More pretty stuff: atmospheres and planet surfaces
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that sort of thing should be pretty easy to predicate on a config var that is by default turned off
that way it can stay as a single uniform version and there aren't any merging hassles later
shouldn't be a big deal if we can get coders
that way it can stay as a single uniform version and there aren't any merging hassles later
shouldn't be a big deal if we can get coders
Vega Strike Lead Developer
http://vegastrike.sourceforge.net/
http://vegastrike.sourceforge.net/
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Vegastrike is compiled on debian stable and testing and it's been tested on gcc 3.4 too. I don't see what you mean...
(I run testing and hellcatv runs stable)
Even if you run unstable, they probably can be fixed.
If you have any errors, please post them inn the compiling problems section so that they can be solved.
(I run testing and hellcatv runs stable)
Even if you run unstable, they probably can be fixed.
If you have any errors, please post them inn the compiling problems section so that they can be solved.
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He also had computer problems and lost a lot of stuff. He was severely delayed getting the weapon models for the privateer mod to us as a result, but we were just happy they weren't among his lost data.Anonymous wrote:He said that the code was almost done, he only needed to finish it up over the weekend but then he dissappeared. I wish he would release the code he has so it can be finished.
The planetary flight code on the other hand may have been. You might have to reconcile yourself with the idea that planetary flight is a long long way off.
If it was lost, we can all take it as a lesson about the importane of backing stuff up and keeping it in a repository somewhere. Then we move on.
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he's working on AI fulltime at the moment
he's got an AI that can take my fighter
turn it upside down
lower it...
add go fast lights
and then manage to kill it anyway
it's pretty awesome stuff
next release should have some kickbutt AI
he's got an AI that can take my fighter
turn it upside down
lower it...
add go fast lights
and then manage to kill it anyway
it's pretty awesome stuff
next release should have some kickbutt AI
Vega Strike Lead Developer
http://vegastrike.sourceforge.net/
http://vegastrike.sourceforge.net/
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- Elite
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That sounds toltally awesome awesome!hellcatv wrote:he's working on AI fulltime at the moment
he's got an AI that can take my fighter
turn it upside down
lower it...
add go fast lights
and then manage to kill it anyway
it's pretty awesome stuff
next release should have some kickbutt AI
Will we now be able to have normal pilots and 'ace' level pilots like in wing commander 3 & 4?
How about pathfinding... navigating through asteriod feilds... landing on bases?
Different wingmen having different levels of AI?
Pilot personalities?
Ah data loss sux. However I have been able to recover old passwd files by simply
less /dev/hda and serarching for a string I knew were in the files. You will see all the plain text and everything and can then copy it over with the mouse into a new file. (This works on any filesystem). I hope this helps you get the code back .
less /dev/hda and serarching for a string I knew were in the files. You will see all the plain text and everything and can then copy it over with the mouse into a new file. (This works on any filesystem). I hope this helps you get the code back .
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nah, i still have it all archived.
i just jump from task to task and sorta work on things in parallel... making it take a while longer than it should.
in any case, i have the planet generator code. and i can get it *working* with a weekend. though i think i wanna make it more static-ish for the sake of speed. replace the dynamic [planet] sector data bins with larger chunks of dynamic data. currently every little thing is dynamic in itself... needlessly really.
it's still too simple. i need to add a lot to it. currently, its only capable of land. it cant make separate geometry for water. which i think it really should. i could add that ability pretty ez. I also need to add the ability to accept static detail vectors, so that you can assign any place on the surface a height no matter what LOD it generates. That way you can have cities bound to a certain altitude on the surface, and the LOD literally won't take the terrain out form beneath it.
anyways, it's still there. it'l get done eventually. but if i did get it working the rest of the way now it wouldn't have much to offer aside from makin g a planet whose surface height is controlled by a heightmap.
-scheherazade
i just jump from task to task and sorta work on things in parallel... making it take a while longer than it should.
in any case, i have the planet generator code. and i can get it *working* with a weekend. though i think i wanna make it more static-ish for the sake of speed. replace the dynamic [planet] sector data bins with larger chunks of dynamic data. currently every little thing is dynamic in itself... needlessly really.
it's still too simple. i need to add a lot to it. currently, its only capable of land. it cant make separate geometry for water. which i think it really should. i could add that ability pretty ez. I also need to add the ability to accept static detail vectors, so that you can assign any place on the surface a height no matter what LOD it generates. That way you can have cities bound to a certain altitude on the surface, and the LOD literally won't take the terrain out form beneath it.
anyways, it's still there. it'l get done eventually. but if i did get it working the rest of the way now it wouldn't have much to offer aside from makin g a planet whose surface height is controlled by a heightmap.
