Author Topic: Things to do in the source code  (Read 10338 times)

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Re: Things to do in the source code
I'd like to be able to edit the length of the trails and/or turn them off entirely. I'd rather see thruster tails than red lines everywhere.

 

Offline Echelon9

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Re: Things to do in the source code
Have made another pass through the PVS-Studio reports in the Starshatter source code. Should help address a few corner case crashes.

 
Re: Things to do in the source code
Wonderful to see the work resumed.

I've held off releasing my massive project because of a simple problem  - I gave the capital ship PDWs dispersion. However this means thtat they now usually miss fighters. As a result fighters tend to survive within sensor range of the capital ship (and it is impossible for the player to end mission without jumping out of the sector).

I need one of the following two features (either would be an acceptable solution):

1) Being able to assign proximity damage to capital ship cannons (so that they damage fighters even if they narrowly miss the fighters).

2) Allowing the player to end missions - even if there are enemy fighters within sensor range.


Any improvements to the collision avoidance AI or the AI's ability to engage in turn fights would also be quite valuable.

 

Offline Echelon9

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Re: Things to do in the source code
I'll take a look. Mostly for now I've been fixing obvious coding bugs and getting to know the gameplay mechanic a little better.

 

Offline achtung

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Re: Things to do in the source code
Light_gemini uploaded this to fsmods. I do not typically accept code submissions, because that would just turn into a mess.

So here is the file for further inspection.

It says in the title that it is new bugout code, here is the description:

Code files to make bugout toggleable in ships def files, along with amount of damage needed to trigger the jump. Vanilla game still works the same.

[attachment removed and sold on the black market]
FreeSpaceMods.net | FatHax | ??????
In the wise words of Charles de Gaulle, "China is a big country, inhabited by many Chinese."

Formerly known as Swantz

 

Offline Cyberkada

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Re: Things to do in the source code
can someone post the fighters fix to the starshatter-open svn?
Babylon 5: Starship Commander

 

Offline Cyberkada

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Re: Things to do in the source code
Added the following to the Tactical Reference Display in order to reduce clutter:
Ships now have empire listed (new field)
Capital Ships and Fighters split (separate tabs)
Weapons and Armaments split (separate tabs)
Working on: Empire logo buttons will select only ships belonging to that empire. (toggle buttons)
Babylon 5: Starship Commander

 
Re: Things to do in the source code
https://code.google.com/p/starshatter-open/source/checkout
starshatter open svn don't seem to update from 2013.
i'm glad to you try to update starshatter open.

can you fix main screen ui?
it can't press upper/lower edge button correctly when you use fullscreen mode.

it seem to fix that "not sourse released" build.
http://www.freespacemods.net/download.php?view.838


 

Offline Cyberkada

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Re: Things to do in the source code
I'll look into it.  It is annoying.  Three things I want to do with it. 
1. OpenGL conversion (so it will work on Macs, tablets and what not)
2. a multiplayer database-driven game.  JSON? SQL?
3. removing MAG and replacing it with straight OBJ/MTL files (MAG doesn't NRM, SPEC and OCC maps for some reason) and the 16K Poly limit is annoying.

My Unity3D build is gorgeous, but converting the real code from C++ to C# is a pain.... (can do 1, 2 and 3 easily)
Babylon 5: Starship Commander

 

Offline Echelon9

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Re: Things to do in the source code
Always happy to see interest -- unfortunately development of an active coding community around Starshatter source code has yet to occur. Possibly in part that the FS2Open-related devs also became quite busy with a period of rapid coding improvements to the FS2Open engine (2012/2013 were a good time!).

Perhaps in future there will be renewed interest in SS?

 
Re: Things to do in the source code
At least the game is not lost, i love those forums where some of my favourites games get a second chance  =)

 

Offline Cyberkada

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Re: Things to do in the source code
I finally figured out displaying turrets and guns in the Tactical Display.  The ships looked somewhat naked without them.
Babylon 5: Starship Commander

 

Offline Cyberkada

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Re: Things to do in the source code
1. Integrating Steamworks in to the code for future Steam release.  Pain in the ^^&*&...
2. Continuing to work through bugs
3. Added more native resolutions (1920 x 1080) for example.
4. Adding Occlusion maps.
 
Babylon 5: Starship Commander

  
Re: Things to do in the source code
What dev environment are you guys using? e.g can we get it to compile in something like codelite on Windows first then move the project over to Linux once it's building?
wrong answer you see hiding in that asteroid belt are 6 dralthi fighters, a Kilrathi gangbang. -Devereaux