I-War 2, EOC, 2-D
Stage 1: Flight demo. (completed)
Stage 2: demo. (in progress)
Stage 3: release.
The demo and release will have several formats available:
1. Khan Academy program: the game can be streamed through Khan Academy.
2. Since the program is written in Javascript, it can be added to any website easily (although modding would be difficult)
3. Offline
4. Offline with an asset generator to reduce loading time
5. Offline with assets downloaded with the program
This is one tough navy, boy. They don't give you time off, even for being dead. -Clay
Storm Petrel
Please Log in or Create an account to join the conversation.
Rewriting the program after It was deleted along with the rest of my operating system.
That is pretty much all. In the process, I did improve some things:
Flight assist is better than ever, using dot product.
Fullscreen looks better, and automatically adjusts to the users screen size.
I have worked more on the shooting mechanics.
If I need the keyCode of a key, I can find out with the press of a button. Much better then editing the code and restarting the program.
I can zoom in and out.
My progress thus far in May is coming right up in a different thread, titled "Dynamic Keybinder".
This is one tough navy, boy. They don't give you time off, even for being dead. -Clay
Storm Petrel
Please Log in or Create an account to join the conversation.
First, I have added the first bit of UI, the contact list. I added the ability to toggle between ships, and have added indicators around the ships on the screen.
I have also made the first station: a biobomber, and it looks pretty good. A technical explanation is below.
I could modify this new system to generate stars. Since they would be separate objects instead of peaks in the algorithm, each one could have its own properties. In a 3-D world, it would be possible to fly to each one. This is probably how it was done in Space Engine. It might generate faster as well, since each iteration of the algorithm produces a star, rather than iterating for every pixel to find the stars.
I have also imported the other ships I have made into the game, scaled them all down to the correct size, and got it so that the engines and thrusters scaled properly as well. Now that I have the biobomber, a need for information has become apparent. I used the descriptions on this site to scale the ships to the correct length, but some of the information is "classified". In addition, I need to know the lengths of stations, the speed and power of different weapons, etc. At the moment I am not sure where to find the information.
Now that I had created the contact list and targeting system, I was able to add the first autopilot: autopilot approach. It will need some more work, since it assumes zero speed at start and a still target, but it works.
Is anyone interested in screenshots of this?
I am starting a job next week, so I won't have as much time to work on this.
This is one tough navy, boy. They don't give you time off, even for being dead. -Clay
Storm Petrel
Please Log in or Create an account to join the conversation.
This is one tough navy, boy. They don't give you time off, even for being dead. -Clay
Storm Petrel
Please Log in or Create an account to join the conversation.
Übermodder to the rescue!Chessking wrote: I have also imported the other ships I have made into the game, scaled them all down to the correct size, and got it so that the engines and thrusters scaled properly as well. Now that I have the biobomber, a need for information has become apparent. I used the descriptions on this site to scale the ships to the correct length, but some of the information is "classified". In addition, I need to know the lengths of stations, the speed and power of different weapons, etc. At the moment I am not sure where to find the information.
You can find all the game files in resource.zip. For example, in resource.zip/sims/weapons, you will find the actual weapon projectile objects. These contain properties like speed damage. sims/ships/player/heavy_corvette would have the acceleration and top throttle values, and hitpoints and hardpoints and the paths to the .lws file that sets up the graphics for the ship. You can use the reverse-engineered .pso converter to convert the ship's model from .pso to .lwo, then open it in blender, and you have the untextured 3D model. You can simply measure then.
Also, subsims/systems/player has all the player systems, from A-M PBCs to LDS drives to countermeasures. To tell you what to expect there, the pbc file would have weapon fire rate, a path to the weapon sim (in this case ini:/sims/weapons/pbc_bolt or something like that), max energy, energy used per shot, heat per shot, power consumption, hit points, all kinds of good stuff.
Now for stations, which is what you actually asked about, that's a little different. They are entirely modular, so you'd be getting the dimensions of the various modules. But it's simple math to put them together, so it shouldn't be hard.
Yay, I actually rattled all this right off the top of my head! Seems I truly know a lot about the game from the many hours spent sifting through the files. :mrgreen:
Me. :whistle:Chessking wrote: Is anyone interested in screenshots of this?
--IronDuke
Very little about the game is not known to me. Any questions you got, throw them at me.
Please Log in or Create an account to join the conversation.
Screenshot incoming!
This is one tough navy, boy. They don't give you time off, even for being dead. -Clay
Storm Petrel
Please Log in or Create an account to join the conversation.