0.5.1.r1 release is Ready

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Re: 0.5.1.r1 release is Ready

Postby -DanR- » Thu Oct 08, 2015 1:41 pm

Also, given the system names you used there - are you using Privateer Gemini Gold for your reference files?

Only reason I ask is that space is certainly busier in that mod.
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Re: 0.5.1.r1 release is Ready

Postby ezee » Thu Oct 08, 2015 1:56 pm

Hi
Also, given the system names you used there - are you using Privateer Gemini Gold for your reference files?

No , but that game/mod is very good , it is after have played hours on it that i've decided to
join the VS community .

I am actually working on the network side of VS , to help the community to grow online by playing
together too ...
There is a lot of cool things to do , but not enough workers on it , sadly .
:)
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: 0.5.1.r1 release is Ready

Postby -DanR- » Thu Oct 08, 2015 4:08 pm

ezee wrote:Hi
Also, given the system names you used there - are you using Privateer Gemini Gold for your reference files?

No , but that game/mod is very good , it is after have played hours on it that i've decided to
join the VS community .

I am actually working on the network side of VS , to help the community to grow online by playing
together too ...
There is a lot of cool things to do , but not enough workers on it , sadly .
:)


I wish I could help. I build PCs for a living but my knowledge of programming and software is very poor. I've modded Gemini Gold a few times using a CSV editor, just simple stuff like adding turrets, modelling new cockpits.

I have no idea how Python works, really. What is the best tool for editing these PY files? I've been using Notepad, which is fine with factions_ships.py but with generate_dyn_universe.py it causes the NO ROOMS error so I guess it's screwing it up.

Also, how come there are sometimes both .PY and .PYC files of the same name? Sorry for all the questions, you've been amazing.
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Re: 0.5.1.r1 release is Ready

Postby loki1950 » Thu Oct 08, 2015 4:42 pm

Since your on Windows try notepad+ as your default text editor it has syntax highlighting for Python and quite a few other languages 8) keeps you from making the real stupid errors :lol: and the .pyc files are compiled versions of the .py ones makes things run just a few milliseconds faster on the second go round.If I remember correctly there is a variable in the config file that defines how much traffic there is had a round of stress testing quite awhile ago bad boys on your "six" about every light-min :D Remember taking on a twenty ship fur ball and surviving.

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Re: 0.5.1.r1 release is Ready

Postby -DanR- » Thu Oct 08, 2015 5:00 pm

loki1950 wrote:Since your on Windows try notepad+ as your default text editor it has syntax highlighting for Python and quite a few other languages 8) keeps you from making the real stupid errors :lol: and the .pyc files are compiled versions of the .py ones makes things run just a few milliseconds faster on the second go round.If I remember correctly there is a variable in the config file that defines how much traffic there is had a round of stress testing quite awhile ago bad boys on your "six" about every light-min :D Remember taking on a twenty ship fur ball and surviving.

Enjoy the Choice :)


That's what I'm aiming for, in Gemini Gold you'd run into Navpoints with about 20 ships of mixed factions - Retro, Hunter, Pirates, Confed - sometimes Kilrathi all going for each other.

Can you give me a hint as to where I need to be looking in the config file? That would be much easier!

Thanks so much.
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Re: 0.5.1.r1 release is Ready

Postby ezee » Thu Oct 08, 2015 5:01 pm

Sorry for all the questions, you've been amazing.

:)
Don't be sorry , that is not our goal , after all .
So you like to be creative , me too .
That's the root of every project .

But you are right , we need tools and the knowledge about it to achieve good result .
So ... i personally use a free program under windows to edit python files , very convenient
and easy to use .
The name is pyscripter , wait , i search the link ...
got it : https://sourceforge.net/projects/pyscripter/

Then , learning python can be quick , i mean to be able to follow a logic , and be able
to tweak some variables , even before being able to write a new function or class .

I like to share my knowledge , so don't hesitate to ask me if you need to .

I have no idea how Python works, really. What is the best tool for editing these PY files? I've been using Notepad, which is fine with factions_ships.py but with generate_dyn_universe.py it causes the NO ROOMS error so I guess it's screwing it up.


The reason is that python need a special attention in the formating of data , like indentation ,
end of lines written by programs like notepad can break the .py file .
Pyscripter can help you to respect the format by underlining the word or symbol that will
cause a bug or crash .
So use pyscripter , that will make easier your learning curve of python

Also, how come there are sometimes both .PY and .PYC files of the same name?

.pyc are .py compiled files , used by python to run faster when a .py file is called .
ONLY edit .py files , .pyc are autogenerated by python internally .

