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Topic: Status Update - SC1 Strategy Mode addon (Read 7480 times)
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Mormont
*Smell* controller
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I love YaBB 1G - SP1!
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I'm basically finished with the starmap generator. I've made one that generates fair and varied maps - thanks for the algorithm Death999! I'm gonna be posting it on Sourceforge or somewhere else soon.
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Death 999
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We did. You did. Yes we can. No.
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Sweet!
Did you figure out how to put in loops?
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guesst
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Ancient Shofixti Warrior
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A 3d starmap? [gaping hole where a smiley used to be] I'll let you know I never use smilies, but this one warented a eye-poper.
I'm so happy this is acually happening, you can't imagine.
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« Last Edit: November 25, 2003, 03:36:09 am by guesst »
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Death 999
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We did. You did. Yes we can. No.
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He didn't say anything about 3d. Though I agree that would be cool.
4d would also be cool, but the display problems would be far far worse.
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Ace987
Zebranky food
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I love YaBB 1G - SP1!
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Isn't the original Starcon map 3D, but only visible in a 2D plane, like it is in SC3, only non-rotatable?
It would be nice if Starcon could show a way through the starfield before you waste a bunch of moves just to find it's a dead end.
Of course anything resembling Starcon using newer ships working on current OSs is welcome.
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Mormont
*Smell* controller
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I love YaBB 1G - SP1!
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It's 2d. There is a very small chance 3d might be in the future, but don't count on it.
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Mormont
*Smell* controller
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I love YaBB 1G - SP1!
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Sorry guesst, but putting the starmap in 3d would be quite hard. Maybe I could just make the stars move back and forth, but not actually fade in and out like in SC1 - how does that sound?
Ace: Yes, you can display all the routes at once, or just one star at a time.
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« Last Edit: November 26, 2003, 03:10:36 am by JWJ »
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Culture20
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Thraddash Flower Child
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3D starmap w/ fading stars: just have 20-30 differently shaded images for each color, and based on the Z value (into/out-from the screen; assuming this value changes), change which image you're using.
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J
Frungy champion
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Submit or die.
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Its easy enough to do. Just use GL coronas (or direct3d)
Its what I use to render the SC2 map all pretty and in realtime (still 2D tho)
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Death 999
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We did. You did. Yes we can. No.
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OR... you could use different color ratios for the planet styles, and intensity for Z.
For example:
purple: unexplored grays and whites: dead world oranges: metal world blue-green: life world
Also, nearby ones can be larger.
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« Last Edit: November 26, 2003, 07:35:16 pm by Death_999 »
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guesst
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Ancient Shofixti Warrior
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The original SC1 stars were just dots that, as they moved forward and backward (really, just an aplication of the cosine function in relation to it's side to side move) they cycled through various shades of the above mentioned colors, Gray, Green, and Red. (I never really liked that unexpolred and dead worlds were practically the same. Maybe instead of purple Death_999, how about a noncommital blue. Like R0 G20 B200?)
I don't know anything about UQM's code, but it seems to me like it really wouldn't be that hard. I don't imagine any more than 5 shades of each color would be necessary (and they're probably already indexed in the code) and cycle through it, back and forth. That's if UQM uses indexed color. it uses RGB, it'd simply be a matter of adding or subtracting values from colors. (An array of values would still be a good idea, I think.)
It'd be cool to add a few more planet types: Rainbow worlds, dot cycles through colors. Acts as a super-powerful mining world worth 3 RU per turn when mined. Versitile Worlds, Purple - Minable OR Colonizable. Precursor Fortification, Yellow - An automatic super fortification that requires 4 ships (or 2 UrQuans) to break. Also, colonizable. Great place to move starbase to.
Sorry, sorry. I really am grateful to have this project on the way. I don't mean to make demands. Ignore the above if you want. I promise I won't be offended.
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Culture20
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Thraddash Flower Child
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You could do that, but that would change the original Starcon style. In Starcon, the colors of the planets represented what type of planet it was
You misunderstood what I said. In SC1, the mineral stars changed from bright-magenta to dark-magenta, the unexplored stars from white to dark blue, the life stars from green to dark green, and the dead stars from white to dark grey: different shades/intensities for each color. Same thing with mines, forts, colonies, except they were only magenta/dark-magenta, and cyan/blue.
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Pages: [1] 2 3
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