Space Ship System
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#1 Oct 14, 2009 10:10 am
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I am looking to add a spaceship system to my smaug1.4a dbz codebase(nondbsaga) and I am wondering which will be the better space system SWFOTE or SWRFUSS?
#2 Oct 14, 2009 10:49 am
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Both are pretty dirty. But FotE's space system is more fleshed out, if that matters.
#3 Oct 14, 2009 11:03 am
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They both have fundamental math issues. Caius has a thread around here somewhere that talks about them. If the one I've been working on was a little more complete, I'd offer to let you use it as the math involved is done properly, and it's a seamless system rather than the imo clunky system of SWR and SWFotE.
#4 Oct 14, 2009 11:13 am
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Any idea when yours will be more done?
#5 Oct 14, 2009 11:37 am
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A while yet. It's kindof sitting on the back burner for the moment.
#6 Oct 14, 2009 11:48 am
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So then for the time being which of those two Spaceship systems would you suggest using.... I have my mud opening in less 2 months so I am trying to add the last additions needed.
#7 Oct 14, 2009 12:03 pm
Last edited Oct 14, 2009 12:04 pm by Caius
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dbna2 said:
So then for the time being which of those two Spaceship systems would you suggest using.... I have my mud opening in less 2 months so I am trying to add the last additions needed.
What you do depends entirely on how much work you're willing to put into it. I would urge you to consider the Space v2 snippet, it has some very nice ideas. On the other hand, it's in an unfinished state (to say the least), so if you want something fully working in two months, then it's not an option. Of the two systems you originally asked about, I would recommend FotE, if for no other reason than that it can create new instances of ships on the fly, while on SWR each and every one must be built by immortals.
#8 Oct 14, 2009 12:23 pm
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My recommendation would go out to FotE as well. The FotE system has several perks to it including a mostly redesigned space combat setup which is really kinda nice.
Also, the thought just came to mind that my space system relies heavily on C++. Std::list, and std::bitset being the two that come to mind right off, aside from the Ship, Planet, and Space classes.
Also, the thought just came to mind that my space system relies heavily on C++. Std::list, and std::bitset being the two that come to mind right off, aside from the Ship, Planet, and Space classes.
#9 Oct 14, 2009 12:27 pm
Last edited Oct 14, 2009 12:31 pm by dbna2
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ewww C++ >.> Too much work to convert the whole codebase...
#10 Oct 14, 2009 1:14 pm
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With the Snippet Space_v2 what still needs to be done?
#11 Oct 14, 2009 1:31 pm
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dbna2 said:
With the Snippet Space_v2 what still needs to be done?
I started working this code into my own mud years ago, and honestly I can't remember exactly how it looked when I started out. But the short story is that pretty much everything needs to be done. I'm pretty sure turrets don't work at all, and there's no OLC for ship prototypes/templates or ship parts. One of the great things about space v2 is how a ship is basically just an empty hull. All its stats are based on the parts you add to it, like sublight engines, hyperdrive, shields, weaponry, sensors, etc, etc. All these are parts that can be swapped out. I seem to remember there is no code for doing the actual upgrades either, but I might have that one wrong.
It's a long term project.
#12 Oct 15, 2009 9:47 pm
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As others have said here before, the SWFotEFUSS space is what I would recommend. It's fairly rounded, pretty hackable as far as adding new things to ships (gravity well generator's rock - just not on an X-Wing) and pretty easy to follow along once you get used to how it all works.
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