-scheherazade
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duuuuuuude you give yourself no credit! "only generates from heightmaps"...
that's awesome! i'm gonna start making some cityscape stuff
seperate geom for water? surely you just have to cap the lowest altitude and paint all vertices with altitude 0 blue....
also , how is the terrain generator gonna kick in? do we get seamless planetary landings or a cut scene-to-different-engine?
another point i'd like to raise is atmospheric shielding. in frontier-elite 2 only those craft with atmo shields could land on planet surface, which might be a good limiter for te kind of craft that could make a planetary landing. any craft without sufficent shielding burned up in the atmosphere... i don't see a vark or a clydesdale being able to make the descent...
that's awesome! i'm gonna start making some cityscape stuff
seperate geom for water? surely you just have to cap the lowest altitude and paint all vertices with altitude 0 blue....
also , how is the terrain generator gonna kick in? do we get seamless planetary landings or a cut scene-to-different-engine?
another point i'd like to raise is atmospheric shielding. in frontier-elite 2 only those craft with atmo shields could land on planet surface, which might be a good limiter for te kind of craft that could make a planetary landing. any craft without sufficent shielding burned up in the atmosphere... i don't see a vark or a clydesdale being able to make the descent...
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City generation
Hi!
I've read this discussion for a while now. I've done a complete procedural city generator for university this term. Maybe this might be incoporated into VegaStrike if you all want to. Though I'm currently a bit busy with diploma thesis and stuff I would like to contribute to this project...
Well to the city genarator. It is based on a SIGGRAPH paper. It generates buildings and a street network using L-Systems (maybe you know these from plant modeling). The only thing the user must supply are some grayscale maps (street pattern, height map, population density etc.) and a base texture library. I've to note some things:
1. The generation itself is not realtime but can still be tweaked a lot.
2. Graphics quality kind of sucks in the moment but can be improved (better building generation with advertisments like Blade Runner etc.)
I've got some pics here: http://pringleridoo.mine.nu/modules.php ... _album.php
cu Sebastian
PS: If traffic is too high I'll have to remove the pics, so please only look if you are really intrested!
I've read this discussion for a while now. I've done a complete procedural city generator for university this term. Maybe this might be incoporated into VegaStrike if you all want to. Though I'm currently a bit busy with diploma thesis and stuff I would like to contribute to this project...
Well to the city genarator. It is based on a SIGGRAPH paper. It generates buildings and a street network using L-Systems (maybe you know these from plant modeling). The only thing the user must supply are some grayscale maps (street pattern, height map, population density etc.) and a base texture library. I've to note some things:
1. The generation itself is not realtime but can still be tweaked a lot.
2. Graphics quality kind of sucks in the moment but can be improved (better building generation with advertisments like Blade Runner etc.)
I've got some pics here: http://pringleridoo.mine.nu/modules.php ... _album.php
cu Sebastian
PS: If traffic is too high I'll have to remove the pics, so please only look if you are really intrested!
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I tried to buy you some time but now be prepared for all sorts of people bugging you again about getting this done. Maybe even meAnonymous wrote:nah, i still have it all archived.
-scheherazade
Didn't realize how far along you are. Add to that the city generator, and I will allow myself a moment of looking forward to the future inclusion of this stuff, when you get the time.
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omg guys you have to check his shit out! macross that is totally amazing
adding that kind of environment to vegastrike would push it way beyond anything already out there. it's at times like this i wish this was my project so i could just go HELLS YES LETS DO THAT!
even setting aside building generation, the street layout and model placement alone would be worth it's weight!
i can hear scherz *sighing* from here.... ohhhh yes matey - we shan't let you sleep now!
so we have - dynamic universe, bones of planet gen, and an offer of city gen.... we live in exciting times...
Macross - i think vegastrike would be an excellent showcase for your city generator and i'd be happy to supply any arts you might need
VS guys - CAN WE KEEP IT? HUH? CAN WE? HUH? HUH?!
adding that kind of environment to vegastrike would push it way beyond anything already out there. it's at times like this i wish this was my project so i could just go HELLS YES LETS DO THAT!
even setting aside building generation, the street layout and model placement alone would be worth it's weight!
i can hear scherz *sighing* from here.... ohhhh yes matey - we shan't let you sleep now!
so we have - dynamic universe, bones of planet gen, and an offer of city gen.... we live in exciting times...
Macross - i think vegastrike would be an excellent showcase for your city generator and i'd be happy to supply any arts you might need
VS guys - CAN WE KEEP IT? HUH? CAN WE? HUH? HUH?!
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