Trackers for Canon Queries and other documentation

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Trackers for Canon Queries and other documentation

Postby jackS » Mon Nov 12, 2012 9:57 am

I (re)invite people to use the following tracker with which to poke at me on such occasions as appear appropriate:

(EDIT - trackers have moved and been consolidated)

All documentation queries:
http://sourceforge.net/p/vegastrike/tickets/



<deprecated>
Canon Queries - http://sourceforge.net/tracker/?atid=33 ... unc=browse
VS Manual - http://sourceforge.net/tracker/?atid=33 ... unc=browse
VS Game Design Doc (requires SF.net account) - https://sourceforge.net/tracker/?atid=3 ... unc=browse
</deprecated>
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Re: Trackers for Canon Queries and other documentation

Postby ezee » Mon Mar 31, 2014 11:08 am

Hi Jacks .

As we ( Darkvixen and i ) are actively working with the Aera specie , i need the more
information relative to :

_ Aera's Home sector and home planet . ( in the game )
Image
I plan to work with AI in a new way , that could be named " expansion " .
Will be based upon economical and political ( for instance military ) weights
AI will look for ressources , trying to find lanes that are free and fight if neccessary .

_ Blends of ships ( even super old )
_ Pictures or sketchs of bases , stations , etc ...

I've found the convolution's blend ship , can i use it for the Aeras ?
viewtopic.php?f=28&t=4043&p=136385#p136385
Thanks .
:)
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: Trackers for Canon Queries and other documentation

Postby jackS » Mon Mar 31, 2014 5:38 pm

Well, firstly, looks like there's some link-rot on the header post. I'll try to fix that (everything is basically down to http://sourceforge.net/p/vegastrike/tickets/ now, it seems)

The Aeran homeworld is Aeneth, in Aeneth sector (imaginitive naming, indeed). See the incompletely labeled table 3.1 in https://code.google.com/p/vsdesigndocs/ ... estSea.pdf for a first-order idea of where things are.

My personal preference would be to use the Convolution .blend for... the Convolution, and not an Aeran ship. It doesn't match the Aeran shipbuilding aesthetics we were trying to build up in the Aeran Artstyle guide : https://code.google.com/p/vsdesigndocs/ ... _guide.pdf
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Re: Trackers for Canon Queries and other documentation

Postby ezee » Mon Mar 31, 2014 5:57 pm

Okay .
There is a convolution in the 0.5.1rc1 data/units/Vessels/aera .
Or the 0.5.2 , i need to verify .
edit : it is in vegastrike_0.5.2(trunk)\units\vessels\Convolution
there is a note inside :
This Aera Ship was remade by Electrotech.
Have fun with the new ship.

electrotech44@yahoo.com

But it is not the same model .
That's why i asked .

And i know for Aeneth , in the doc , but is it actually "real" in the game ?
(imaginitive naming, indeed)


So i must understand that this sector is to be "physically" created ?
I need to learn the systems generation etc ... , so that could be an exercice for me .
Special indications for their sectors ?
I will retry the links .
thxs .
:)
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: Trackers for Canon Queries and other documentation

Postby jackS » Mon Mar 31, 2014 6:01 pm

ezee wrote:Okay .
There is a convolution in the 0.5.1rc1 data/units/Vessels/aera .
Or the 0.5.2 , i need to verify .
But it is not the same model .
That's why i asked .

And i know for Aeneth , in the doc , but is it actually "real" in the game ?
(imaginitive naming, indeed)


So i must understand that this sector is to be "physically" created ?
I need to learn the systems generation etc ... , so that could be an exercice for me .
Special indications for their sectors ?
I will retry the links .
thxs .
:)


So - there is an Aeneth sector, there may (or may not) be an Aeneth system (can't recall) - would have to grep through the xml.
It's not a hand-crafted system, so necessarily it's very dull at the moment, if it exists.

The "convolution" model you see is because some art assets were repurposed across factions at various points in VS history. If it's not named after a Spartan king, it's probably not designed from the ground up with the Aera in mind :)
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Re: Trackers for Canon Queries and other documentation

Postby ezee » Mon Mar 31, 2014 6:04 pm

ah okay ! eh eh
Thank you for tha tip !
:lol:
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: Trackers for Canon Queries and other documentation

Postby jackS » Mon Mar 31, 2014 6:08 pm

Did a quick look through milky_way.xml -- Aeneth/Aeneth isn't there, so there is currently no Aeneth system in the Aeneth sector.
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Re: Trackers for Canon Queries and other documentation

Postby ezee » Mon Mar 31, 2014 6:14 pm

Okay .
Who is the God here responsible for the creation of such a sector/system/planet ?
I know Klauss is the king for planets , but who is the king for systems and sectors ?
Yeah , king of king etc ...
:lol:

We have a people of aliens that are waiting for a homeland .
And if they don't find what they need , sure their fleet will be soon orbiting around earth.
:wink:
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: Trackers for Canon Queries and other documentation

Postby jackS » Mon Mar 31, 2014 6:56 pm

So, to add a hand-crafted system requires two things:

1) A hand-crafted system -- see the folder/files that specify Sol or Cephid_17 for examples
2) Links to/from other systems. milky_way.xml has all of the jump network links for procedurally generated systems.

