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Author Topic: StarmapJS: an interactive Star Control 2 starmap.  (Read 16265 times)
onpon4
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Re: StarmapJS: an interactive Star Control 2 starmap.
« Reply #15 on: April 12, 2012, 01:07:16 am »

I'm no that familiar with java, but I have a couple programs written in it that do not require a "browser" to work. They can be executed offline. Can this be adapted to this map so that it could be ran offline? A executable .jar file is what they are.

It's in Javascript, not Java. The two are unrelated.
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Defender
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Re: StarmapJS: an interactive Star Control 2 starmap.
« Reply #16 on: April 12, 2012, 02:11:46 am »

I see...oh well.
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Death 999
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Re: StarmapJS: an interactive Star Control 2 starmap.
« Reply #17 on: April 13, 2012, 04:50:20 am »

It's in Javascript, not Java. The two are unrelated.

The family of programming languages is small and extremely incestuous, so that seems dubious. They are definitely not in the same nuclear family.

I tried to form an analogy, but could not without descending into vulgarity.
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onpon4
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Re: StarmapJS: an interactive Star Control 2 starmap.
« Reply #18 on: April 13, 2012, 05:05:16 am »

It's in Javascript, not Java. The two are unrelated.

The family of programming languages is small and extremely incestuous, so that seems dubious. They are definitely not in the same nuclear family.

I tried to form an analogy, but could not without descending into vulgarity.

Well, that really depends on how you define "related". If you want to be extremely technical, you're related to the rats crawling around in New York by virtue of being a mammal, but that doesn't really say anything useful.
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Megagun
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Re: StarmapJS: an interactive Star Control 2 starmap.
« Reply #19 on: April 13, 2012, 07:19:34 pm »

I would suggest that when zooming, the size of the stars should remain constant, and just the distance between them should change.  That way, you can zoom into tightly packed star clusters like Vulpeculae to see the individual stars more easily.
There, it should be easier now to zoom into tightly packed star clusters. The size doesn't exactly remain constant, though, because that just looks a tad too odd at extreme zoom levels.

Also moved some of the styling out of the code and into CSS. Currently, only Spheres of Influence can be altered this way, though, but my eventual goal is to be able to style the complete starmap via CSS.
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Death 999
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Re: StarmapJS: an interactive Star Control 2 starmap.
« Reply #20 on: April 13, 2012, 09:03:18 pm »

Well, that really depends on how you define "related". If you want to be extremely technical, you're related to the rats crawling around in New York by virtue of being a mammal, but that doesn't really say anything useful.

Oh, it's a good bit more related than THAT, though only syntactically. You can look at code segments and be able to rule out all languages except javascript and java.
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onpon4
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Re: StarmapJS: an interactive Star Control 2 starmap.
« Reply #21 on: April 13, 2012, 09:40:18 pm »

Oh, it's a good bit more related than THAT, though only syntactically. You can look at code segments and be able to rule out all languages except javascript and java.

Unfortunately, I have very little knowledge in Javascript and incomplete knowledge of Java, so I don't have a whole lot of ammunition to argue. However, since you're arguing syntax (which, sure, is kind of similar), let me point out that, just as both of these have syntax kind of similar to C, Game Maker's GML does too, but you wouldn't say GML is "related" to C, would you? Heck, GML also supports Pascal-like syntax, so is it "related" to Pascal, too? Just because a certain code segment can look identical in two languages doesn't mean the languages are similar at all, especially when you're talking about such a popular style of syntax as C-style.

