have a huge advantage in this area.

Report message to a moderator

Re: Progress / GUI Wed, 24 March 2004 11:03 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

The subject of the copyright was discussed a little in some of the earlier posts and it seemed that there wouldn't be any copyright problems:
1. Provided the FreeStars wasn't being charged for and
2. The user interface wasn't identical

Granted, I'll work out a nicer galaxy map and the FreeStars graphics will be different as well as most menu names. However, we do need to have numerous functions the same as in the current Stars! version;
Planet build queue
a race design wizard
a ship/starbase design editor
a fleet display for waypoints, fleet composition and fleet orders (mineral/colonist load & drop, minelaying and remote mining).
a mass driver warp speed bar
a message window

These things will pretty much mimic the current Stars! functionality and could very well be seen as a copyright violation. On the other hand, it would be extremely difficult for anybody to sue a group of users from various parts of the world for re-programming the 'look and feel' when there is no profit involved.

One serious item though is that we are going to need ALL new graphics, ships, planets, starbases and the galaxy map. I'd like some aliens for the race design wizard also.

As for the galaxy map... Do we have a .xy file format defined yet? If not, we need to do that first along with some graphics that can be used to test the UI. Ideally, I'd like to use imbedded jpeg files to keep the graphics size down and that may mean including the jpeg decoder code in the GUI code(I think I have some though) - alternately, standard windows bitmap format can be used though it takes much more space.

Images of planets are easy enough - just make some from any picture of Earth (hmm.. maybe I'll allow them to rotate when the planet is selected). Ships are a different problem - any decent artsts out there?

For the ship/starbase design editor it is easy enough to use a different design concept and then it will be so different in the way it looks that it won't be a copyright problem - functionaly will be the same with slots chaged to 'tech-spots'. There was a game called Fragile Alliance where they were called 'hard points'. Since the GUI is new there is no need to use a simple block diagram to represent the ship. A nice image of the ship can be displayed with the slot spots marked and when items are added they can update the image.

Ptolemy






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

Report message to a moderator

Re: Progress / GUI Fri, 26 March 2004 00:56 Go to previous messageGo to next message
ForceUser is currently offline ForceUser

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

Messages: 383
Registered: January 2004
Location: South Africa
Would it be possible to use flash moevies in the program? They are VERY small and animated. Only thing is for flash vertion whatever to be installed on the pc. Animated pics would be ultra nice in a battle situation ehre the starbase can rotate and the planet could be present (in looks ofcourse).

a flash move gets large if you use gifs and jpegs while if you only use vectors then a very nice animated gif would be as small as 3kb like these : http://www.groep7.co.za/ForceUser/flash.htm

If this link doesnt work, it's on my site under Flash (Duh)
Rolling Eyes

A flash object cant be real 3d but can be simulated.



"There are two types of people in the world. AR players and non-AR players" Nick Fraser

Working on some new stuff: http://sourceforge.net/apps/mediawiki/stars-nova/index.php?t itle=Graphics
And the Mentor Database www.groep7.co.za/Mentor/ ZOMGWTFBBQ!! it still works lol!
Check out my old site with old pics at www.groep7.co.za/Stars/

Report message to a moderator

icon5.gif  Re: Progress Fri, 26 March 2004 01:46 Go to previous messageGo to next message
Hyena is currently offline Hyena

 
Master Chief Petty Officer

Messages: 109
Registered: January 2004
Hmm. Forum members really need the option to be able to delete their own posts. When something like this happens you have to pretty much wait until a mod notices.

Report message to a moderator

Re: Progress / GUI Fri, 26 March 2004 02:14 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

Since we are talking about quite small images for the battle sim it is far more code efficient to simply write the animation procedures directly into the C++ application. Using small jpegs, gif's or even my own custom image format will not take more than 3k per image anyway.

Personally, since I'm going to write a PC GUI anyway and I want some animation in it, I will put some animation in it. As far as using Flash goes, it's a waste of effort since the Flash code would have to be (at a minimum) linked into the compile process. That requires Flash link libraries that may or may not be available for C++. Writing image flipping code for the animation isn't difficult. The most time consuming activity is creating the necessary images.

