Re: Galaxy seeds and system properties
Posted: Sat Jun 23, 2012 5:43 pm
Would "The search for Galaxy 9" make a suitably catchy topic heading?Pleb wrote:But it would be good to see what people can come up with.
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Would "The search for Galaxy 9" make a suitably catchy topic heading?Pleb wrote:But it would be good to see what people can come up with.
If you don't hack the original sourcecode as well, edited save games CAN cause crashes...especially in OXPs. This happens because lots of scripting features depend on galaxy chart number, which generates errors outside the range of 0-7 (1-8).Pleb wrote:The only problem with hacking save games is that it has a tendency to cause problems with the game. But it would be good to see what people can come up with.Wildeblood wrote:Many hands make light work, so I suggest it's time to re-start this discussion (the search for particular nifty galaxy seeds) in the discussion section of the forum, in the form of a challenge. While trying to avoid therein distracting discussion of the related implementation issues of how many, how to enter, etc. Give instructions how to hack a save-file, and ask people to upload images and state the seed numbers used to create them. Yes? No?
This is why I went into the source to find a way to do it so that you could not only safely explore new galaxies without the game crashing but also so that scripting can make use of the new galaxies, and OXPs can be modified to accommodate these new changes. Also new OXPs can be written that reference these new galaxies specifically.Switeck wrote:If you don't hack the original sourcecode as well, edited save games CAN cause crashes...especially in OXPs. This happens because lots of scripting features depend on galaxy chart number, which generates errors outside the range of 0-7 (1-8).
It is possible to hack save games to change galaxy seeds and still use galaxy numbers 0-7, but it of course means ALL of the normal galaxy charts are inaccessible.
I am glad that you did this effort pleb and that you had a good result, but there was nothing to prove, really. The source code can be modified to do anything anyone wants - even make the game MMORPG if one feels like it; it's just finding people with the will to spend the time to do it and test their results that is difficult. Some modifications are simple and can be done within a few lines of code and some are complex and may require complete re-writes of a large part of the source files, but the truth that does not require proof is that once the source is available there is nothing stopping one doing what one wants, apart from one's own skill and time limitations.Pleb wrote:[...] despite going out of my way to prove that the source code could be modified to make the game accomodate more galaxies and make them scripting compatible, but now that it's been proven possible [...]
Good point A_C.another_commander wrote:I am glad that you did this effort pleb and that you had a good result, but there was nothing to prove, really. The source code can be modified to do anything anyone wants - even make the game MMORPG if one feels like it; it's just finding people with the will to spend the time to do it and test their results that is difficult. Some modifications are simple and can be done within a few lines of code and some are complex and may require complete re-writes of a large part of the source files, but the truth that does not require proof is that once \the source is available there is nothing stopping one doing what one wants, apart from one's own skill and time limitations.
Thank you another_commander, there a few more things I have been testing around in the source code but nothing concrete enough to publish yet. As I mentioned in an earlier post, I'm currently trying to develop a way to load alternate starting positions/settings from save game files at the beginning - a bit like in Frontier, where you could have different starting settings. This way you could have the original start at Lave with 100 credits and a Cobra 3, the harder setting of starting in a worse ship with less money and a Fugitive wanted status in an Anarchy system, and the easier setting of starting in a better ship with more money in a corporate system. The main feature of this though, which doesn't yet work in my test version, is the the fact it reads these save games from a list in a new file called player-starting-locations.plist in the Config folder, meaning OXPs could add new starting positions to the game. This means you could have a list at the start of the game, populated with all the entries from the player-starting-locations.plist file and select different starting games. I would also like to make one for the Ironman type game that I've heard people talk about before.another_commander wrote:I am glad that you did this effort pleb and that you had a good result, but there was nothing to prove, really. The source code can be modified to do anything anyone wants - even make the game MMORPG if one feels like it; it's just finding people with the will to spend the time to do it and test their results that is difficult. Some modifications are simple and can be done within a few lines of code and some are complex and may require complete re-writes of a large part of the source files, but the truth that does not require proof is that once \the source is available there is nothing stopping one doing what one wants, apart from one's own skill and time limitations.
We already have a documented way of what changes are needed for galaxies to be added and there is some testing background that seems to indicate that things still work. That's good. You also had a good chance to dig in the source and produce something new, which is also good - the more people hacking the code, the brighter the future . Please continue hacking.
