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Author Topic: UQM Recreation  (Read 71680 times)
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Re: UQM Recreation
« Reply #165 on: February 06, 2006, 06:04:39 am »

I love the melee!

You should choose a format to import your ships from.  I'm sure there are LOTS of folks out there just itching to put some new models into it.

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« Last Edit: February 06, 2006, 06:16:24 am by DwD » Logged
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Re: When games need security.
« Reply #166 on: February 06, 2006, 06:14:00 am »

I pretty sure the compiler built into C# would compile it as the version the game was compiled as.

The compiler has gone thru several changes as you say, as has the .NET Framework.  Your code will not compile on VS 2003 with .NET framework 1.1.

While there is some forward compatability, iffy at best,  there is absolutely no backward compatability.

Did I say that right?  Oh well, you get the gist of it.


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Re: When games need security.
« Reply #167 on: February 06, 2006, 09:53:57 am »

I love the melee!
Thanks.

You should choose a format to import your ships from.  I'm sure there are LOTS of folks out there just itching to put some new models into it.
Thatís what all this talk about using C# as a scripting language is about; making it really easy to add stuff to the game. Only ships at the moment, but I'm thinking how I want to use this new capability. Itís to way much to store information about planets and star locations (I plan to use XML for that). Maybe I could add scripted scenes.


The compiler has gone thru several changes as you say, as has the .NET Framework.  Your code will not compile on VS 2003 with .NET framework 1.1.

While there is some forward compatability, iffy at best,  there is absolutely no backward compatability.

Did I say that right?  Oh well, you get the gist of it.

um...  no.



I'm using  .net 1.1 libraries, and they work very well except were improvements in .nets 2.0 garbage collector bring forth bugs that went unnoticed earlier and some differences causes a few bugs. So there is extensive backwards compatibility. The reason why I could not use Lua.net is because it has a non .net .dll it uses to interface and that required .net 1.1.

I'm thinking you misunderstood what compiler I was talking about. Check out the System.CodeDom.Compiler namespace.

What I was trying to say to meep-eep is that if a new version of .net came out the ďscriptsĒ would still be limited to the classes in the .net 2.0, because that game that compiles them is still .net 2.0.


« Last Edit: February 06, 2006, 10:05:36 am by BioSlayer » Logged

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Re: UQM Recreation
« Reply #168 on: February 06, 2006, 01:17:28 pm »

I stand corrected then.  I used The free Enterprise edition  of VS 2005 to compile your code with .NET framework 2.0 and it works just fine.   Perhaps it would compile on my VS 2003, if i made new .sln and .vcproj files.

There is a 3D language for models, based on XML and VRML, that might work for ships. It's called X3D.  You can find specs and several open source viewer/editors on web3d.org.  With C#'s inherent ability to read XML, this may be a quick easy way to import new ship models.
« Last Edit: February 06, 2006, 01:26:30 pm by DwD » Logged
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Re: UQM Recreation
« Reply #169 on: February 06, 2006, 07:57:14 pm »

There is a 3D language for models, based on XML and VRML, that might work for ships. It's called X3D.  You can find specs and several open source viewer/editors on web3d.org.  With C#'s inherent ability to read XML, this may be a quick easy way to import new ship models.
I'd be wary of any XML-based formats for in-game models, they tend to have bloated loading times. I know this from the Vega Strike project, which originally used plain-text XMESH (XML Mesh) files. They have now switched to "BFXM" or Binary formatted XMESH files- compiled XMESHes which decrease load times dramatically.
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Re: UQM Recreation
« Reply #170 on: February 09, 2006, 01:53:03 am »

Iíve been pretty quite about what I have been doing for the pass 2 days and the simple reason is that I had test and a project due today. Iíve been thinking about the ďbig pictureĒ and I think I should start getting the communications part of the game started as well as the hyperspace and solar system parts.

As for communication my current plan is to use the content strait from UQM. But if someone has a better idea id like to hear it.

Iím thinking for the solar system instead of having it in 3D with the camera positioned like it is in Starfleet Command 3, with it behind the ship and 45 degrees above the XY plane.  So you can see far in front of you. What do you think?

Basically Iím asking YOU for input.

Iím asking at this very early stage because right now Iím going though the design in my mind and trying to figure out how to do it. 
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Re: UQM Recreation
« Reply #171 on: February 09, 2006, 06:14:22 am »

Do you read the PoNaF boards? If you were looking for some threads to give you an idea of where to focus your development, check this one out:

http://starcontrol.classicgaming.gamespy.com/forum/index.php?topic=868.0

People have been writing their own melee scenarios. If you wanted you could make a custom scenario editor that would make these possible.

