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Re: Programmer needed: Procedural Weapon Generation

Posted: Thu Feb 27, 2014 11:00 am
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

Re: Programmer needed: Procedural Weapon Generation

Posted: Thu Feb 27, 2014 1:49 pm
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...

Re: Programmer needed: Procedural Weapon Generation

Posted: Thu Feb 27, 2014 2:12 pm
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.

Re: Programmer needed: Procedural Weapon Generation

Posted: Fri Feb 28, 2014 12:36 pm
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

Re: Programmer needed: Procedural Weapon Generation

Posted: Fri Feb 28, 2014 2:46 pm
by Sleeper Service
RannI is kind of working on it.

Re: Programmer needed: Procedural Weapon Generation

Posted: Thu Mar 06, 2014 1:02 pm
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-)

Re: Programmer needed: Procedural Weapon Generation

Posted: Thu Mar 06, 2014 4:06 pm
by TaxiService
Sounds pretty cool : ) Can't wait to see it!

Re: Programmer needed: Procedural Weapon Generation

Posted: Mon Mar 10, 2014 11:50 pm
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.

Re: Programmer needed: Procedural Weapon Generation

Posted: Tue Mar 11, 2014 11:32 am
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.