Vegastrike Evolved Edition

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ezee
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Vegastrike Evolved Edition

Post by ezee »

I started something that could be a mod , as i want to put some modifications in the original game.
It is an open project , that you can reach at :
https://sourceforge.net/projects/vegastrikevo/

I'm under windows XP sp3 , and i code first for me and windows users .
But i managed some rooms for the other Os , feel free to use it .
( contact me for that and i will give you DEV access )

Soon i will release the 1.0 alpha version for Windows 32 bits , that will be the 0.5.1 rc1 of vegastrike with fixed music bug ( you'll don't have to download a patch to repair ) + new Artworks for the Interface .
As example , i played with the old dark cold sea picture , and added some light from a distant sun : https://a.fsdn.com/con/app/proj/vegastr ... s/menu.jpg
Darkvixen will probably atonish us later with her own ideas .

I plan to implement the Market Lib from Nido to generate a dynamic economy .
Also planned a better display of " point and click " elements , that i don't actually like .
The mix of 2D characters in a 3D background is of bad taste for me .
Okay , that is the work of someone and i respect it , and that will continue to live in
the actual Vegastrike " cold sea " edition .

That said , i'm leaving the cold sea , fraternal war etc... :lol:
I really don't think that there will be major changes here , because you live in this kind
of oligarchy that is discussed a lot in the conceptuals threads .
I guess i am just a freelancer in your universe .
More Solo than SkyWalker , and perhaps even more wookie than Solo ....
I hope to meet you in the evolved universe sometimes .
There is a little forum where you can express yourself :
https://sourceforge.net/p/vegastrikevo/ ... rce=navbar

That's all for now , thank you for you attention .
:wink:

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 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: Vegastrike Evolved Edition

Post by ezee »

QUICK DESCRIPTION :
DEFG is a project that i started to make a lib that will act as an economical engine .
The basic concept is that you have raw materials in the universe of games that needs
to be collected , then transported , then transformed , then sold .
I'm trying to setup that in Vegastrike , so i've created a WIKI page where i describe
the actual system and how to modify its static state to dynamic :
https://sourceforge.net/p/vegastrikevo/ ... r%20Games/

I will continue to fill that page and make others related , so feel free to visit .
And perhaps ... help ?
:wink:

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 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: Vegastrike Evolved Edition

Post by ezee »

Now for your convenience i have added a link to this forum in my WIKI Home :
https://sourceforge.net/p/vegastrikevo/wiki/Home/

Consider that like a jump point between two star systems . 8)

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 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: Vegastrike Evolved Edition

Post by gonzo »

Nice! I think you should add a link to Evolved Edition in your profile. (User Control Panel > Profile > Website).
ezee wrote:QUICK DESCRIPTION :
DEFG is a project that i started to make a lib that will act as an economical engine .
The basic concept is that you have raw materials in the universe of games that needs
to be collected , then transported , then transformed , then sold .
Is this the same thing that nido is working on or something else altogether?
There are 10 types of people in this world, those who understand binary and those who don't.
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Re: Vegastrike Evolved Edition

Post by ezee »

Nido is doing a framework to modelize the internal of a base market .
His library his able to communicate with the .csv format of vegastrike to manage cargo .

I am working in the internals of Vegastrike , to see how it will be possible to turn the
actual static market into something dynamic .

Nido's market is a source of inspiration for me , but his actual framework is not finished ,
and some parts of it are too complicated from my perspective .

I think we progress in // , and that one day we could find a merging solution .
But when my analyse of the vegastrike's actual trading system will be done ,
i will start my own framework , probably FSM based .
I think you should add a link to Evolved Edition in your profile. (User Control Panel > Profile > Website).
There is two kind of people , those who look to the signatures and those who don't .
:lol:
Edit : But okay , i will follow your GOOD IDEA , after thinking a little ... :wink:

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 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: Vegastrike Evolved Edition

Post by ezee »

C++ documentation updated and new python doc online !
Exemple for python classes : http://vegastrikevo.sourceforge.net/doc ... asses.html

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 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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WebGl viewer back online!