We have to remember that not all users will have 1+ gigaherz machines so, I will write my code to be as tight and efficient as possible. A 150 megaherz machine will have just as smooth animation in the GUI as any 800+ megaherz machine does.

I already have animation assembly code subroutines I wrote some years ago that link into C++ programs. These are extremely quick even on older 486 machines. They will work perfectly for the FreeStars GUI.

Ptolemy




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

Report message to a moderator

Re: Progress / Clients Fri, 26 March 2004 02:28 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

We are going to have to excrypt files at some point to prevent cheating. We are also going to need to build checks into the server and client to detect cheating attempts. It is guaranteed that some people (and we all know the type) will try to mess with the game files to cheat and, I for one, will build every check I can think of into my client code to throw out invalid info and turns.

If all the client routines and, more importantly, the server code invalidates illegal activity even a hacked un-encrypted turn file will get invalidated. For my side, I won't even notify the player that his file was invalid for having been hacked - let him wonder why his battles didn't happen, his populations didn't grow and he didn't build anything Mad - he can suffer for having attempted to hack the turn.

Ptolemy




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

Report message to a moderator

Re: Progress / Clients Fri, 26 March 2004 05:45 Go to previous messageGo to next message
Staz is currently offline Staz

 
Lieutenant

Messages: 514
Registered: November 2003
Location: UK
Ptolemy wrote on Fri, 26 March 2004 07:28

For my side, I won't even notify the player that his file was invalid for having been hacked - let him wonder why his battles didn't happen, his populations didn't grow and he didn't build anything Mad - he can suffer for having attempted to hack the turn.


Careful with this. If you haven't removed 100% of the bugs from both the client code and the server code (which I suggest might be an unattainable goal) then you run a serious risk of silently ignoring perfectly valid player orders.

If you tell the player their orders were ignored due to cheating (and they didn't) then they can contact the host, send all the files needed to prove their innocence, and the problem can be fixed and the turn regenned.

Report message to a moderator

Re: Progress / Clients Fri, 26 March 2004 06:14 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

I agree 100%. Great care needs to be taken. The last thing in the world I would want to do is accuse a player of cheating erroneously. Sadly, some people are bound to try.

Ptolemy




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

Report message to a moderator

Re: Progress / Clients Fri, 26 March 2004 09:39 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Actually if the turn file structure is well-analysed then only actions are present in turn files (not their results like on some cases in current Stars!) and host program needs to check only the actions that player does for validity/possibility and return the results.

When player gets or drops or transfers or splits or scraps or etc. then host needs to check if he can do it at all and return error message if he cannot.

Client should not allow to do something that player cannot do and allow everything that he can do in a simple way.
It is not as simple to make client as it seems because host will process actions in fixed order and player will make them in random order. For example he can drop cargo, get gargo, split, transfer and merge 100 times in a row at some spot. Now if after processing by host these orders result differently than shown by client its client programmers error. Then players will choose other client because host returns different results than they wanted or even error messages to them.


Report message to a moderator

Re: Progress / Clients Fri, 26 March 2004 09:50 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
As for encryption ... PGP-ing with player password should be good enough.

Host will just refuse action files with wrong encryption and player has to enter the password to encrypt the turn files received from host. No one can do anything with files without knowing password.

Current stars! flaw is that it uses same encryption for all files so anybody knowing the algorithm can easily do anything he wants with the files.

[edit typo]


[Updated on: Fri, 26 March 2004 09:50]

Report message to a moderator

Re: Progress Tue, 08 June 2004 23:10 Go to previous messageGo to next message
Sandman

 
Crewman 1st Class

Messages: 20
Registered: April 2004
I noted that the last listed date was last year and wondered if Freestars was still alive or not.

I also wanted to ask if you would want Beta testers at any point. My time is quite free and I'm familier with the game.



