About Monkey 2 › Forums › Monkey 2 Projects › Star Rogue
This topic contains 29 replies, has 8 voices, and was last updated by
nerobot 1 year, 4 months ago.
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July 30, 2017 at 7:51 pm #9605
Still going strong just done the conversion methods to take Integers and give me a four byte string (used for networking stuff) and converting things the old functions worked but failed sometimes these new ones work flawlessly. Now they are complete I can get the networking ‘send’ system done that will enable me to send messages to and fro across the network environment.
One thing that has come to light is that the old system never allowed for ‘Hosted’ games they were always dedicated this was a oversight on my part and the new system will allow you to do just that :). Yes I have also added in code to make it so if you do not have the correct username or password the network disconnects the client
August 2, 2017 at 6:48 pm #9681Well we now have sending of data coded and the adding of packets and receipts for processing, next up will be sorting through them for the ones that are ‘system’ packets and the ones that are game/app specific. After all that is done I will be able to get on with getting more of the networking side done and hopefully completed soon.
After that its onto the renderer
August 2, 2017 at 7:55 pm #9682Are you going to use Pyro2 for graphics ?
August 2, 2017 at 7:57 pm #9683Nah we are going to use our own system called Ultim
August 6, 2017 at 9:16 pm #9751It’s all coming together slowly but surely with the new system coded I have hit a Fiber thing as the networking system calls LOADS of external data it appears that the system doesn’t like that. I am currently removing the Fibers and at the moment it’s all moving forwards nicely
This new direction will bring it more into what the old networking system was like but with a more refined and upto date take on it. I do have to say trying every other networking system out there this one is the simplest and easiest to use and gives you IPv6 which was important for me as it future proofs the system for decades to come
November 8, 2017 at 6:30 pm #11567After my networking files were corrupted along with some of my other data I have restored from a backup, dont worry this isnt a bad thing as it allows me to get into the other sections of the game that I wanted to work on like the galaxy map etc. To this end I will be adding networking last and diving into getting all the graphics down that I wanted this will allow me to get some technology demonstrations out there for everyone to see and play with :D.
November 8, 2017 at 7:00 pm #11569Yes! Technology demonstration!
November 12, 2017 at 6:24 pm #11656
Can anyone guess what I am makingNovember 12, 2017 at 9:29 pm #11662Mark guessed correctly in another thread and thanks to his and DruggedBunnys help I can now load models into MX2.
Next up is the system loader and sector loader then it’s going to be getting it all together so we can fly around in it
November 16, 2017 at 8:01 pm #11752Well Ultim now has the string system converted over to Monkey2 and I also have ‘reconverted’ the file system as well so I am now “Knee deep in the loaders” once there are in I can then build a starting sector to test in the game and see how it all looks.
One thing I can say I am enjoying getting back into 3d as I wanted the new Star Rogue to follow Star Flight 2000 with some changes which are:
1) Star systems – the old SF2000 star systems were ALL in one world space. If you consider the whole 3d zone is a world space it only allowed them to be -65535 to 65535 on the XYZ which wasnt very big. This limitation is now gone with the new system which splits star systems up into sectors EACH sector being -65000 to 65000 in size. You will not be allowed to fly to the edges of the sector which will be revealed why later but the Jumpgates will be MUCH more used now to navigate around.2) Stations – the old stations were ‘smaller’ than the bigger ships they were placeholders, the new stations are HUGE and will easily allow players to dock with them giving a more complete feel to the game.
3) Galaxy – there are going to be a fixed number of systems in the galaxy but more and more will be added as time goes on and the original ten races will be in there.
4) Completeness – SF2000 was never fully finished (what game is) mainly because of the original programming language has serious issues with files over a certain size this time I want to complete the project and get it out the door.
5) Networking – Star Rogue will at some point feature a Server/Client networking model that will allow players to host games for themselves and friends to join when this will be is not decided yet but it is planned.