Post by ezee »

yep , i just remembered that i've made that last year , and thanks god , the files were
saved on my hard disk ... Anyway , enjoy some WEBGL demo content from Vegastrike and Darkvixen
here : http://vegastrikevo.sourceforge.net/Viewer/viewer.html

If you want to contribute or help to put more models online , just ask .
:wink:

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 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: Vegastrike Evolved Edition

Post by gonzo »

That is so cool!
What format are the models in?
What do you need to do to get them models in there?
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Re: Vegastrike Evolved Edition

Post by ezee »

Hi Gonzo , thanks for your enthousiasm !
I opened a discussion about it here :
https://sourceforge.net/p/vegastrikevo/ ... it=25#f46e

I need the .obj and .mtl converted by mesher.exe + their textures , in separated folder by models .
I use then a python script that convert them .
A lot of cool things could be done in the future with that WebGl technology .

Some have already made games with it ...
My primary objective is to link that viewer with the Master-parts-lists.csv , todisplay the
description of the unit (history, price,volume,mass etc ..) along with the 3d model .
Animations can be played too !

Darkvixen could design a 3d Hangar , that could be a nicer background for the models .
All i use is described in vegaevo wiki : https://sourceforge.net/p/vegastrikevo/ ... interface/

Glad to see you like it !
:wink:

Edit : Details on how to use mesher for linux are here : http://wiki.vega-strike.org/HowTo:Add_Ships
Linux users will have to compile mesher from source with the command "make mesher" after following the standard bootstrap/configure procedure HowTo:Compile_from_SVN_on_Linux#Make. Mesher can be made available anywhere by creating an alias for it in your shell (usually ~/.bashrc), or adding the vegastrike directory to your path.
AND ... the .obj and .mtl should be enough as i've got the textures already .

I spent an hour to have mesher produce the files , there is some steps to follow ...
I will post about that later .

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: Vegastrike Evolved Edition

Post by ezee »

Okay , things are going wrong with mesher and WebGl directly used.
I've tried to make the " admonisher" and " the refinery " , but only the mesh is rendered
with black material .

The script i'm using was done for .obj and .mtl exported from blender.
Let me test that to confirm , but the work will probably be :

_ Convert .bfxm files to .obj and .mtl with mesher
_ Import in Blender these files
_ Fix the textures problems if any .
_ Export in .obj and .mtl
_ Use the convert_obj_three.py to have final .js file

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 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: Vegastrike Evolved Edition

Post by gonzo »

/build/objconv$ ls
asteroidgen CMakeFiles cmake_install.cmake Makefile mesh_tool replace trisort
Is mesh_tool the same as mesher?
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Re: Vegastrike Evolved Edition

Post by ezee »

Is mesh_tool the same as mesher?
I don't know , Loki probably knows .

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 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: Vegastrike Evolved Edition

Post by loki1950 »

I would :lol: main source tree /vegastrike/objconv/mesher BTW there is an old blender_xmesher import/export script in Python that just would need updating for both Python version and blender from most likely the 1.00 series :wink: And if you remember mesher itself needs updating to the larest version of Orge3D for export in .mesh format.

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Re: Vegastrike Evolved Edition

Post by ezee »

I have found the threeJs json exporter for blender installed already , so i guess i have used it
to have working files at last . Problem is that i don't remember if i have used it or not .
EDIT : In fact , NOT USED !
The header of areus.js shows :
"metadata" :
{
"formatVersion" : 3.1,
"sourceFile" : "areus.obj",
"generatedBy" : "OBJConverter",
"vertices" : 5963,
"faces" : 6412,
"normals" : 5963,
"colors" : 6,
"uvs" : 19236,
"materials" : 6
},
[/color]
while a file produced by the blender exporter gives :
"metadata" :
{
"formatVersion" : 3.1,
"generatedBy" : "Blender 2.65 Exporter",
"vertices" : 1705,
"faces" : 687,
"normals" : 583,
"colors" : 1,
"uvs" : [1625],
"materials" : 1,
"morphTargets" : 0,
"bones" : 0
},

Anyway, this is the link to that exporter :
https://github.com/mrdoob/three.js/tree ... rs/blender

It should produce the same result than the external script i used ...
So when you'll have the .obj and .mtl , load it in blender first ( the textures MUST BE in the same folder than the .mtl and .obj !
Then try the exporter ?
If you have EasyPhp or any webserver in your local network , you could make some tries and experiment . Everything can be found here :
https://github.com/mrdoob/three.js

