Hurray! Another multiplayer clone project. :)

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Srul
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Re: Hurray! Another multiplayer clone project. :)

Postby Srul » Tue May 03, 2016 6:32 am

When Spektor says that 0.4 will come out soon

Image

(yeah, i played with dev mode a bit, i didn't want to wait for poor old man having a heart attack)
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Hak86
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Re: Hurray! Another multiplayer clone project. :)

Postby Hak86 » Wed May 04, 2016 8:23 am

Srul wrote:When Spektor says that 0.4 will come out soon

Image

(yeah, i played with dev mode a bit, i didn't want to wait for poor old man having a heart attack)

I must ask, what game is that? :?:
This is a bad signature. :|
kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Wed May 04, 2016 9:11 am

Hak86 wrote:I must ask, what game is that? :?:

If I'm not mistaking it's Rimworld
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Srul
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Re: Hurray! Another multiplayer clone project. :)

Postby Srul » Wed May 04, 2016 12:00 pm

kcd.Spektor wrote:
Hak86 wrote:I must ask, what game is that? :?:

If I'm not mistaking it's Rimworld

You aren't mistaking
kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Wed May 04, 2016 12:14 pm

Small update:

1. I've refactored a bit the event loader - so now it is easier(faster) to add versatile events.
Also it allows to add more complex events.

P.S.
This most probably doesn't make any sense to anyone yet. :)
But I was so frustrated with the time that was required to add new versatile events, :x
so now that I have fixed that issue I am so happy that I just want to share this great new with everyone :D
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Srul
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Re: Hurray! Another multiplayer clone project. :)

Postby Srul » Wed May 04, 2016 12:17 pm

kcd.Spektor wrote:Small update:

1. I've refactored a bit the event loader - so now it is easier(faster) to add versatile events.
Also it allows to add more complex events.

P.S.
This most probably doesn't make any sense to anyone yet. :)

We don't even know what the hell is that and how it works...
kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Wed May 04, 2016 12:35 pm

Srul wrote:We don't even know what the hell is that and how it works...

Yeah exactly :)

But to make it a bit more clear for everyone else:
This change that I did, makes the thought - "Is it possible that a0.4 will be out by the end of the week?" - not sound impossible anymore :D
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Srul
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Re: Hurray! Another multiplayer clone project. :)

Postby Srul » Wed May 04, 2016 12:37 pm

kcd.Spektor wrote:This change that I did, makes the thought - "Is it possible that a0.4 will be out by the end of the week?" - not sound impossible anymore :D

*faints*
kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Wed May 04, 2016 8:20 pm

Small update:

1. Just finished making events for random pirate encounters
Overall is something around 1200 variants of pirate encounters :mrgreen:

2. Did a test run with a basic starting ship against the pirates - twas quite fun :)
Though a bit too hard, particularly because the events for meeting trader ships(which could allow you to repair your ship) are not yet made :)
So I've decided to first make the trader events and then the RAI events.

4. Also I've decided that I will add the capacity numbers that some of you were asking for.
Meaning - make energy capacity of systems(Particularly - the engines and the hyper drive) visible with numbers and not only fill-bars

3. Updated the TODO list.
kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Thu May 05, 2016 11:51 am

Small update:

If anyone is interested - herse the contents of an event xml file with some descriptions.

