Megalomanic idea: A SolarSystems.OXP
Posted: Mon Dec 10, 2007 5:03 pm
Hi to all Oolite-Commanders!
I have a somewhat (?) megalomaniac idea: The SolarSystems.OXP!
If I can learn enough about how Oolite works to attempt this (with a little help, perhaps, from the experienced programmers & mod-creators here) I would even try my hand at this myself. Oh, and there`s a friend, he might help me, too. He is a programmer, currently unemployed and he loves to create programs and little games for fun - all day long
My megalomanic idea came when I thought about what I wanted to see in Oolite so that it would be absolutely perfect for me, and I noticed that my ideas probably would be possible utilising methods which I have already seen employed in existing OXPs.
The "SolarSystems.oxp" would be the mother of all flavour OXPs, and add plenty of additional opportunities for trading (including meaningful in-system trading), missions and the like into that already great game. (Praise be to the Lords Giles & Ahruman !)
It would create complete solar systems in all the systems in Oolite, with:
1. 4-12 planets per system (~8 average)
2. Cities and stations with names where players and NPC`s can land on the surface (not really, but it would look like that, see below)
3. Meaningful in-system trading (like, outer dwarf planets being really cheap on resources like minerals, gold, etc., but really expensive and profitlike for food & textiles, gas planets really cheap on radioactives but very expensive for luxuries etc.) But, to reach an outer planet should take a real-life 20-30 minutes with witchdrive engines on ...
4. Planets that look like planets. And different. And medium (earthlikes plus the "standard planet" of the system), very large (gas giant) or small (dwarf world).
I have actually wasted a few thoughts on how to do this with existing oxp possibilities and without any changes to the core game. Here are my ideas (and, please, shoot them down in flames or even correct me if something is not possible the way I imagine it, I am guessing here via comparison to mods I have seen).
So, realisation of
@1.: I have seen in the lave.oxp that it is possible to script another planet into a system. And it seems to be possible to put it anywhere - so why not just script a number of planets into any system? If they have no real trajectories - who cares, if at least which planet is 1, 2, 3, or 12 stays constant? So, each system would have to designate a) number of planets, b) their distances to the sun, and c) their types and diameters.
@2.: OK, there are yet not city or even station mods for planets. But. I cant`t help noticing that with the "heat protection" equipment you can effectively reach (and shatter on ) the planet`s surface - just that there`s nothing there. And I can`t help noticing that if one took a bigger asteroid from, say, the "asteroid storm" setting and put it exactly ON or halfway INTO a planet`s surface it might reasonably look like a hill or small mountain. And if a basis, like, say a rock hermit or a biosphere with good entrance graphics was then again stuck into the big asteroid so that its entrance pointed mostly upwards it would look like a station - on a planet! And it would be possible to land in it, the same way as in any other station.
The wild guesswork I do on this one is if it is at all possible to generate the same asteroid(s) and the same station (s) in exactly the same position in relation to the respective planet in question. But someone is bound to know. Is it possible at all to do this?
(Add-on: If the planet`s turning away under the hill/station just switching the planet`s turning off should be a solution)
@3.: I have seen that the amount that specific trading goods and/or equipment cost in specific stations in the same system can be changed, obviously hardcoded and, I believe I read in one of the new navy - debates, that it`s also possible to make prices specifically higher or lower. So, make food more expensive the further away from the sun you get and make gold, gemstones and minerals cheaper at the same time.
@4.: If its possible to have a texture on a planet at all, its possible to have a more high-res texture. And it would not have to be 2000+ textures. Take 10 textures each for earthlike worlds, gasgiants and dwarfplanets and 30 textures are enough for all the 15000+ new and old planets alike. Without getting too repetitive.
Biggest problem: 15.000 planets? Perhaps 100.000 additional stations & cities? Who should create them, name them, etc.?
My solution: Do it like Braben & Bell did. The same way they generated 2000+ systems with 64kb, and later a galaxy with 200.000.000.000 (!) systems with x planets, cities, stations each in Elites 2 & 3: Use equations! Each system now has a number and a galaxy, and is thereby identified. It would be easy (I studied physics, and I know how to do this if I set my head to it!) to create a formula that takes this designation and generates numerically for each system:
* how many additional planets
* what kind of planets
* which textures are used
* how many/which kind of stations/cities (on that one, the tech level of a system could be used in its equation)
* the prices of trading goods/equipment on each station
And as the equation stays the same, even if the stations and planets and so on are newly generated every time a player jumps into a system, they stay the same, too. Lave would, from the SolarSystem.OXP, say, 5 planets, with a hundred stations, and would stay like that.
The planets could then just be designated "Lave 1", "Lave 2", etc. To make things easier, the standard planet could always be the "XXX 3" - planet, etc. The naming of stations etc. and such would be more difficult, but why not use a similar method like the one Braben & Bell used when they named the systems of the eight galaxies?
So, I hope some of the people who`s help I would need for a SolarSystems.OXP are still with me (readingwise9 and have read through my wishful fantasies.
Oolite has rekindled my joy of playing Elite again after many years and I want to add something really meaningful to its experience - mostly for egotistical reasons. As what I suggest here is the kind of Oolite I would want to play in two years from now (yes, some rests of realism have stayed with me).