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 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: Vegastrike Evolved Edition

Post by ezee »

I fixed the problem !
It is the PNG from vegastrike that are in uncompatible format .
More info -> https://sourceforge.net/p/vegastrikevo/ ... /2f8a0de3/

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 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: Vegastrike Evolved Edition

Post by gonzo »

ezee wrote: It is the PNG from vegastrike that are in uncompatible format .
Most, if not all, of the .png's are really .dds files, mipmapped stuff.
There are 10 types of people in this world, those who understand binary and those who don't.
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Re: Vegastrike Evolved Edition

Post by ezee »

Aaaah ... ok !
Thank you for that amigo !
One thing i forgot to say :
I am working with " slow " .js files , but at least we should use binary format , the rendering
will be faster .
-------------------------
How to use this converter
-------------------------

python convert_obj_three.py -i infile.obj -o outfile.js [-m "morphfiles*.obj"] [-c "morphcolors*.obj"] [-a center|centerxz|top|bottom|none] [-s smooth|flat] [-t ascii|binary] [-d invert|normal] [-b] [-e]

Notes:
- flags
-i infile.obj input OBJ file
-o outfile.js output JS file
-m "morphfiles*.obj" morph OBJ files (can use wildcards, enclosed in quotes multiple patterns separate by space)
-c "morphcolors*.obj" morph colors OBJ files (can use wildcards, enclosed in quotes multiple patterns separate by space)
-a center|centerxz|top|bottom|none model alignment
-s smooth|flat smooth = export vertex normals, flat = no normals (face normals computed in loader)
-t ascii|binary export ascii or binary format (ascii has more features, binary just supports vertices, faces, normals, uvs and materials)
-d invert|normal invert transparency
-b bake material colors into face colors
-x 10.0 scale and truncate
-f 2 morph frame sampling step

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: Vegastrike Evolved Edition

Post by gonzo »

The picture conversion is done by Nvidia's nvcompress/nvuncompress and are described in the same tutorial you linked to me above about adding ships. (or somewhere around there...)
I'm still a bit busy bisecting LMMS but once I get mesher up and running it'll be easy (famous last words) to script that conversion.
There are 10 types of people in this world, those who understand binary and those who don't.
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Re: Vegastrike Evolved Edition

Post by ezee »

Nice , thank you !
And .. 3 new models available : Admonisher , refinery , dodo -> [3Dviewer]
Perhaps you will have to clear the cache of your browser to see the changes ,
that is the case for me with Chrome .
: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: Vegastrike Evolved Edition

Post by gonzo »

ezee wrote: Perhaps you will have to clear the cache of your browser to see the changes ,
that is the case for me with Chrome .
Turns out that Firefox has a built-in function to handle this. It's a cleansing ritual that starts with a total crash and then it does a little meditation... then you can ask it politely and you 'may' watch the models.
There are 10 types of people in this world, those who understand binary and those who don't.
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Re: Vegastrike Evolved Edition

Post by ezee »

ah ah ah !
:lol:

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 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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Re: Vegastrike Evolved Edition

Post by loki1950 »

Aren't the rituals we have to use to live with our computer companions real funny all the time,I mean a three-finger salute to cease and desist everything almost "f88k off and die" :mrgreen:

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Re: Vegastrike Evolved Edition

Post by ezee »

:lol:

Back to serious ( difficult with a gonzo and a loco loki :lol: ) , my viewer is too much
naive ...

I think i must organize the list by faction , or use some filters to allow a good understanding
of the actual fleet .
Perhaps a filter per faction , per gunnery , per mass ?
:?:

Edit : Ancestor , beholder , jackal , ariston , bell , charillus , clydesdale , convolution were added to the 3dviewer ( clear your browser cache to see changes again ... )

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: Vegastrike Evolved Edition

Post by ezee »

Hot !!
DarkVixen's s256-c2 is in the3d Viewer !
But it's not the final bird , this version was reducted to lowlevel but has too much vertices
again . It is long to load , but very cool to look at .

Check the shipyard for the details : https://sourceforge.net/p/vegastrikevo/wiki/Shipyard/

Code: Select all

 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }
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