Programmer needed: Procedural Weapon Generation

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Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

Re: Programmer needed: Procedural Weapon Generation

Post by Estel »

How bad, actually, the loading time is? If it would be a first-load only delay of few minutes, it's acceptable , IMO. It would pose problems only, if one would get hit by this delay upon loading of single enemy or new sector.

Have anyone checked it to the point of giving hard numbers?

Cheers,
/Estel
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: Programmer needed: Procedural Weapon Generation

Post by kartoFlane »

Well, my data.dat is ~11.5 MB in size. It consists of CE 1.104, and a test mod containing a single blueprints.xml.append, consisting of CE's own blueprints.xml, c'n'p'd several times to amount to ~2 MB of garbage data.
FTL loaded in about 8 seconds, and I didn't notice any delay when exiting the hangar -- but that's on a pretty decent desktop PC (i5-3330 + 8GB RAM + an SSD)
On my laptop... Well, it's crappy enough that SMM ran out of memory while installing a ~10MB test mod, and crashed :| So I can't tell, but I imagine it's gonna be more than 8 seconds...
Superluminal2 - a ship editor for FTL
English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

Re: Programmer needed: Procedural Weapon Generation

Post by English Narwhal »

Estel wrote:How bad, actually, the loading time is? If it would be a first-load only delay of few minutes, it's acceptable , IMO. It would pose problems only, if one would get hit by this delay upon loading of single enemy or new sector.

Have anyone checked it to the point of giving hard numbers?

Cheers,
/Estel
Okay, new stuff:
After repeated stress testing, I have found that the majority of the lag I noted was from a slight glitch- I had it running with a beta Infinite Space for some reason.
At this juncture, I have concluded that 10,000 weapons is a possibility with minor lag, but it should be noted that it is not actually possible to have an event that loads a weapon and then decides the variant of it. I am currently writing an array or algorithm to process all prefixes and weapons.
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TaxiService
Posts: 204
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Re: Programmer needed: Procedural Weapon Generation

Post by TaxiService »

Is the weapon editing program still needed? I am no programmer, but i have enough python knowledge to make a script that would let you do what you need. I am not sure how you would be able to run it on windows though. : \ You might have to install some things, but hey. It will probably be worth it.

EDIT: problem is: how to make it less tedious than editing the files manually? A GUI would be awesome, but i don't know how to do that yet. -_- uggghhhhh
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Sleeper Service
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Re: Programmer needed: Procedural Weapon Generation

Post by Sleeper Service »

RannI is kind of working on it.
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
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Sleeper Service
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Re: Programmer needed: Procedural Weapon Generation

Post by Sleeper Service »

RannI got a very efficiently working prototype going now. It even supports multi layer prefixes, so it will be possible to have weapons with that get two prefixes. I wrote up all of the prefix data for weapons, just needs debugging. Then there is still the drone variations and list integration to do, but we will probably have an alpha out sometimes soon. 8-)
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
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TaxiService
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Re: Programmer needed: Procedural Weapon Generation

Post by TaxiService »

Sounds pretty cool : ) Can't wait to see it!
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xlandar
Posts: 151
Joined: Thu Jan 23, 2014 1:34 am

Re: Programmer needed: Procedural Weapon Generation

Post by xlandar »

very cool idea, i would very much like to use it for my own mod! :lol: quick question, will you be able to choose how many weapons to create? i because i would like to create a few dozen instead of ten thousand.
art and coding tutorials wanted, pm if you have some good ones please!Image
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Sleeper Service
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Re: Programmer needed: Procedural Weapon Generation

Post by Sleeper Service »

Right now you can manually edit the output files or limit how many weapons will be created by minimizing the mod prefixes you apply. RannI is the guy to ask for the details though.
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
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