Vega Strike script developing: looking for mentor

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Vega Strike script developing: looking for mentor

Postby darvin » Wed Mar 02, 2011 5:27 pm

Hello!
I'm middle-expirienced python developer. I would like to participate in VS project as script developer. I am not familiar with Vega Strike, so, I want to find somebody like mentor, that can point me to some current python script tasks, answer some my questions and control my job.
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Re: Vega Strike script developing: looking for mentor

Postby klauss » Wed Mar 02, 2011 8:12 pm

What would you like to improve of the game?

I mean, what are your areas of interest?

We have various needs:
  • Mission type scripts
  • Economic simulation
  • Political simulation
  • Campaign scripts
  • Content authoring tools

The list isn't in priority order, just a list of things involving python that come to my mind.
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Re: Vega Strike script developing: looking for mentor

Postby darvin » Thu Mar 03, 2011 2:44 am

klauss wrote:What would you like to improve of the game?

I mean, what are your areas of interest?

We have various needs:
  • Mission type scripts
  • Economic simulation
  • Political simulation
  • Campaign scripts
  • Content authoring tools

The list isn't in priority order, just a list of things involving python that come to my mind.

Actually, I don't know now ) I don't play much, but now I'm playing) I just ask on forum beacouse don't wait so rapid answer
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Re: Vega Strike script developing: looking for mentor

Postby darvin » Thu Mar 03, 2011 11:39 am

klauss wrote:What would you like to improve of the game?

So, there is some suggestions, please tell me what of it is fit to developement concept and implementable in Python scripting:
  • More GUI control in cockpit view. For example, control of ship's velocity
  • Joystick- and other control setting GUI. For example, I want to assing one of axes of my joystick to view control (rotate camera in cockpit or outside-ship views)

I am newbie in Elite-like games and VS, so maybe implementation of some features that I suggest can help other newbies )
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Re: Vega Strike script developing: looking for mentor

Postby klauss » Thu Mar 03, 2011 11:52 am

darvin wrote:Joystick- and other control setting GUI. For example, I want to assing one of axes of my joystick to view control (rotate camera in cockpit or outside-ship views)

We don't have an in-game settings editor, and I dont' think it would be easy to make one.

It would be easy to create the editor, but changes would require a reboot of the game to be applied.

I had a couple of neat ideas on how to make changes apply instantly, but they imply careful refactoring of the C++ engine. Not massive, but careful.

So, if you want joystick configurability, you're better off playing with vssetup for now, or an in-game editor if you want to mess with lots of C++ code.
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Re: Vega Strike script developing: looking for mentor

Postby ace123 » Thu Mar 03, 2011 10:49 pm

darvin wrote:
klauss wrote:What would you like to improve of the game?

So, there is some suggestions, please tell me what of it is fit to developement concept and implementable in Python scripting:
  • More GUI control in cockpit view. For example, control of ship's velocity
  • Joystick- and other control setting GUI. For example, I want to assing one of axes of my joystick to view control (rotate camera in cockpit or outside-ship views)

I am newbie in Elite-like games and VS, so maybe implementation of some features that I suggest can help other newbies )

First of all, this is almost exclusively handled in C++, so this might not be for you.

One project you could do is make a new settings editor outside the game in python/Tcl-Tk, but this would only be a worthwhile project if you change the settings format to be pure XML (currently we use comments as data to denote settings, and this another challenge for allowing arbitrary configuration updates.

If you are interested in changing the in-game settings and writing a bit of C++, tweaking keyboard and joystick settings might be a matter of rerunning whatever function reads them in, so it might be possible (assuming you have a good GUI).

Klauss is right though -- many other settings are not necessarily so easy, because they aren't in a nice self-contained class, but rather are static variables spread throughout the code.
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Re: Vega Strike script developing: looking for mentor

Postby TBeholder » Sun Mar 27, 2011 6:55 pm

klauss wrote:I had a couple of neat ideas on how to make changes apply instantly, but they imply careful refactoring of the C++ engine. Not massive, but careful.
Like replacing initGlobalCommandMap and two hundreds of one-use functions it calls with processing 1 - 3 (key vs. axis vs hat) functions applied to an array by the loop and giving Python (base interface) access to it and ability to write XML config? :wink: With changing XML config so that it would suupport includes this could even become (gasp) convenient...
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Re: Vega Strike script developing: looking for mentor

Postby strook » Wed Apr 13, 2011 6:03 pm

GUI control will come when I ve set up a 3d cockpit with animated textures.
Since I can use render to texture it is possible.
I got already a crappy 3d cockpit, but I need some time to implement it correctly. In the moment, i'm on creating a proper atmosphere.

Maybe you are willed to create a good 3d cockpit with texture while I'm on the other stuff?
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