The first two obvious ones to me are increasing the scanner range, and a long range sniper laser.Pleb wrote:if anyone has any ideas for small features that wouldn't necessarily break the game I'd be happy to experiment with to see if it's possible. I'm starting to get to grips with the code and producing results that I never thought were possible!
Increasing the scanner range wouldn't be hard, but perhaps making it too far would create an unfair advantage. If the increase was equipment dependable, which again wouldn't be hard, that would perhaps be more acceptable. A long range sniper laser would be a bit different, you'd have to specify an increased laser range for a specific laser, as well as creating a zoomed view so that you could see your tagret. I will have a look at the source tonight and see what's possible. EDIT - I just thought though that if the scanner was increased the Torus Drive would Mass Lock more often, which would be annoying. I did remove the mass lock in a test version, but it just allowed the player to smash into things with greater speeds and accidently destroying the ship increased ten fold!SandJ wrote:The first two obvious ones to me are increasing the scanner range, and a long range sniper laser.
This wouldn't be hard at all, I've already done something similar. I made a player version of the Thargoid Laser in the code and found that although this gave the player an increased advantage it made things far too easy...SandJ wrote:And a mega-laser.
Again this wouldn't be hard, but perhaps defining specific turrets with longer ranges would require more code. I will also check this out when I get home but I don't see why this shouldn't be possible.SandJ wrote:And longer-range turrets.
Eh, the decrease in frame rate would compensate for that . The scanner routine for the player is currently a bit of a bottleneck already, and the volume of space to consider of course goes up as the cube of the scanner range, so you'd have to be careful with this... Of course, if you can come up with some good optimisations, everyone will be happy.Pleb wrote:Increasing the scanner range wouldn't be hard, but perhaps making it too far would create an unfair advantage.SandJ wrote:The first two obvious ones to me are increasing the scanner range, and a long range sniper laser.
Oh, it's just a matter of removing the current cap. I haven't looked, but it's probably a one-line change.Pleb wrote:Again this wouldn't be hard, but perhaps defining specific turrets with longer ranges would require more code. I will also check this out when I get home but I don't see why this shouldn't be possible.SandJ wrote:And longer-range turrets.
Probably easier than modifying the source code is to use thePleb wrote:I also removed the code for removing the Galactic Hyperdrive in one test version
playerEnteredNewGalaxy
event to award a new hyperdrive for these sorts of tests. Quite a lot of cheating is already possible with OXPs, after all!It would make sense for the Thargoids to have a larger scanner range and they are supposed to be more advanced. Perhaps if this was increased slightly it would give them more of an advantage on the player, as I've observed before in the past that I can create a massive Thargoid fleet and sit just out of scanner range, almost taunting them but yet they do not see me!cim wrote:Of course, remember that it doesn't have to be the player's scanner range that increases. Thargoids have a scanner range of 60km according to shipdata.plist, but it gets capped to 25.6km by the game engine. That would make them a little scarier, and able to react better to the rather cheap tactic of sniping at them from 27km with a military laser... It would be far less potentially unbalancing as an NPC-only feature, since the player can see ships, except the tiny ones, at beyond scanner range anyway.
What about increasing the speed that the plasma bolts move at? If the bolts moved faster they would probably have a greater chance of hitting a tarhet surely?cim wrote:The problem is that plasma bolts are slow, so that against any target that's not either absolutely massive or has no relative motion, they'll not actually hit anything at longer ranges anyway. That's more a problem of physics than of the game code.
True, but its more fun to mess around with the code sometimes!cim wrote:Probably easier than modifying the source code is to use the playerEnteredNewGalaxy event to award a new hyperdrive for these sorts of tests. Quite a lot of cheating is already possible with OXPs, after all!
Yes, but if you think about how hard it is to hit a moving target with a laser at 15km the bolts are going to need to go incredibly fast to reliably hit at that range (if they move too fast, on the other hand, at low frame rates there's a fair chance they'll go straight through their target and out the other side without actually causing any damage...)Pleb wrote:What about increasing the speed that the plasma bolts move at? If the bolts moved faster they would probably have a greater chance of hitting a tarhet surely?cim wrote:The problem is that plasma bolts are slow, so that against any target that's not either absolutely massive or has no relative motion, they'll not actually hit anything at longer ranges anyway. That's more a problem of physics than of the game code.
Takes off dev hat, puts on player/OXP writer hatPleb wrote:Also would people want more galaxies, or are the majority of players content with the current 8 galaxies?