November 23, 2017 at 7:24 pm #11931Well having converted the Ultim.FileSystem class over from FileStream to Stream which wasnt that hard (it was just removing ‘File’ ) yes really it was that simple thank to some fore thought on my part. I plowed into the loaders, now these were working amazingly well apart from a error at the end of the file. After a few seconds I realised that reading a string then checking for end of file and throwing a error wasnt a good idea as reading the string resulted in sometimes reaching the ‘end of the file’ so error checking is done before anything is read now.
On the whole coding seems more fun now and much less of a grind than it was with previous versions I am taking this one much slower as I want to get it finished (yes this one I will finish) to this end I have MonkeyX2 on my Mac, my Ubuntu Linux laptop and my Windows laptop for massed exposureNext on my list is getting the system loader done then bringing in the sector generator, after a little more thinking I will still have sectors BUT the player can choose where to go. Playing Starflight 2000 gave me this insight that seventeen years or so later technology has moved forwards to ‘allow’ FTL jumps inside systems making navigation much easier so I will be putting that in there
EDIT:Now 50% of the star system loader is now converted I just have one method to bring across then I can move on the sector generation and getting the game started
November 26, 2017 at 3:36 pm #11991After changing to ReadLine I now parse the files perfectly, what I get is:
[/crayon]Monkey12345678910111213141516171819202122232425262728293031323334[crayon-5cb9d8077bf19183174383 inline="true" ]Loading Galaxy...Loading galaxy...File exists:<DIR>assets/GalaxyMap.txtIt does with a size of 1556Galaxy mapping version:0.1Loading Racial data...File exists:<DIR>assets/RaceData.txtIt does with a size of 10316Loading Aradis data...Loading.. Aradis.txtFile exists: Aradis.txtIt does with a size of 2982Aradis is now at X:0 Y:0 Z:0Aradis 1 is now at X:-16344 Y:0 Z:-14387Aradis 1a is now at X:-16344 Y:0 Z:0Akaron Jumpgate is now at X:-344000 Y:6000 Z:0Unknown wormhole is now at X:312000 Y:52000 Z:0Ithakan research station is now at X:86000 Y:-316000 Z:0Freeport 1 is now at X:-284000 Y:-284000 Z:0Aradis research institute is now at X:-16344 Y:0 Z:0Hayclon nebula is now at X:382000 Y:-8000 Z:0Hayclons demise is now at X:310000 Y:56000 Z:0Placing player...TSSCName:AradisTSSCName:Aradis 1TSSCName:Aradis 1aTSSCName:Akaron JumpgateTSSCName:Unknown wormholeTSSCName:Ithakan research stationTSSCName:Freeport 1Found item:Freeport 1CompleteBasically all its doing at present is loading the galaxy data into the system this will allow me to see all the predefined star systems and where they actually are on the galaxy map. After that it loads in all the current racial data for the race files that are in the game, at present there are not tons of them but I have only just begun
Finally it loads in Aradis this then places the player at Freeport 1 in the system which is where the game will begin.
Now its all done I can now move to actually getting the star system together including the backing sections of the local system so we can actually navigate around it.
Thanks to DruggedBunny and Hezkore for the RadianToDegree function AND the working one this has saved me some work and has not been put into Ultim.Math for future use.Now onto getting the background complete and see what we can see
November 29, 2017 at 10:12 am #12020Well now we are knee deep in 3d world I have managed to cobble together the locator system that will allow me to work out where the player is within a system this will in turn allow me to place the background stuff to make it all look pretty ;).
Im now wading into the backing data that will be the final part before I can post a screenie of how it will look after all of it is completed, obviously I will still need to put the ‘local’ stuff in but that will be the next step.
December 5, 2017 at 7:08 am #12131Well I now have the sun sprites in the game for the locators and I’m adding the rest of the backing items, once they are in I will post some screenshots for everyone to see.
It’s nice coding in a IDE again rather than a drag and place system which didn’t feel like coding. MonkeyX2 actually feels like programming in all sense of the word which is one thing I wanted
Is there a decent “Made in MonkeyX2” logo for projects made in it?
December 5, 2017 at 3:09 pm #12145There is discussion of logo http://monkeycoder.co.nz/forums/topic/powered-by-monkey-2-logo/
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