Also, that old board has some pretty nifty ideas in the Suggestion for the next Star Control boards. I personally liked this one:

http://starcontrol.classicgaming.gamespy.com/forum/index.php?topic=954.30

It's from another similar (abiet less promissing) project that someone else has developed. I myself have a rather lengthy post in that very thread referencing some of my old ideas.

If you have the time and desire to read them, they could provide you with alot of great ideas. Mind you, I don't advocate blowing development of a project into such an out of hand big thing that in the end all you get is endless development, but there are some cool ideas that I personally would love to see implimented one day, but am too unmotivated/unskilled/lazy to do myself.
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Ship of the Day: Arilou Skiff
« Reply #172 on: February 09, 2006, 08:08:59 am »

The Drive Works
The Laser Works (though it targets the closest enemy object not just the ship)
The Teleporter works.

And the ďModelĒ is the closest to the originals yet!

No Sound yet but thatís just a matter of copying the right files and naming them right .

I Managed to somehow kill the CVS it wont let me commit so anyone know how I can delete the stuff currently in the CVS and then commit the current stuff?


If you have the time and desire to read them, they could provide you with alot of great ideas. Mind you, I don't advocate blowing development of a project into such an out of hand big thing that in the end all you get is endless development, but there are some cool ideas that I personally would love to see implimented one day, but am too unmotivated/unskilled/lazy to do myself.

I like your idea about the curved space around a planet. I donít see how I can implement it not without a great deal of pain but ill think about it. I most likely would have to use a 3D physics engine.


I could not implement those challenges yet because my game lacks one very important thing an AI.
« Last Edit: February 09, 2006, 08:22:29 am by BioSlayer » Logged

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Re: UQM Recreation
« Reply #173 on: February 09, 2006, 08:47:21 am »

If I may ask, what about menus and customizebility to the game?
for instance, even UQM haven't got these features finished.
Would you handle this at an early stage?
Iím sorry I missed your original post! Now I shall fix this oversight!

Iím planning to use windows forms heavily. Mono claims to working on it and planning to have the forms finished in a few months.  Windows forms will allow me to do a lot of spiffy GUI stuff with minimal effort and I can easily change how it looks and feels to mach that of UQMs.

"Anything else Iíve forgotten? Any features you would like me to ponder on?"

Well, since this is a remake of SC2 (unless I've misread what you've said) then I guess its a question of what could have been added in that game. So I think there was three areas to consider:

1) Make it so that in combat, there can be more than two ships fighting at one time. Fleet battles would be more interesting, and if you had a lot of smaller vessels fighting one or a few UQ, it would not be able to pick them off one at a time-- they'd have a significant advantage fighting en masse.

2) Advanced planets. Much larger worlds with infinite life and mineral wealth, and maybe be able to land on homeworlds and such (as seen in Star Control 2's predecessor, Starflight 2.

3) No ending. After you destroy the Sa-Matra, you get a new ship and can play on forever. There will no longer be many or any quests to do at this point, but you can continue to explore, fight, build up your fleet/ship, etc.
Iím sorry I missed your original post! Now I shall fix this oversight!

1)Iím defiantly writing it to be scalable. In theory I could add a 3rd player with a joystick right now. Though I would have to write a bit of code to handle the joystick. It would most likely kill the zooming though.  Nor is there a way to change your current target or know which ship you are targeting.

2)Iíve not actually thought much about the planet side of the game. Only to think that I will need to add a world friction to the physics engine in order to do it.

3) That would be very hard. Since all the current dialog is geared towards the ur-quan and kohr-ah threat and the fact that you would have no precursor service vessel, changes the game dynamic drastically.
« Last Edit: February 09, 2006, 09:00:43 am by BioSlayer » Logged

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My 2D physics engine
Both are written in C#.
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Re: UQM Recreation
« Reply #174 on: February 09, 2006, 04:00:40 pm »

"Iím thinking for the solar system instead of having it in 3D with the camera positioned like it is in Starfleet Command 3, with it behind the ship and 45 degrees above the XY plane.  So you can see far in front of you. What do you think?
Basically Iím asking YOU for input."

SFC3 allows you to switch between overhead and chase view. Perhaps you could do the same, at some point, since you've already worked things out for the overhead view. (This would be cool in Aftermath too, come to think of it.)


