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
Programmer needed: Procedural Weapon Generation
- Estel
- Posts: 465
- Joined: Sat Jun 22, 2013 4:03 am
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: Programmer needed: Procedural Weapon Generation
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...
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

Superluminal2 - a ship editor for FTL
-
- Posts: 402
- Joined: Tue Dec 03, 2013 9:12 pm
Re: Programmer needed: Procedural Weapon Generation
Okay, new stuff: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
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.

- TaxiService
- Posts: 204
- Joined: Mon Dec 23, 2013 6:04 pm
Re: Programmer needed: Procedural Weapon Generation
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
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
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: Programmer needed: Procedural Weapon Generation
RannI is kind of working on it.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: Programmer needed: Procedural Weapon Generation
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. 

- TaxiService
- Posts: 204
- Joined: Mon Dec 23, 2013 6:04 pm
-
- Posts: 151
- Joined: Thu Jan 23, 2014 1:34 am
Re: Programmer needed: Procedural Weapon Generation
very cool idea, i would very much like to use it for my own mod!
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!

- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: Programmer needed: Procedural Weapon Generation
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.