Hurray! Another multiplayer clone project. :)

Discuss and distribute tools and methods for modding. Moderator - Grognak
Post Reply
The_Bear
Posts: 225
Joined: Mon Jan 04, 2016 5:57 pm

Re: Hurray! Another multiplayer clone project. :)

Post by The_Bear »

This ship got a white background, use this one instead:
Image
The_Bear
Posts: 225
Joined: Mon Jan 04, 2016 5:57 pm

Re: Hurray! Another multiplayer clone project. :)

Post by The_Bear »

I cant open the settings. So I cant get full screen if it is possible.

Why has the one rebel ship you can make on the station got federation marks?

If this ever gets huge servers with lots of players it should be certain sectors that you can't attack other players in so people can leave without having to worry about someone destroying their ship.
The_Bear
Posts: 225
Joined: Mon Jan 04, 2016 5:57 pm

Re: Hurray! Another multiplayer clone project. :)

Post by The_Bear »

What if you make it so in combat your ship needs more time to local jump so you at least can't dodge the lasers depending on how far away they are. And you can add heat seeking missiles that you have to jump in to an asteroid field or something to dodge.

I am working on a rebel ship but I cant find good parts for it, does anybody know where I can find some rebel ship parts?
The_Bear
Posts: 225
Joined: Mon Jan 04, 2016 5:57 pm

Re: Hurray! Another multiplayer clone project. :)

Post by The_Bear »

I an almost done with my third ship.
Image
Tell me if you think that this is good enough to be in the game, and any feedback on what more it needs is appreciated.
Cog
Posts: 26
Joined: Sat Jan 30, 2016 4:09 am

Re: Hurray! Another multiplayer clone project. :)

Post by Cog »

Think those latest ship designs are really good, Bear, though maybe they need some focus to them. If you create different ships, have an idea in mind for each of them and what purpose they should serve individually as part of the whole.

About the ship movement, I'm resigning myself to accepting it, though I'm convinced there's no way it could take 100+ hours if done creatively and wisely. I can think of a way to do it even in the extreme case with free rotation and free movement, but that much definitely isn't necessary.

I just think it would be ideal in terms of flavor/balance if the ship could move even in some rudimentary way. Like even just teleporting one square forward at a time, and being able to rotate 90 degrees with a short delay with a simplified asteroids-like retained velocity and a "full stop"/kill-all-motion button.

The idea of a jump drive in-system (or in general, jump drive not requiring a jump-beacon) seems so much like flavor-wise it should be a highly advanced, upgraded system, rather than a default everyone starts with would be reason enough to refactor even my whole design, but that's just me personally.

I will be reading the power explanation in detail after I get back from getting some food and errands tonight, and will try to add something constructive and working to help build up things already in place (instead of whining about things not being how I was hoping they'd be.)
Cog
Posts: 26
Joined: Sat Jan 30, 2016 4:09 am

Re: Hurray! Another multiplayer clone project. :)

Post by Cog »

Spektor... the sector map is 1000x1000, and the system map is 300x300 by default, right? But it's possible to make the system map larger? I'm thinking for scenarios where you might do some exploring or moving around in the system. Would it be possible to add a fog of war effect to parts of it?
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Cog wrote:Spektor... the sector map is 1000x1000, and the system map is 300x300 by default, right? But it's possible to make the system map larger? I'm thinking for scenarios where you might do some exploring or moving around in the system. Would it be possible to add a fog of war effect to parts of it?
It can be changed in server config file.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Great ships Bear!
Sure good enough for the game. :)
Thanks and keep up the good work! :)
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

I cant open the settings. So I cant get full screen if it is possible.
It's not, at least for now.
Why has the one rebel ship you can make on the station got federation marks?
You can set any ship to any race and class in the ship editor.
I will make a post soon on available modding API.
The_Bear wrote:What if you make it so in combat your ship needs more time to local jump so you at least can't dodge the lasers depending on how far away they are. And you can add heat seeking missiles that you have to jump in to an asteroid field or something to dodge.
If testing will proove that local jumps are OP, then I will nerf them.
does anybody know where I can find some rebel ship parts?
Lanius sectors? :mrgreen:
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

jrb00001 wrote:Do you need the empty window? If there is no reason for it, do not open it and the exception will be gone. If you need it to shutdown the server on windows, use something like

Code: Select all

if(System.console() == null) {
	showWindow();
}
jrb - if you can, please make a small app that does the following?
1. Is a runnable jar that can be wrapped in to an exe
2. Running the jar(or when it's wrapped - exe) should show a small window(like it is right now), so it can be closed with pressing the X.
3. Can be run from a console without the window
4. In it's run method there's an infinite loop.
5. It should be stoppable by a console command.
6. Requiring input from console should never block the infinite loop in the main run method.
7. The app doesn't use any 3rd party dependencies, just pure java.

That would really help.

Also thanks for suggesting:

Code: Select all

texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
I was able to implement it very easy. And now it does look somewhat better :D
Post Reply