Here's an example:

<system name="Heh">
<var name="planets" value="gg *f"/>
<var name="data" value="1251602409"/>
<var name="faction" value="uln"/>
<var name="luminosity" value="0"/>
<var name="num_gas_giants" value="1"/>
<var name="num_moons" value="2"/>
<var name="num_natural_phenomena" value="0"/>
<var name="num_planets" value="2"/>
<var name="planetlist" value="planets.fringe.txt"/>
<var name="sun_radius" value="16600.000000"/>
<var name="unitlist" value="smallunits.pirates.txt"/>
<var name="xyz" value="591.543041 -791.534555 452.409894"/>
<var name="jumps" value="Eilgohall/Eeylkaen Eilgohall/Isis Eilgohall/Nethuulgoh Eilgohall/Ennead Eilgohall/Imhotep Mahgoh/Guhnethguh Eilgohall/Sekhmet"/>
</system>

If you wanted this system to link to, say, Aeneth/Aeneth (just as an example), you'd add a link to Eilgohall/Heh in your Aeneth handcrafted system file, and then add Aeneth/Aeneth in the list of jump locations above. Again, see how Sol/Sol is linked into and out of Sol/Sol and milky_way.xml

It'd be a pretty easy patch to merge in from whomever submitted it (it's all XML). I believe we deferred on actually putting in most of the homeworld systems because we hadn't managed to find a good way to make Sol/Sol interesting yet.
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Re: Trackers for Canon Queries and other documentation

Postby ezee » Tue Apr 01, 2014 6:03 am

Thank you god .
:lol:

Yeah thank you for that pearls , they soon materialize in planets and sun .
I will look in the wiki for the details of obscures variables .

That will be a step (Off topic:
giant steps explained by my favorite jazz master -> https://www.youtube.com/watch?v=uTTNL-RHEMs ) to my AI system , that
will have to deal with all astronomical data . ( if i want AI to be able to create itself the
flight plans , launch units for specific tasks ( fight , trade , mine , scout , build stations etc ... )

I will use planets , moon , gaz as raw ressources for AI players ( yeah AI should be considered as a Player you play against , like in a chess game . And this part of AI should
be done in the Server ( NETWORK i mean ) part of the game , if the actual human players can be seen as a AI
by the engine . But i will explore that in an other thread :) .

Ok , thank you again .
:D
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Canon Source Master Document

Postby pyramid » Sun Jan 19, 2020 7:20 am

When searching for the canon master document, surprisingly I found that there is such a vast array of sources that it indeed has become too difficult to know which source serves which purpose and which one is the most recent and updated one.

I understand there was an attempt to make the github repo (for canon: https://github.com/vegastrike/VS-Universe-Lore-Docs; for game design: https://github.com/vegastrike/VS-Design-Docs) the place for the master document.

1 The problem is that the version (of game design) stored there (from 28 Mar 2010) is older than the one available on JackS site (14 Jul 2010), which kind of defeats the purpose of the master repo ,-)

2 There is a trove of other universe canon documentation that we do not know if it has been integrated into the master document.
I recall here some of the files collected along the past 15 years

Code: Select all
  ArtstyleRlaan_Oblivion.odt
  Excerpts_from_the_Ivan_kltakln_guidebook.txt
  Fraternal War_20071223.doc
  VS musings_with_pictures_and_web_content.doc
  VS musings_with_pictures_and_web_content.pdf
  VS_FactionDesign_20080520.odt
  VS_FactionDesign_LatestVersion.ods
  VS_PlanetTypes_LatestVersion.odt
  VS_universe_development_20071026.doc
  VS_universe_development_20071026.pdf
  VSships.doc
  VSships.pdf
  VegaStrike-Player.Guide.pdf
  a brief history in time and space.pdf
  vegamusic.txt


Plus many more documents and posts distributed across a variety of sites ()
Code: Select all
vegastrike wiki pages
https://wiki.vega-strike.org/Main_Page
https://wiki.vega-strike.org/Database
https://wiki.vega-strike.org/Artstyle_guides
https://wiki.vega-strike.org/MOI_Art_Description_Archive
https://wiki.vega-strike.org/User:JackS
vegastrike content forums
https://forums.vega-strike.org/viewforum.php?f=28
https://forums.vega-strike.org/viewforum.php?f=16
https://forums.vega-strike.org/search.php?st=0&sk=t&sd=d&sr=posts&keywords=canon&fid%5B%5D=28&start=25
jackS (John Sampson) canon docs and notes
http://2.7kelvin.com/


Proposal:
11 Establish a canonical repository for the master document (merging most recent changes from jackS + forum announcement / wiki link on the official repo.

12 Port the latex sources to a format that can still serve as source format for other target formats for distribution (html, mediawiki, pdf, epub, odt).
I have made good experiences with the markdown format. It is easily editable, portable, and can be converted to all main formats easily (e.g. pandoc -o output,pdf input.md)

13 Thereafter, start merging various distributed info into the master canon document (and accordingly mark the previous documents and posts as merged).

Fellow journeymen, without doubt, we do have one of the best developed (if not the best) libre universe canons available altime (thanks, jackS) for the peruse of a vast global creative community. As a long-time (ago) "minister of documentation" I strongly encourage giving the existing canon the respect and care it deserves!
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Canon Master Document

Postby pyramid » Fri Feb 14, 2020 6:08 pm

I did a bit of cleanup in the engine, data, canon, and game design repositories.
Some documents are added to the incoming directory in the canon and game design repos for review and potential inclusion into the main documents.
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