Oh yeah! That's more like it!another_commander wrote:For the first time, the Anaconda feels truly massive. Bring on the 750 tonnes!
Split: Re-scaling experiment
Moderators: winston, another_commander
- Ranthe
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Re: Split: Re-scaling experiment
Commander Ranthe: Flying the Anaconda-class transport Atomic Annie through Galaxy 2.
Combat Ranking: Dangerous
Combat Ranking: Dangerous
"Big ships take more booty on your interstellar flights..."
Re: Split: Re-scaling experiment
Can we haz an updated binary for this? My compiling skills suck..
- Redspear
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Re: Split: Re-scaling experiment
Hi Zireael.
Been too busy for Oolite lately but hoping to get back to it over the holidays (one year on from when this whole thread kicked off ).
Thanks to Dizzy and another_commander for their work in helping to get this stuff out there. I hope to be able to put some polish on it for the new year.
Thanks.
Been too busy for Oolite lately but hoping to get back to it over the holidays (one year on from when this whole thread kicked off ).
Thanks to Dizzy and another_commander for their work in helping to get this stuff out there. I hope to be able to put some polish on it for the new year.
Thanks.
- Diziet Sma
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Re: Split: Re-scaling experiment
Per Zireael's request, I'm looking to update the re-scaling binaries to implement the many changes that have been made to the trunk code since I last compiled them, a task I've been putting off for a while because I knew there had been some changes that would conflict with the rescaling code.
It turned out that the conflicts in
Around line 890-ish, I have the following conflict:
and around line 1150-ish, there is this (which I don't think is too problematic, tbh):
For the second conflict, I'm reasonably sure all I'll need to do is change
Help, please?
It turned out that the conflicts in
oolite-priorityai.js
and ShipEntity.m
were quite trivial to deal with, but the ones (well, the first one, particularly) in Universe.m
are a different matter, so I'm hoping that another_commander and/or Redspear can help me out here.Around line 890-ish, I have the following conflict:
Code: Select all
<<<<<<< Updated upstream
double planet_zpos = [planetDict oo_floatForKey:@"planet_distance" defaultValue:500000];
planet_zpos *= [planetDict oo_floatForKey:@"planet_distance_multiplier" defaultValue:1.0];
=======
double planet_radius = [a_planet radius];
double planet_zpos = (24.0 + (Ranrot() & 3) - (Ranrot() & 3) ) * planet_radius; // 9..15 pr (planet radii) ahead // original value 12.0-now 24.0
>>>>>>> Stashed changes
Code: Select all
<<<<<<< Updated upstream
vf = [systeminfo oo_vectorForKey:@"station_vector"];
#ifdef OO_DUMP_PLANETINFO
OOLog(@"planetinfo.record",@"station_vector = %.3f %.3f %.3f",vf.x,vf.y,vf.z);
#endif
stationPos = HPvector_subtract(stationPos, vectorToHPVector(vector_multiply_scalar(vf, 2.0 * planet_radius)));
=======
Quaternion q_station;
do
{
quaternion_set_random(&q_station);
vf = vector_forward_from_quaternion(q_station);
}
while (vf.z <= 0.0); // keep station on the correct side of the planet
stationPos = HPvector_subtract(stationPos, vectorToHPVector(vector_multiply_scalar(vf, 1.5 * planet_radius))); // original value 2.0
>>>>>>> Stashed changes
For the second conflict, I'm reasonably sure all I'll need to do is change
(vector_multiply_scalar(vf, [color=#FF0000]2.0[/color] * planet_radius))
to (vector_multiply_scalar(vf, [color=#FF0000]1.5[/color] * planet_radius))
in the upstream version of the code, but the first conflict has me baffled as to how best to proceed..Help, please?
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Re: Split: Re-scaling experiment
The second one, yes, that should be correct.
The first ...