"Fascinating Captain."

Report message to a moderator

Re: Progress Tue, 08 June 2004 23:52 Go to previous messageGo to next message
Orca

 
Chief Warrant Officer 1

Messages: 148
Registered: June 2003
Location: Orbiting tower at the L5 ...
Progress is ongoing, but slow - as was anticipated. Freestars now compiles on both MSVC 6 and GCC. Most of the .hst file is read, and much of it written out. The file formats are still in flux, but have been settling down with fairly minor changes (as opposed to the wholesale ones earlier). Client work continues as well. We are nowhere near ready for alpha testing right now - nevermind beta. Smile


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

Report message to a moderator

Re: Progress Fri, 11 June 2004 01:42 Go to previous messageGo to next message
TomT64 is currently offline TomT64

 
Petty Officer 3rd Class

Messages: 45
Registered: August 2003
Speaking of clients, my progress is as follows:

GStars! Current Features:
- Loads TestGame.m1 and TestGame.xy (by extension) of the current FreeStars file spec
- Displays the universe, zooms it, and shows planet habitability and mineral info
- The menu is identical to Stars!, plus some FreeStars specific menu options
- The universe zooms with the mouse scroll wheel (when the galaxy pane has focus)
- Compiles in Linux and Windows

Short term goals:
- Display everything
- Make the Tech Browser show components from Components.xml

Medium term goals:
- Generate .x1 files based on changes made in the client
- Use FreeStars host program to make new game files

Long term (possibly pipe dream) goals:
- Floating windows for every subwindow, including Production Queue, as an option. Includes the ability to save changes if the queue is closed, or via a button
- Separate windows for Universe, habitability, messages, etc, as an option
- Styles or skins for the client


Also I agree totally that files should be encrypted. There are open source ways to do this, even one that uses SSH keys instead of passwords, perhaps, so no matter what, only the user with the key file can open it. Perhaps there can be many different methods, but only one is used per game (host option).

You can get GStars! source code via CVS at http://sf.net/projects/gstars/. I've also precompiled a win32 binary at http://www.tomt64.com/gstars/gstars-win32-0.1.2.zip

I may not have time to work on this for a couple of months, but anyone who knows C++ and wxWidgets is welcome to email me and offer assistance.

EDIT: Yeah, and to email me just go to the sourceforge page and click on "tomt64" somewhere.


[Updated on: Tue, 15 June 2004 19:19]




- TomT64
GStars! - A FreeStars Client (currently dead)
http://gstars.sf.net/

Report message to a moderator

Re: Progress Mon, 14 June 2004 03:29 Go to previous messageGo to next message
ForceUser is currently offline ForceUser

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

Messages: 383
Registered: January 2004
Location: South Africa
Hi

For the tech browser, you'd probably want the component pics right? I've got most of them fininsh and William Smith (Not shure his screen name) has most of them. I'd be happy to e-mail them to whomever will need them.

ForceUser, Freestars Graphics



"There are two types of people in the world. AR players and non-AR players" Nick Fraser

Working on some new stuff: http://sourceforge.net/apps/mediawiki/stars-nova/index.php?t itle=Graphics
And the Mentor Database www.groep7.co.za/Mentor/ ZOMGWTFBBQ!! it still works lol!
Check out my old site with old pics at www.groep7.co.za/Stars/

Report message to a moderator

Re: Progress Mon, 14 June 2004 14:06 Go to previous messageGo to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

Messages: 178
Registered: September 2003
Location: In LaLa land...
I have sort of taken over the dirty work on the Race Wizard. As for progress, I am working on the habs part of the tech browser- other that AR, that is the only part left to do, but also the most complex. It goes slowly- there are so many interlocking variables to take into account. Hit Computer
It is being worked on though! It won't be perfect- many of my numbers are off by a point or two in spacific places (for example- NRSE interacts with other LRTs in a way that I havn't been able to determine, but only by one point, so I'm ignoring it). Wall Bash



-Peter, Lord of the Big Furry Things

Report message to a moderator

Re: Progress Mon, 14 June 2004 15:04 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
I think it deals with floating point values for most cases, so it's probably rounding fluctuations that you're seeing. However, some times it seems to be off by 2 points, which rounding doesn't cover.