The most interesting thing would be, even the OXP-programmer(s) would not know which worlds and stations and places are out there afterwards
Megalomaniac Greetings,
Commander Lestradae
I have a somewhat (?) megalomaniac idea: The SolarSystems.OXP!
If I can learn enough about how Oolite works to attempt this (with a little help, perhaps, from the experienced programmers & mod-creators here) I would even try my hand at this myself. Oh, and there`s a friend, he might help me, too. He is a programmer, currently unemployed and he loves to create programs and little games for fun - all day long
My megalomanic idea came when I thought about what I wanted to see in Oolite so that it would be absolutely perfect for me, and I noticed that my ideas probably would be possible utilising methods which I have already seen employed in existing OXPs.
The "SolarSystems.oxp" would be the mother of all flavour OXPs, and add plenty of additional opportunities for trading (including meaningful in-system trading), missions and the like into that already great game. (Praise be to the Lords Giles & Ahruman !)
It would create complete solar systems in all the systems in Oolite, with:
1. 4-12 planets per system (~8 average)
2. Cities and stations with names where players and NPC`s can land on the surface (not really, but it would look like that, see below)
3. Meaningful in-system trading (like, outer dwarf planets being really cheap on resources like minerals, gold, etc., but really expensive and profitlike for food & textiles, gas planets really cheap on radioactives but very expensive for luxuries etc.) But, to reach an outer planet should take a real-life 20-30 minutes with witchdrive engines on ...
4. Planets that look like planets. And different. And medium (earthlikes plus the "standard planet" of the system), very large (gas giant) or small (dwarf world).
I have actually wasted a few thoughts on how to do this with existing oxp possibilities and without any changes to the core game. Here are my ideas (and, please, shoot them down in flames or even correct me if something is not possible the way I imagine it, I am guessing here via comparison to mods I have seen).
So, realisation of
@1.: I have seen in the lave.oxp that it is possible to script another planet into a system. And it seems to be possible to put it anywhere - so why not just script a number of planets into any system? If they have no real trajectories - who cares, if at least which planet is 1, 2, 3, or 12 stays constant? So, each system would have to designate a) number of planets, b) their distances to the sun, and c) their types and diameters.
@2.: OK, there are yet not city or even station mods for planets. But. I cant`t help noticing that with the "heat protection" equipment you can effectively reach (and shatter on ) the planet`s surface - just that there`s nothing there. And I can`t help noticing that if one took a bigger asteroid from, say, the "asteroid storm" setting and put it exactly ON or halfway INTO a planet`s surface it might reasonably look like a hill or small mountain. And if a basis, like, say a rock hermit or a biosphere with good entrance graphics was then again stuck into the big asteroid so that its entrance pointed mostly upwards it would look like a station - on a planet! And it would be possible to land in it, the same way as in any other station.
The wild guesswork I do on this one is if it is at all possible to generate the same asteroid(s) and the same station (s) in exactly the same position in relation to the respective planet in question. But someone is bound to know. Is it possible at all to do this?
(Add-on: If the planet`s turning away under the hill/station just switching the planet`s turning off should be a solution)
@3.: I have seen that the amount that specific trading goods and/or equipment cost in specific stations in the same system can be changed, obviously hardcoded and, I believe I read in one of the new navy - debates, that it`s also possible to make prices specifically higher or lower. So, make food more expensive the further away from the sun you get and make gold, gemstones and minerals cheaper at the same time.
@4.: If its possible to have a texture on a planet at all, its possible to have a more high-res texture. And it would not have to be 2000+ textures. Take 10 textures each for earthlike worlds, gasgiants and dwarfplanets and 30 textures are enough for all the 15000+ new and old planets alike. Without getting too repetitive.
Biggest problem: 15.000 planets? Perhaps 100.000 additional stations & cities? Who should create them, name them, etc.?
My solution: Do it like Braben & Bell did. The same way they generated 2000+ systems with 64kb, and later a galaxy with 200.000.000.000 (!) systems with x planets, cities, stations each in Elites 2 & 3: Use equations! Each system now has a number and a galaxy, and is thereby identified. It would be easy (I studied physics, and I know how to do this if I set my head to it!) to create a formula that takes this designation and generates numerically for each system:
* how many additional planets
* what kind of planets
* which textures are used
* how many/which kind of stations/cities (on that one, the tech level of a system could be used in its equation)
* the prices of trading goods/equipment on each station
And as the equation stays the same, even if the stations and planets and so on are newly generated every time a player jumps into a system, they stay the same, too. Lave would, from the SolarSystem.OXP, say, 5 planets, with a hundred stations, and would stay like that.
The planets could then just be designated "Lave 1", "Lave 2", etc. To make things easier, the standard planet could always be the "XXX 3" - planet, etc. The naming of stations etc. and such would be more difficult, but why not use a similar method like the one Braben & Bell used when they named the systems of the eight galaxies?
So, I hope some of the people who`s help I would need for a SolarSystems.OXP are still with me (readingwise9 and have read through my wishful fantasies.
Oolite has rekindled my joy of playing Elite again after many years and I want to add something really meaningful to its experience - mostly for egotistical reasons. As what I suggest here is the kind of Oolite I would want to play in two years from now (yes, some rests of realism have stayed with me).
The most interesting thing would be, even the OXP-programmer(s) would not know which worlds and stations and places are out there afterwards
Megalomaniac Greetings,
Commander Lestradae