Of course, there's nothing inherently wrong about using syntax as a basis for how "related" two languages are, but how useful is it, really, when GML, a duck-typed, interpreted scripting language, can be called "related" to C++, a statically typed, compiled general-purpose language?
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Re: StarmapJS: an interactive Star Control 2 starmap.
« Reply #22 on: April 13, 2012, 10:44:33 pm »

Say, does anyone know how I could get a Project 6014-version of the Planetary Database? I'm assuming that it's an automated process largely based off of the game code, but I'm not awesome enough with C to be able to pull it off myself without pulling my hairs out a few times. Can anyone (Elestan?) enlighten me on this subject? It could make p6014-development a lot easier.
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Re: StarmapJS: an interactive Star Control 2 starmap.
« Reply #23 on: April 14, 2012, 01:24:00 am »

Okay. More to the point, Javascript's syntax was consciously modeled on Java, and not C... hence the name.

Maybe it would be fair to say that Javascript is Java's adopted kid, or something.
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onpon4
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Re: StarmapJS: an interactive Star Control 2 starmap.
« Reply #24 on: April 14, 2012, 05:55:40 am »

Okay. More to the point, Javascript's syntax was consciously modeled on Java, and not C... hence the name.

Well, GML's syntax was consciously modeled on both C and Pascal.

Anyway, I'm not going to keep arguing over how the word "related" should be used, because it really is just a matter of perspective. But I don't think it was very wrong of me to call Java and Javascript "unrelated", because functionally, they really have absolutely nothing to do with one another (as you know). Wink
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Re: StarmapJS: an interactive Star Control 2 starmap.
« Reply #25 on: April 14, 2012, 05:57:10 am »

Say, does anyone know how I could get a Project 6014-version of the Planetary Database? I'm assuming that it's an automated process largely based off of the game code, but I'm not awesome enough with C to be able to pull it off myself without pulling my hairs out a few times. Can anyone (Elestan?) enlighten me on this subject? It could make p6014-development a lot easier.

I can point you in the right direction, but I've got a bit too much going on right now to take it on myself.  Take a look at the file uqmdebug.c.  It's already got code in it to output a lot of the planetary data; I generated the database on the wiki by modding those routines to output CSV, and adding code to do a few more calculations.  To trigger the data dump, you need to run a debug version of UQM, enable the magic debug key, and configure uqmdebug.c to do the dump when the debug key is pressed.
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Re: StarmapJS: an interactive Star Control 2 starmap.
« Reply #26 on: April 15, 2012, 08:31:05 am »

What parts of the planet generation code did P6014 modify? If it's just the seed, then it might be worthwhile to rewrite the planet generation in Python or something. That way you can play with different seeds and see the results, without having to recompile UQM every time.
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Re: StarmapJS: an interactive Star Control 2 starmap.
« Reply #27 on: April 15, 2012, 04:53:10 pm »

Say, does anyone know how I could get a Project 6014-version of the Planetary Database? I'm assuming that it's an automated process largely based off of the game code, but I'm not awesome enough with C to be able to pull it off myself without pulling my hairs out a few times. Can anyone (Elestan?) enlighten me on this subject? It could make p6014-development a lot easier.

Elestan pretty much said it all. Watch your mail too, I'm going to post something that should answer both your and Cap. Trivates' queries.
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Re: StarmapJS: an interactive Star Control 2 starmap.
« Reply #28 on: April 15, 2012, 05:43:47 pm »

Hmm. I've tried getting a standard PlanetInfo file by making the debugHook point to DumpUniverseToFile, but whenever I press the Debug key the DumpUniverseToFile function doesn't get called at all, even though the other stuff that I have assigned to the Debug key does happen (I get new ships, see all Spheres of Influence, etc). I don't see anything related to the DumpUniverse thing at all either in stderr or stdout. With some printing to stderr/stdout I've determined that debugHook isn't ever not NULL (in starcon.c) but I don't know how to solve that little problem.
« Last Edit: April 15, 2012, 05:46:46 pm by Megagun » Logged
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Re: StarmapJS: an interactive Star Control 2 starmap.
« Reply #29 on: April 15, 2012, 06:48:37 pm »

IIRC, threading issues require the dump to be delayed until your next hyperspace transition.  Try hitting the debug key, and then leaving the star system.
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