The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
October 05, 2024, 06:36:38 pm
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Personal project
« previous next »
Pages: [1] Print
Author Topic: Personal project  (Read 3596 times)
Eriol
Zebranky food
*
Offline Offline

Posts: 5



View Profile
Personal project
« on: July 21, 2006, 06:00:20 pm »

Hello everyone,
First of all I must say, great job on the remake!

Replaying starcontrol II was so much fun.

I am currently coding an interface to play an ' online multiplayer turn based space civilisation' type of game. And I would like to use the Star Control map for it.

But what I trully lack is a file with the game Star coordonates in it (and possible the star color and size). Can anyone here point me out where I could get these information? My interface can handle 3d maps (x,y,z coordonates) but nothing would prevent me from using only 2d and I would like to make a beta test in a Star Control type universe.

So if anyone cna help me with that, don't be shy.

Thanks
Logged
meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
Re: Personal project
« Reply #1 on: July 21, 2006, 06:18:01 pm »

In the source, the file src/src/sc2code/plandata.c.
Logged

“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
Eriol
Zebranky food
*
Offline Offline

Posts: 5



View Profile
Re: Personal project
« Reply #2 on: July 21, 2006, 07:48:42 pm »

Yes, exactly what I need thank you.

Is that also such a list for planets? (types, size and which sun it is associate with).
Logged
meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
Re: Personal project
« Reply #3 on: July 21, 2006, 08:47:09 pm »

Those are randomly generated, except for a few specific planets, for which there is special code. That code can be found in src/sc2code/planets/gen*

I have at some point dumped what is actually generated. You can download it here (zipped).
« Last Edit: July 21, 2006, 08:51:04 pm by meep-eep » Logged

“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
Eriol
Zebranky food
*
Offline Offline

Posts: 5



View Profile
Re: Personal project
« Reply #4 on: July 21, 2006, 09:03:58 pm »

Excellent, I am trully in your debt.

I will let you see the finished product if it interest you Wink
Logged
Zeep-Eeep
Enlightened
*****
Offline Offline

Gender: Male
Posts: 917


Good Grief


View Profile WWW
Re: Personal project
« Reply #5 on: July 21, 2006, 09:43:24 pm »

Civ in space? Darn right we're interested. What language are you
coding in? What platform are you releasing this for?
Logged

What sound does a penguin make?
Culture20
Enlightened
*****
Offline Offline

Posts: 917


Thraddash Flower Child


View Profile
Re: Personal project
« Reply #6 on: July 22, 2006, 07:19:46 pm »

freeciv might be a good code base to start from
Logged
Eriol
Zebranky food
*
Offline Offline

Posts: 5



View Profile
Re: Personal project
« Reply #7 on: July 25, 2006, 03:55:28 am »

First you must understand my background Wink

I consider myself more of a boardgamer then an actual computer gamer. Having said that I usually don't care much of graphic quality or sound or any of the like.

I bassically use a mysql database and php to generate the web page require for my game. And so you can say that my game is multi-platform Wink

I am currently running a medieval game with a beta version of my code (with aproximatelly 10 players). But I am reaching a point where my initial admin interfaces have proven their lack of flexibility and I still have to change code and alter the database on the fly to support some players request, which consume time and hinder the game progression.

So how does it actually work? Each player have a certain amount a city (with a certain amount of people in it) these people can have many type of jobs, but one of the main one would be the harvesters. They are employed in the fields around the city to harvest resources (wood, stone, iron, etc... based on land type around the city). With these resources they purchases units, city improvement, new city settler or technological improvement.

I usually process two turn per week, between these turn each players have to log in and give their orders for the next turn. All orders are processed simultaneously when a turn is processed and so armies might encounter each other in the middle of their movement, or faster units might  overtake slower ones that where aiming for a city defenses... Also each units can have a difference movement cost (and speed) depending on the type of terrain they cross.

I am pretty pleasy with it so for (expect for the combat resolution part) but I have start a new version of the game that would allow to have more then one main map (and so would allow me to create a space game). And I will completelly redo the combat part.

Here are some snapshot of the game so far ( the main map is based on the Ultima 4 map).
(note that on the real page, the units details pop-up when you put your cursor on them, that is if you are allowed to see then of course since you can only see yours and allies troops)

Main map : http://forumgaming.com/test/ShowBitmap.php.jpg
Detail map : http://forumgaming.com/test/ShowDetail.php.jpg
City Display : http://forumgaming.com/test/City.jpg
Purchase exemple : http://forumgaming.com/test/Purchase.jpg

As I say nothing ground breaking on the visual aspect but it certainly do the job for my players Wink


Maybe all this stuff should be moved in the misc forum, but the first space game I would do would definitivelly have a star control feeling to it.

(oh yeah and English is my secondary language, so please be indulgent Wink
Logged
Pages: [1] Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!