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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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Author Topic: UQM Hyperspace Map/Planetary Database Project  (Read 23235 times)
Culture20
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Re: Insane Undertaking: Hyperspace Image Map
« Reply #30 on: October 03, 2003, 08:21:50 pm »

Maybe using vector graphics, but that would require people getting a plugin from adobe.  Probably better to resize images like Spurk suggests (although the images will be very grainy on high res).  

Flash of insight: You said you're using a perl script to generate an image... Is it possible to have each sphere of influence generated by the a script (it draws a basic gif of a circle, whose radius and color are determined by the URL parameters), and then use the perl script URL in the img tags?
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Re: Insane Undertaking: Hyperspace Image Map
« Reply #31 on: October 04, 2003, 12:02:31 am »

I ended up using Javascript to at least generate circles. I even worked in a way to have the circles be dynamically created to the proper size and coordinates. When I invoke the circle drawing functions for each one within the page itself, it works fine and dandy. However if I try to get the checkboxes in the other frame to call those functions, it wipes out the entire map to draw the circle. (See index.html, using the Arilou checkbox)

So basically I'm stuck... :/
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Re: Insane Undertaking: Hyperspace Image Map
« Reply #32 on: October 04, 2003, 04:37:12 am »

unless u fix it
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Re: Insane Undertaking: Hyperspace Image Map
« Reply #33 on: October 04, 2003, 04:55:32 am »

I seem to recall there being a way to force changes to a page using javascript.  I think the trick was to create the page from another frame but not to close() it.  Since it's technically still open, you can apply changes to the page without creating a new one.  I don't know how modern browsers would like this hack though (I remember it from the days of Netscape 3.x/4.x).
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Re: Insane Undertaking: Hyperspace Image Map
« Reply #34 on: October 04, 2003, 06:29:02 pm »

Excellent.
Thanks sage, that list of star types and colours is just what I needed.
Now hopefully I can get the SC2 map rendering in OpenGL Cheesy

Should look fairly pretty with all the right colours in there.
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Re: Insane Undertaking: Hyperspace Image Map
« Reply #35 on: October 07, 2003, 12:21:33 pm »

I have a complete database of mineral, biological and planetary data available, generated from the UQM source.  Let me know if you're interested.
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Michael Martin
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Re: Insane Undertaking: Hyperspace Image Map
« Reply #36 on: October 08, 2003, 12:27:14 am »

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I have a complete database of mineral, biological and planetary data available, generated from the UQM source.  Let me know if you're interested.


I wouldn't mind having them, but I'm more interested in how it was extracted from the source, and which parts of the source are responsible for which things.  It would make a good text file for our doc/devel tree.
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Re: Insane Undertaking: Hyperspace Image Map
« Reply #37 on: October 08, 2003, 12:43:40 am »

I'd be interested in seeing your changes to the source too.  I tried doing something similar earlier, but quickly gave up after looking through several source files.  I'm interested in making similar databases for alternate universes (different offsets for the star coordinates/ random seeds), and using the data from the "normal" universe to specify living conditions for the biologicals/creatures.
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Re: Insane Undertaking: Hyperspace Image Map
« Reply #38 on: October 08, 2003, 06:35:41 am »

Culture20:  There were no changes to the source as such, just that the source was used to generate the planetary database.

Michael:  If you can point me to some other examples of your code documentation, I'll try and slap something together this weekend.
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Michael Martin
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Re: Insane Undertaking: Hyperspace Image Map
« Reply #39 on: October 08, 2003, 07:44:40 am »

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Michael:  If you can point me to some other examples of your code documentation, I'll try and slap something together this weekend.


http://cvs.sourceforge.net/viewcvs.py/sc2/sc2/doc/devel/ has our notes so far.

As you can see, they're pretty incomplete; we haven't been good about documenting stuff.

The graphics library documentation is an example of more complete specs; the planet rotation code is a much higher level of abstraction and thus shorter and easier to wrap one's mind around.
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Re: Insane Undertaking: Hyperspace Image Map
« Reply #40 on: October 08, 2003, 09:17:47 am »

Interested indeed. Please email or link me at sage@customc.net.

I noticed there's a protected folder on your site called "uqm". Would that happen to be the location of the planetary database?
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Re: Insane Undertaking: Hyperspace Image Map
« Reply #41 on: October 09, 2003, 11:04:43 am »

Yep, both the database and the app that uses it, as posted in the discussion forum way back.  Never got any feedback on it so I discontinued development:

http://uqm.stack.nl/cgi-bin/yabb/YaBB.pl?board=Gendiscuss;action=display;num=1041003529;start=0#0
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Re: Insane Undertaking: Hyperspace Image Map
« Reply #42 on: October 09, 2003, 11:46:03 am »

The database is now available in XML form at:

http://uqm.chumbucket.org/uqm_plandata.zip

The XML is basically a raw dump of the in-memory objects that calculate and store the planetery data.  As such, they're not easily human readable.

Good luck.
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Re: Insane Undertaking: Hyperspace Image Map
« Reply #43 on: October 09, 2003, 11:49:08 am »

Oh yeah, exceptional worlds (Rainbow Worlds, Homeworlds, Artifact Worlds, Shattered Worlds, etc), will not contain the correct planetary data.

This should be relatively simple to implement to whomever intends taking ownership of the database from this point on.
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Re: Insane Undertaking: Hyperspace Image Map
« Reply #44 on: October 09, 2003, 02:49:03 pm »

Some errors I've noticed in this sheet. I checked Vega 1's entry against what was in the game, and here is what I found.

Mathematical Errors:
According to game, density = 1.32 (earth scale as I recall). This data says density = 105. If this is intended to be actual density, I could correct this if I knew what Earth's was.
Techtonics is 2 in sheet, and 3 in game.
Rotation period is 251 in sheet, and 1.60 in game.
Axial Tilt was a negative (though otherwise correct) value on Vega 2.

Missing Data:
All planets are listed as "BLUE_BODY"
Length of day
Planet type: Even having a number that references a table of types would be useful.

Unimportant Errors:
DistanceFromSun and DistanceFromParent are the same value. Not a big deal.
Density would be more correctly referred to as "Mass", but this is lkewise not a big deal, as I can label it as such when the time comes.

Most of the mathematical errors might be easy to fix with a script, which is how I intend to process this sheet anyhow. That is assuming I'm able to find the correlation between the correct values and the ones given in this sheet.

So, yeah...this is enough for me to be able to build a script to interpret and generate the planet data, at least, but I'll still need the missing data
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