So, the original Redspear code doubled the witchpoint planet distance, and also somewhere else did something to the "documented radius":"in game radius" conversion factor (multiplied by 3, I think?). Therefore I think what you need to do here is keep the upstream update as-is, but add
The first ...
planetinfo.plist
now contains explicit radius
and planet_distance
properties for all main planets. However, to make situations like this easier, there's also a new planet_distance_multiplier
property which multiplies the distance by itself.So, the original Redspear code doubled the witchpoint planet distance, and also somewhere else did something to the "documented radius":"in game radius" conversion factor (multiplied by 3, I think?). Therefore I think what you need to do here is keep the upstream update as-is, but add
"planet_distance_multiplier" = 6;
to the universal section of planetinfo.plist
- Diziet Sma
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Re: Split: Re-scaling experiment
Thanks cim.. I'll give that a shot.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
- Diziet Sma
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Re: Split: Re-scaling experiment
Updated 32 and 64 bit executables are now available for download.. Windows only, unfortunately, until I can figure out why the Linux versions are refusing to compile.
Both are in the same download package. If you've followed the efforts with earlier versions, note that this time there is only a single "16 and 6" version. If it proves problematic, we can further tweak the deceleration settings.
Note that these are built against the current (Fri Dec 12) 84e97c1 version of trunk.. if you don't update to at least this version before using the files, I can't speak to the results you'll get.
Per cim's remarks above, I've also packaged up a new 1.2 version of Redspear's
Release Notes:
Enjoy, and good luck with your testing. Feedback, whether positive or negative, is requested.
Both are in the same download package. If you've followed the efforts with earlier versions, note that this time there is only a single "16 and 6" version. If it proves problematic, we can further tweak the deceleration settings.
Note that these are built against the current (Fri Dec 12) 84e97c1 version of trunk.. if you don't update to at least this version before using the files, I can't speak to the results you'll get.
Per cim's remarks above, I've also packaged up a new 1.2 version of Redspear's
Rescaling_Oolite_OXP
with an update for the new core planetinfo.plist
file.Release Notes:
Download here.This zip contains a 32bit and a 64bit Windows executable combining Redspear's rescaling experiment code with the current (84e97c1) trunk code. It is not guaranteed to work with earlier versions of trunk. To use, you must have Oolite Trunk installed alongside your normal Oolite install, and it must be updated to the current version. If you don't already have it installed, you can obtain the current nightly build at http://terrastorage.no-ip.info/oolite/status_win64.html or http://terrastorage.no-ip.info/oolite/status_win32.html as appropriate. Make a copy of the existing oolite.exe file, and save it somewhere, so you can put it back later, if desired. Then replace it with the testing executable for your system.
Please report the results of your testing in the Rescaling Experiment thread on the Oolite BB.
A copy of js32ECMAv5dbg.dll is also included. You may need to copy this to the Trunk's /oolite.app folder as well, in order to run the game.
Due to extensive changes in trunk over the last few months, it was also necessary to update Redspear's Rescaling_Oolite_OXP, to include a small addition to planetinfo.plist. The new version (1.2) is included in this bundle.
Please remember that at the current state of Oolite Trunk, any game-save you use for testing will not load correctly under Oolite 1.80. If you wish to use your current Commander rather than starting a new test-Commander, be sure to use a renamed copy. If you start a new Commander, you may want to hack the save file to provide sufficient credits for whatever equipment you prefer to use during the test.. at minimum you will probably want injectors, so as not to be constantly sidetracked by pirates and masslocks.
Enjoy, and good luck with your testing. Feedback, whether positive or negative, is requested.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
- Diziet Sma
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Re: Split: Re-scaling experiment
Well, after 9 months of no action, I noticed that recently somebody downloaded my rescaling executables, and then the other day Fritz made a remark that got me looking this thread over once again, so I'm thinking perhaps it's time that we breathed some life back into this project, and got it working with 1.83.
Looking over the code, there doesn't seem to be too much that's changed, but I suspect that the significant changes made to the way planets (and stars) are handled since 1.82 are going to introduce some headaches.
Could cim and/or another_commander please comment on just how the system has been altered, whether this makes things easier or harder from a rescaling perspective, and what may need changing in
Looking over the code, there doesn't seem to be too much that's changed, but I suspect that the significant changes made to the way planets (and stars) are handled since 1.82 are going to introduce some headaches.