- LEit

Report message to a moderator

Re: Progress Tue, 15 June 2004 19:18 Go to previous messageGo to next message
TomT64 is currently offline TomT64

 
Petty Officer 3rd Class

Messages: 45
Registered: August 2003
Hey ForceUser,

Why don't you put everything in a zip file, with an XML file inside that identifies relative paths to the components based on FreeStars' Components.xml? If you do that, I can set up a way to use different "graphic packs" for GStars!, as in you could have the original graphics, or your graphics, or someone else's, etc.



- TomT64
GStars! - A FreeStars Client (currently dead)
http://gstars.sf.net/

Report message to a moderator

Re: Progress Wed, 16 June 2004 08:08 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Actually anyone is free to write his own client (and use his own graphics in it) as long it is compatible with the host.

Report message to a moderator

Re: Progress Wed, 16 June 2004 11:42 Go to previous messageGo to next message
craebild is currently offline craebild

 
Lieutenant

Messages: 568
Registered: December 2003
Location: Copenhagen, Denmark
While anyone is free to write their own client, a client with easily changeable graphics would be very good idea.

I am sure there are people who would love to create a graphics package, but do not have the time and/or skill to program a client.



Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild

Report message to a moderator

Re: Progress Wed, 16 June 2004 13:29 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
If you think only about changing item and hull pics then its easy to leave them available externally. Probably its already planned to otherwise it would be hard to add or remove stuff to tech tree.

Little note here that anyone was free to take resource editor for 16bit app and edit such graphics in current Stars!. Its quite easy to use resource editors. Select picture from tree, it opens editor (like Paint) you can draw (or paste graphics from graphic apps) as lot you want to. Save and graphics are modified. No problemo. Rolling Eyes I have seen actual modding attempted 3 times and only time its done and distributed is by Verkers VML. Smile Who can say without sarcasm that he plays Stars! because of its graphics?

True graphical customizability is even harder to develop and use. Making new skin is not just the location of graphic files. Texts, buttons, fonts, colors, sizes, locations and animations must all fit and function together. Otherwise it becomes ugly. Confused To make it all customizable for complete stranger takes signific programming effort. Nod Good art guys in software companies have quite deep knowledge of user interface design tools. Wink

Report message to a moderator

Re: Progress Wed, 16 June 2004 15:17 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
A client that is basically a simple web server powering series of html dynamic web pages (based on template html files) for the interface would be much easier for a custom 'skin'. (and give more machine independance to boot)

My programming preference is generic c++, trying to master berkley style tcp/ip ports for the web part. Others may like java, etc.



[Updated on: Wed, 16 June 2004 15:18]

Report message to a moderator

Re: Progress Thu, 17 June 2004 00:22 Go to previous messageGo to previous message
TomT64 is currently offline TomT64

 
Petty Officer 3rd Class

Messages: 45
Registered: August 2003
Kotk wrote on Wed, 16 June 2004 10:29

True graphical customizability is even harder to develop and use. Making new skin is not just the location of graphic files. Texts, buttons, fonts, colors, sizes, locations and animations must all fit and function together. Otherwise it becomes ugly. Confused To make it all customizable for complete stranger takes signific programming effort. Nod Good art guys in software companies have quite deep knowledge of user interface design tools. Wink


I was thinking "skin" as different from the graphic files (those tiny images in the tech browser and components, ships, etc). A graphic pack may indeed be used in conjunction with a skin, but I see no need to combine them in a program such as this one.



- TomT64
GStars! - A FreeStars Client (currently dead)
http://gstars.sf.net/

Report message to a moderator

Previous Topic: Duplicating the battle engine
Next Topic: Client Additions
Goto Forum:
  


Current Time: Fri May 03 23:31:15 EDT 2024