Code: Select all

<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<event type="SECTOR_EVENT" name="Trader attacked by pirate">
   <level>1</level>   //Event level - only events with level same or lower than the SHIP'S level are applied
   <chance>10</chance>   //% of probability of event being applied
   <only_empty>1</only_empty>   //Will make event only be applied if the sector is empty
   <sector>8:19</sector>   //Sector coordinates where event may take place
   <sector_type>14</sector_type>   //Sector type where event may take place
   <random_ship>1</random_ship>   //If set to 0 then all ships will be added, if to 1 then only 1 randomly taken.
   <min_event_qty>3</min_event_qty>   //Minimal count of applying this event at the same time
   <max_event_qty>7</max_event_qty>   //Maximal count of applying this event at the same time
   //When current event is selected to be applied - it will be applied a random amount of times selected between min_event_qty and max_event_qty
   //So if you want it to be applied only once then set min_event_qty and max_event_qty to 1
   //This does not limit the amount of times the event can appear in the game
   <trigger_message>You have run into</trigger_message>   //These messages will be sent to the passengers of the ship that triggered the event
   <trigger_message>a ber</trigger_message>   //These messages will be sent to the passengers of the ship that triggered the event
   <broadcast_message>Hear me all</trigger_message>   //These messages will be sent to everyone who is in the sector to which the event is applied
   <broadcast_message>Tis I the pongo bob</trigger_message>   //These messages will be sent to everyone who is in the sector to which the event is applied
   <add_ship>
      <gen_ship_model>GEN_SHIP_MODEL_NAME1</gen_ship_model>   //When the ship is generated - it will use 1 random model of gen ship from this list
      <gen_ship_model>GEN_SHIP_MODEL_NAME2</gen_ship_model>   //When the ship is generated - it will use 1 random model of gen ship from this list
      <quantity>1</quantity>   //How many ships to add
      <ship_name>Trader</ship_name>
      <ship_crew>Trader Bobby</ship_crew>
      <ship_crew>Trader Smithy</ship_crew>
      <ship_owner>Trader Bobby</ship_owner>
      <random_pos>1</random_pos>   //1 for random ship position in sector
      <pos_x>12.4</pos_x>   //if random pos is not selected then ship x position will be this
      <pos_y>111.65</pos_y>   //if random pos is not selected then ship y position will be this
      <min_missile_ammo>6</min_missile_ammo>
      <max_missile_ammo>12</max_missile_ammo>
      <min_drone_ammo>6</min_drone_ammo>
      <max_drone_ammo>12</max_drone_ammo>
      <min_scrap>5</min_scrap>
      <max_scrap>13</max_scrap>
      <min_health>10</min_health>
      <max_health>20</max_health>
      <distress>Someone help! We are being attacked by pirates!</distress>   //This message will be used when distress messages can be seen on the map
      <ai type="AUTOREPAIR"></ai>   //CONSTANTLY REPAIRS SHIP AND SYSTEMS
      <ai type="LIFE_SUPPORT"></ai>   //TRUNS ON AUTO DOORS CLOSE, ALL O2 AND MEDICAL SYSTEMS
      <ai type="ANTI_LIFE_SUPPORT"></ai>   //TRUNS OFF ALL O2 AND MEDICAL SYSTEMS
      <ai type="SHIP_HUNTER">   //ATTACKS ANY SHIP IF IT'S NAME IS THE TARGET NAME
         <ai_target>TARGET SHIP NAME</ai_target>
      </ai>
      <ai type="SHIP_CLASS_HUNTER"/>   //ATTACKS ANY SHIP IF IT'S CLASS IS THE TARGET CLASS
         <ai_target>TARGET SHIP CLASS</ai_target>
      </ai>
      <ai type="MOB_HUNTER"/>   //ATTACKS SHIP IF IT HAS THE TARGET AS CREW OR OWNER
         <ai_target>TARGET MOB OR PLAYER NAME</ai_target>
      </ai>
      <ai type="SHIP_SPAWNER"></ai>   //SPAWNS RANDOM GEN SHIPS EVERY COUPLE OF MINUTES. NEW SHIPS COME WITH SENTRY AND AUTOREPAIR AIs, OWNED BY THE SAME OWNER
      <ai type="SENTRY">
         //SHOOTS EVERYONE EXCTEPT:
         //if(!host.owner.isEmpty() && s.isCrewOrOwner(host.owner))
         //if(!s.owner.isEmpty() && host.isCrewOrOwner(s.owner))
         //if(isFriend(s.owner))
         //if(isFriend(s.ID))
      </ai>
      <ai type="EXPLORER"></ai>   //CHARGES HD TO FULL THEN JUMPS IN RANDOM DIRECTION
      <ai type="LEVEL_LOADER"></ai>   //LOADS SECTOR LEVEL WHEN SERVER STARTS, AND KEEPS IT LOADED, AS IF A PLAYER IS ONLINE IN THAT SECTOR
      <ai type="SECTOR_FINDER">   //CONSTANTLY ADVANCES TOWARDS THE TARGET SECTOR, CAN RETREAT IF ARRIVES TO A SECTOR WITH THREAT LEVEL HIGHER THAN SHIPS LEVEL.
         <ai_target>32:12</ai_target>   //TARGET SECTOR X:Y
      </ai>
      <ai type="ENEMY_SHOOTER"></ai>   //ATTACKS ANY SHIP IF IT IS IN ENEMY LIST OR IF CREW OR OWNER OF THAT SHIP IS IN ENEMY LIST
      <ai type="ROGUE_AI_OWNER"></ai>   //CONSTANTLY GIVES OWNERSHIP OF THE SHIP TO THE ROGUE AI
      <ai type="PIRATE_OWNER"></ai>   //CONSTANTLY GIVES OWNERSHIP OF THE SHIP TO THE PIRATES
   </add_ship>
   <add_ship model="ANOTHER_GEN_SHIP_MODEL_NAME">
      ...
   </add_ship>
</event>

<event type="ENTER_SECTOR">
   //JUST LIKE SECTOR EVENT - but applied only on entering the sector
</event>
<event type="SCAN_SECTOR">
   //JUST LIKE SECTOR EVENT - but applied only on scanning the sector. Not yet implemented!
</event>

<event type="ADD_SHIP_WG">   //THESE EVENTS ARE APPLIED ON UNIVERSE GENERATION
   //SAME AS IN SECTOR EVENT
   //BUT NO sector_type parameter
   //And + has random_sector parameter
   <add_ship model="GEN_SHIP_MODEL_NAME">
      //SAME AS IN SECTOR EVENT
   </add_ship>
</event>