Could cim and/or another_commander please comment on just how the system has been altered, whether this makes things easier or harder from a rescaling perspective, and what may need changing in
Universe.m
, OOStellarBody.h
and OOPlanetEntity.m
(or in other files) to get things back on track?Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Re: Split: Re-scaling experiment
Should in general be easier, but might need more work:
- bugs with display of stars a long way away or at larger sizes are fixed
- setting
- planet z-distances are now settable from
So probably fewer code changes are needed, but more
- bugs with display of stars a long way away or at larger sizes are fixed
- setting
sun_distance_multiplier
will save a lot of time on system scales- planet z-distances are now settable from
planetinfo.plist
So probably fewer code changes are needed, but more
planetinfo.plist
entries.- Diziet Sma
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Re: Split: Re-scaling experiment
So instead of the old method of making a couple of changes to
We already have
(Incidentally, I don't see z-distance mentioned in
Universe.m
and OOPlanetEntity.m
, we will now need to alter every individual planetary radius
, sun_radius
and z-distance via planetinfo.plist
?We already have
sun_distance_multiplier
and planet_distance_multiplier
.. I'd like to request sun_radius_multiplier
and planet_radius_multiplier
as well, if that's not too hard to add to the code. It would tremendously simplify altering planetinfo.plist
if we could do that.(Incidentally, I don't see z-distance mentioned in
planetinfo.plist
.. what exactly does that refer to? Do we need to make an additional entry for each system?)Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Re: Split: Re-scaling experiment
You still have the option of patching those two files to apply the multiplier and recompiling. (For planets, you almost certainly would want to do this, as it's the scaling factor between F7 radius and in-game radius you wish to adjust)Diziet Sma wrote:So instead of the old method of making a couple of changes toUniverse.m
andOOPlanetEntity.m
, we will now need to alter every individual planetaryradius
,sun_radius
and z-distance viaplanetinfo.plist
?
I can have a look at adding these parameters, though.
z-distance is theDiziet Sma wrote:(Incidentally, I don't see z-distance mentioned inplanetinfo.plist
.. what exactly does that refer to? Do we need to make an additional entry for each system?)
planet_distance
key. It's the z-coordinate of the centre of the main planet.- Diziet Sma
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Re: Split: Re-scaling experiment
Providing it doesn't adversely affect the F7 radius, yes please.cim wrote:I can have a look at adding these parameters, though.
Thanks cim.. much appreciated!
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Re: Split: Re-scaling experiment
I'm quite eager to try this experiment! May your code be bugfree. (Ooniverse blesssing)
- Redspear
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Re: Split: Re-scaling experiment
Well, after hardly touching this in a year, I blew the dust off my code for 1.81...
Some observations:
Some observations:
- x8 torus decelleration balances the extra base speed (torus) but not the reduced scanner range - scanner shrunk by half therefore x16 decelleration is closer to the normal game experience in terms of relating to objects within scanner range.
- I did try making systems even bigger (some time ago @ x6.6 rather than x3.3) but that added little to the experience and made it too easy to overshoot the station when torus-ing in. x3.3 makes for a better experience IMO.
- The greater witchpoint to planet distance is closer to the original elite game but encounters are much more common in Oolite. I've had more fun from my limited playing time by doubling the width of the spacelane (signposted up-thread). This is closer to the original elite in two respects: 1, less encounters (and therefore less time spent in mass-lock); 2, less obvious that there is a 'space lane'. Not for everyone of course but may appeal to some.
- Redspear
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Re: Split: Re-scaling experiment
I must post code updates for this soon...
I've got it working in 1.83 and it's the version I play (unless testing certain oxps).
OXP compatibility issues:
I've got it working in 1.83 and it's the version I play (unless testing certain oxps).
OXP compatibility issues:
- Whether shrunk or not, all imported ships need to have their speeds halved
All imported 'laser' weapons need to have their ranges halved