"Iím sorry I missed your original post! Now I shall fix this oversight!"

No problem, I had forgotten I even posted it.


"1)Iím defiantly writing it to be scalable. In theory I could add a 3rd player with a joystick right now. Though I would have to write a bit of code to handle the joystick. It would most likely kill the zooming though.  Nor is there a way to change your current target or know which ship you are targeting."

If and when you wanted to implement something like this, you could just have it so the player controls zoom manually or the view can stay centered between you and your target, sort of like in aftermath (or SFC3.)


"3) That would be very hard. Since all the current dialog is geared towards the ur-quan and kohr-ah threat and the fact that you would have no precursor service vessel, changes the game dynamic drastically."

This would require so major additional plotwriting. But it would be funny if, instead of making a sequel, you simply modify the original so that it just goes right into the sequel timeline without skipping a beat, like a jumbo expansion pack.
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Re: Ship of the Day: Arilou Skiff
« Reply #175 on: February 09, 2006, 04:35:54 pm »

I like your idea about the curved space around a planet. I donít see how I can implement it not without a great deal of pain but ill think about it. I most likely would have to use a 3D physics engine.

I'm impressed you read all the stuff I wrote. I write alot of stuff but never assume anyone's reading any of it.

It's not as difficult as you might think. If you know anything about polar coordinates you're working with a fixed sphere. The only problem is rendering the thing because you have to convert the polar back to xyz which, as I remember, relies on the trig functions and may raise your system requirements slightly. Then again, games like this tend to run so far under the minimum requirements of other games that you may just have the processor power to spare. If you need more help on the matter I'll look up the functions you need. (good review for me.)

Quote
I could not implement those challenges yet because my game lacks one very important thing an AI.

So you dummy up a rudimentary AI and plan on adding chalanges in the future. Again, this was just a future development goal ideas sort of thing. You know, get an idea of the final product to give you something to work towards.
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Ship of the Day: Androsynth Guardian
« Reply #176 on: February 10, 2006, 09:07:13 am »

Yep I got this ship of nasty uniqueness done.

Itís the only ship that does damage on contact.
Itís the only ships with missiles whose control system is screwed up.
Itís the only ship who alternate form does not have weapons.
Itís the only ship that has a state that is dependent on energy.

The model needs more work on both modes but which one does not?

The red one is in meteor form the blue one is in normal form and shot out some bubbles.

The bubbles have their strange tracking system though itís not an exact match of the original since I didnít want to dig though the UQM code to know how they should act.

The meteor transformation works and changes back when the ship is out of energy.

The meteor form does damage on contact.

Iíve also made steps towards cleaning up the code a bit more. I'll start with commenting the interfaces.

I'm impressed you read all the stuff I wrote. I write alot of stuff but never assume anyone's reading any of it.
Itís just because with a forum like we have here there are a lot of people who just donít post and as a result we think no one cares. You hear that people? Your silence is hurting us! Wink
It's not as difficult as you might think. If you know anything about polar coordinates you're working with a fixed sphere. The only problem is rendering the thing because you have to convert the polar back to xyz which, as I remember, relies on the trig functions and may raise your system requirements slightly. Then again, games like this tend to run so far under the minimum requirements of other games that you may just have the processor power to spare. If you need more help on the matter I'll look up the functions you need. (good review for me.)
The major problem with that is that my physics engine has no Z coordinate. Itís all done with X and Y. Hence itís not as easy as you presumed.
« Last Edit: February 10, 2006, 09:27:46 am by BioSlayer » Logged

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Both are written in C#.
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Re: UQM Recreation
« Reply #177 on: February 10, 2006, 04:15:12 pm »

Nice shots again!

Unfortunately, I found I couldn't test remasters since my hardware will soon turn five, and that's a bit old.


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Re: UQM Recreation
« Reply #178 on: February 10, 2006, 04:20:33 pm »

While I do understand your desire to move the project forward, I believe, that it would be in your best interest to choose a modeling format for your ships at this stage.  What ever format you choose will require some coding to import them.

I don't claim to be a c# guru or anything, but it's my experience, that something like importing models could effect the later code of a project.

my 2 cents.
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Re: UQM Recreation
« Reply #179 on: February 10, 2006, 08:04:42 pm »

Perhaps once he gets all the ships in and the game working as he wants it. It's not exactly as if artists are stampeding to get their ship models into this game.

I agree with BioSlayer that asthetic concerns are secondary at such an early stage.
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