Your knowledge about " using a CSV editor, just simple stuff like adding turrets, modelling new cockpits. " is very precious you know , you could be a designer in the vegaEvolved project man !
I have a ship to work on actually , made by my lead artist Darkvixen :
https://sourceforge.net/p/vegastrikevo/wiki/Shipyard/

:wink:

Edit :
Can you give me a hint as to where I need to be looking in the config file? That would be much easier!

I have looked for that yesterday , but didn't found something relevant to the traffic
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: 0.5.1.r1 release is Ready

Postby ruiz » Thu Oct 13, 2016 3:01 pm

Hi, the site sourceforge is disappointing me, because it is not working. I cant login, manage my projects and I cant download Vega Strike from there. Please help.
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Re: 0.5.1.r1 release is Ready

Postby loki1950 » Thu Oct 13, 2016 3:50 pm

We have actually moved our development to Github for the main reason that sourceforge has become an unreliable actor I was able to start a download from the project page but not the sourceforge vegasrtike web site.

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Re: 0.5.1.r1 release is Ready

Postby Itusa » Thu Mar 02, 2017 3:30 pm

>.> really... ? You mean, that thing that still makes everyone go to the SVN?
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Re: 0.5.1.r1 release is Ready

Postby Darkmage » Fri May 05, 2017 3:43 pm

Where is the latest code hosted? Has the engine been updated to OpenGL 3/4 yet or is it still using GL1?
If you're interested in helping with mission editor/engine development contact me at jcarthew@gmail.com or irc.freenode.net #vegastrike.
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Re: 0.5.1.r1 release is Ready

Postby Itusa » Fri May 05, 2017 4:45 pm

Here: https://github.com/Taose/Vegastrike-taose

While not the SVN repository, it compiles and works and has far fewer warnings.
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Re: 0.5.1.r1 release is Ready

Postby ragnar-gd » Wed May 17, 2017 1:27 pm

Is there - beyond PGG - any working windows-version of any WingCommander-VegaStrike hybrid downloadable and running?
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Re: 0.5.1.r1 release is Ready

Postby loki1950 » Wed May 17, 2017 3:24 pm

Not that I know off at the moment the current download works on Win 7 but not later versions which means that if you have Win 7 and can find binaries for Privateer Universe.

Enjoy the Choice :)
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Re: 0.5.1.r1 release is Ready

Postby JTechno » Sat Oct 14, 2017 9:52 am

I've downloaded and extracted the following files from sourceforge:
vegastrike-data-0.5.1.r1.tar.bz2
vegastrike-extra-0.5.1.r1.tar.bz2
vegastrike-music-0.5.1.r1.tar
vegastrike-speech-0.5.1.r1.tar

but they don't seem to contain any binary.

Are them in another archive?
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Re: 0.5.1.r1 release is Ready

Postby loki1950 » Sat Oct 14, 2017 10:34 am

All you got is the data there is a windows binary available but for Linux you will need to get the source code and compile yourself but be advised that most of the libraries that are used have changed their API's so it does not build without some changes to those library calls.

Enjoy the Choice :)
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Re: 0.5.1.r1 release is Ready

Postby JTechno » Sat Oct 14, 2017 12:26 pm

Then I'll try to install the packages from some distro, thank you.
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Re: 0.5.1.r1 release is Ready

Postby galactic123 » Sat Oct 21, 2017 9:42 am

Hello there! Came back to checking out Vega Strike after a couple years away. Things have certainly changed quite a bit!

Quick question though: I am creating a browser game (HTML5). Is it OK if I use images from VegaStrike? (Bars, Hangars, etc?) I have no problem in crediting the source. Game might be commercial (ads and such present). Or are these images copyrighted? Thanks for any insight!
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Re: 0.5.1.r1 release is Ready

Postby loki1950 » Sat Oct 21, 2017 11:48 am

Yes the images are copyrighted so do say where you got them apart from that have fun.

Enjoy the Choice :)
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Re: 0.5.1.r1 release is Ready

Postby gonzo » Sun Nov 05, 2017 2:05 pm

galactic123 wrote:Is it OK if I use images from VegaStrike? (Bars, Hangars, etc?) I have no problem in crediting the source. Game might be commercial (ads and such present). Or are these images copyrighted? Thanks for any insight!

As loki1950 says they're copyrighted. The license defines how you can use the software/artwork and is available here:
https://github.com/vegastrike/Vega-Stri ... er/COPYING

Here is what the gnu people say about commercial use of software under gpl2 license. I see no separate license for the artwork/models so it looks like it is under gpl2 also. https://www.gnu.org/licenses/old-licens ... mmercially

To sum it up: You may actually have to release your product under the same license.
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