Author Topic: Star Trek reloaded (bad pun on the 'ld' command)  (Read 11105 times)

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Offline ACagliano

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #30 on: May 16, 2011, 01:37:26 pm »
UPDATE: With help from Kerm, I eliminated a fatal error in appvar creation. Networking progress continues, and here is a screenshot of the battle GUI.

Offline aeTIos

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #31 on: May 16, 2011, 01:41:19 pm »
That looks awesome!
I'm not a nerd but I pretend:

Offline BrownyTCat

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #32 on: May 16, 2011, 02:04:40 pm »
I tried redrawing the ship and got this. :|

Offline ACagliano

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #33 on: May 16, 2011, 05:35:55 pm »
I tried redrawing the ship and got this. :|

Thanks BrownyTCat. Is it possible that you can do that picture in monochrome (all white or black). You will of course receive full credit.

Edit:
A version of my code is available on pastebin for debugging/optimization.

http://pastebin.com/R3KwMYPQ

**Remember, the code may be incomplete in segments, so if stuff is missing, don't sweat it.
« Last Edit: May 16, 2011, 07:44:09 pm by ACagliano »

Offline BrownyTCat

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #34 on: May 17, 2011, 12:02:41 pm »
I tried redrawing the ship and got this. :|

Thanks BrownyTCat. Is it possible that you can do that picture in monochrome (all white or black). You will of course receive full credit.

I'll go do that.
EDIT: And I sure did. Feels like using MacPaint on a tiny screen.
« Last Edit: May 17, 2011, 12:12:29 pm by BrownyTCat »

Offline ACagliano

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #35 on: May 17, 2011, 01:35:14 pm »
Thank you. What name do you wish to receive credit by? Full name or user name, or both?

Offline BrownyTCat

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #36 on: May 17, 2011, 02:26:16 pm »
Thank you. What name do you wish to receive credit by? Full name or user name, or both?
I'd prefer username, since I'm very private with information.

Offline ACagliano

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #37 on: May 17, 2011, 02:46:00 pm »
This is a release of the Usage Guide for Star Trek. It also gives you a sneak peak at features. It still is not fully complete, though.

If you wish to have your real name removed, or to have your real name added, post so here.

Offline ACagliano

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #38 on: May 18, 2011, 07:21:47 pm »
By the way, guys. Don't be shy. I skimmed the forum, looking for people who helped me to include in the credits section. If I missed you, let me know. I don't want to leave anyone out. Email [email protected]  with your real name, if you want it included.

Offline DJ Omnimaga

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #39 on: June 06, 2011, 08:41:02 pm »
The new title screen looks nice. I also like the battle GUI, but it might be nice if there were a bit more details to fill the huge white spaces.
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Offline Deep Toaster

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #40 on: June 23, 2011, 04:04:29 pm »
COUNTDOWN TO BETA

I hope to have a beta release out soon. It won't have exceptional graphics, but it will be functional...

:o Any idea about when it is? Can't wait.

And I just skimmed your PDF -- great job on it. I never figured out how to make a PDF that didn't look like random crap strewn together.




Offline ACagliano

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #41 on: November 22, 2011, 10:26:20 am »
It's been a while, hasn't it?

I did almost a complete rewrite of this program, using a monochrome splash screen that is much simpler. The image is at http://clrhome.org/projects/startrek/images/splash.gif. What I would like from you guys is basically an example of an interface. Show me what you would like the "inside" of the ship, the view screen, to look like.

Also, a while back, someone gave me some code on how to find a certain calc ID, coordinates, or username, in an appvar. I forgot where it is. Can someone link me to it. Plus, I'm using saferam for this now, not an appvar. That shouldn't change much.
« Last Edit: December 15, 2011, 08:41:01 pm by Deep Thought »

Offline ACagliano

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #42 on: November 28, 2011, 06:47:37 pm »
Progress update: Got an idea figured out to display a ship in the viewscreen if it is in front of you. Bear in mind that the data entry for each network member is:

5-byte member ID
8-byte username (padded if necessary)
6-byte position (xx,yy,zz)
3-byte sector (x,y,x)

So, first I check the sectors. If a ship is not in the same sector as you, I skip that entry. If it is, then I check the high byte of the axis you are moving on against that of the current entry. If it is not the same, I skip that entry. If it is, then I check the low byte. If the ship is in front of you, then I check the high bytes of the other two axises of the entry. If the high bytes of those two axis positions are the same as yours, then you see the ship on the view screen. The only downside I see to this is if you are, for instance, moving forward and the other ship is at $0012,$0000 and you are at $0011,$FFFF, you will not see the opponent on your screen, despite him being just one unit away (though you will be able to see him on your sensors). Comments? Suggestion?

The movement is only in 6 directions. Forward, Backward, Left, Right, Up, and Down. I kind of want to support full 3-d movement. Can anyone help?

As for weapons firing, you are most effective when you can lock onto your target. In order to do this, the sensors must be online. While locked, photons and phasers fly directly at the target. Without sensors locked, weapons will not function at all (except for the scrambler). As for weapons firing, I planned to make them instantaneous, but I've been thinking I should animate them flying through space in the view screen. Can someone help me with this?

As for locking, picking your target is very easy with gCn. Your calc will not spend time finding its target. "Locking-on" returns a pointer to the current target's data entry, making it trivial to return the ID for sending. ;) That's why I mandate locking for weapons firing.

The scrambler is an all-targetting weapon. It basically causes you to emit 0's for all your position data for some time, thus rendering you invisible. While you can be found at that corner of the map, you calculate the odds of being there. The scrambler is like the cloak in that it makes you invisible, but eventually, the jamming transmission wears off.

The cloaking device may be used to render you invisible until you choose to remove it. It emits 0's for your position data. Thus, you cannot be targetted. On level 0, you have no cloak (go figure). On level 1, you cannot transport or attack while using it. On level 2, you can transport, but not attack. On level 3, you can transport and attack.

Using the cloaking device consumes energy, as does firing weapons, using the shields, and mostly everything else. Every time you fire a phaser or photon, you use power. Having shields raised, being moving, and having the cloak raised also consume power at a steady rate. Your Power Level will drop if you begin using too much power at once, and if you run out, everything fails. Your Generator will be supplying power to all main drives by increasing your Power Level by a certain amount at a steady rate. This rate is in direct proportion to the current percent health of the generator multiplied by the level of the generator (you can equip upgrades). As your generator takes damage, the rate of power output decreases, thus your ship cannot produce power as fast. If your generator is knocked offline, once your Power Level drops to 0, shields drop, cloaks fail, and all other systems (except repair (which gets to work) and life support) go offline. Trust me, you don't want that to happen.

So, in summary:

1. Any comments?
2. How difficult will it be to support real 3-d movement, not just 6 directions?
3. I need help with firing animations.
« Last Edit: November 28, 2011, 06:48:01 pm by ACagliano »

Offline DJ Omnimaga

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #43 on: November 28, 2011, 07:16:02 pm »
I'm glad this is progressing again. I unfortunately have no time to read your second post, though, since it's very long. However, I'Lll try when I have some time. Also by 3D do you mean wireframe and stuff like Star Fox 64 or something?
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Offline ACagliano

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #44 on: November 28, 2011, 07:21:25 pm »
I'm glad this is progressing again. I unfortunately have no time to read your second post, though, since it's very long. However, I'Lll try when I have some time. Also by 3D do you mean wireframe and stuff like Star Fox 64 or something?

Not sure what those things entail. By 3D, I mean that you can say press the down arrow and, rather than move up by 90 degrees, you move up by...say...10 degrees. So, its like ur flying in space, rather than playing 3D pacman.