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Messages - EsKa

Pages: [1] 2 3
1
Other Games / Re: unending galaxy
« on: June 02, 2016, 08:25:40 pm »
Hi guys, sorry i've not been more active but it has been a very busy couple of weeks for me IRL. I moved to a new flat, and of course i had to move my furniture, get a new internet connection and so on and so forth. I still have to clean up the old flat too.

Anyway, I just released the beta version of Unending Galaxy 1.2.5. It allows you to play any faction, it fixes crashes that would happen in long games on large maps, it also include a bunch of new ships types, improve the UI and AI all across the board :)

For more information about the last update you should check the official topic here.

ps: oh wait you can buy the game for too much money on steam at $11.99 or you can buy it at itch.io for $9.99 and still get a steam key (please use itch.io) :)

Cheers,
EsKa.



2
Other Games / Re: unending galaxy
« on: September 27, 2015, 02:24:47 pm »
Thanks, and because you asked for it, here's the devlog  :)

3
Other Games / Re: unending galaxy
« on: September 26, 2015, 10:03:33 am »
Hi,

It has been a couple of very busy months between my recovery from the hospital and the paperwork required to make my business more official. As such, the publishing rate decreased a bit. But, don't worry, a devlog should be out by Sunday.

Also, most of what I am doing at the moment isn't exactly riveting stuff to read or write about. There's a lot of user interface improvements, tons of "ease of use" changes, many bug-fixes, code optimization, but no major new feature like the colony stuff.

1.1 release is still planned for the end of October.

Cheers,
EsKa

4
Other Games / Re: unending galaxy
« on: July 15, 2015, 02:15:33 pm »


Unending Galaxy v1.0.5 is out


@Paul:
Quote
Oh I meant that last bit as a warning to anyone using the mod, I never expected a mod like that to be save compatible lol

Yep I understood, but it's still a fail on my part not to tell about it somewhere in the program. Worst, in some cases, if you don't look at the debug log, the game kinda looks like it's working (at least for a while). I added a short warning in the manager. I was a bit short on time to put a warning during save/load, as it would have required some changes to the save format.

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I thought about editing the existing maps thing, but wasn't sure if it would be a good idea to do so since it would allow people with the basic version to play the maps from the deluxe. And the bigger maps is one of the features you advertise for the deluxe edition (they are pretty good maps). If you're okay with it I could release a version with the faction added to all the basic maps. If not I can eventually make my own maps.

Mmh yeah forgot about that, good you brought it up. There's a built-in ultra basic "protection" to prevent the use of disallowed tech groups (scenarios included) by the player, but I kinda overlooked the map part. And it's a tricky one... I don't want to police modders or spent too much time securing the basic edition from abuse either. It will most likely become obsolete post 1.1 anyway (still available, just not updated). Please hold on until next version, I'll add a check to the basic version so it sticks to the standard maps.

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Speaking of map editor, I realized the paint thing was working shortly after posting (I edited it out, but you had already started replying apparently haha). It's not nearly as clunky now that I realized how it actually works. I was just tired and somehow completely missed the draw mode drop down box (it was my first time using the map editor).


Btw, copying nebulae works in a weird way. I might as well explain it too. Set the nebula and clouds for a sector normally. To apply the same settings to other sectors, press the "copy" button in the top right corner and use draw mode / "paste colors" (it's a paint mode method too). Yeah, i know, it's weird.

Quote
It would be nice to be able to place entire random solar systems and grab and drag them around though.


Indeed it would :) Will do, just not right now. My focus is to finish some commonly requested game features first. So I can announce 1.1 to the gaming press and hope to get an article or two before September. Finish colonies, Add 'radar' of sorts, redesign the news (faction/global) into something more useful,  streamline how to select/move/use ships/camera, add armor types with damage absorption vs damage type and probably a few things I can remember right now.

After that, yeah I'll take some time to improve the toolkit as a whole, not just the map editor.

Spoiler: Modding/AI/Events (click to show/hide)

Cheers,
EsKa.

5
Other Games / Re: unending galaxy
« on: July 13, 2015, 02:53:57 am »
Woot ! Great work Paul, I'll give it a go as soon a I can :)

You can sort of install it in the basic edition by overwriting the data folder directly, but it won't make the faction playable or useable in a scenario, also it will likely cause issues if you've overwritten any existing file to include your faction. And of course removing the mod can prove problematic.

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Generated maps will automatically give them their own territory. New games in existing maps will give them a capital square in a random unoccupied system. I had intended to make a custom map to go along with the mod, but found the map generator a bit tedious to work with. Maybe in the future.

I think you can edit existing maps and put them in your mod file structure. The game should use the 'updated' map when the mod is active instead of the default one.

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1. Modifying files that are already in the mod folder is slightly bugged, as it saves them to the core files instead of the mod folder but then reads from the mod folder (so your changes don't appear to take affect, but you just have to move the file).

True. In fact the editor doesn't understand the mod structure and it may have edited other files in the data folder at random (well probably not random, but still) instead. Noticed that when you told me about the faulty bonus ship. Changing its faction changed the faction of some other human ship instead. I am correcting that for 1.05. Meanwhile, it's easier to do your changes in the data folder, and once done, move everything into the mod sub-folder.

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I can't get animations working in the mod folder because it won't pick up the anims folders. Not sure if I'm somehow missing the proper folder structure (tried putting them in sprites like the core files are setup, and just directly in the mod's folder) or if it's just bugged. Works fine when put in the core game folders.

I recall there was some kind of problem with putting animations into the mod folder and that I had not the time to deal with it before 1.0. I will see what I can do about it, but except if it's trivial (it probably isn't, otherwise that would be already done) it won't be in 1.05.

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The map editor is a bit difficult to use. Do you intend to make it more user friendly? Like maybe a paint mode where you can draw empty sectors, or a faction change mode where you can draw a new faction without changing the contents, or a way to add whole random solar systems at a time? Maybe even be able to grab and move sectors and solar systems. I understand that these features would require a significant rewrite, but it would make creating maps oh so much easier (for you and for us since you use this editor too, haha).

The day I announce a map pack coming soon will likely be the day the editor will be updated :)

But seriously, yeah it is annoying to use. You have no idea how long it took to design Imperium and Hive-world. Especially the first one, at this time I really had no other option than to make sectors one at a time. So, yes I will replace the map editor by something more user friendly when I get the time to do so, but it's going to take a while as it's a big chunk of code that need to be replaced completely, not just updated.

That said, you can already "paint" empty sectors directly. In "Draw Mode" there's "add sector" in which you can keep the left mouse button pressed and move the mouse around to add sectors. You can even set the faction and solar system for what you draw with the "solar ID" and "Faction" drop downs. The display lags until you release the button, but it does work. Same goes for changing existing sectors' faction and solar system or both with "set faction", "solar system ID" and "change system/faction".

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Do you plan to expose the event system to modding? Making scripted additions to mod factions - like the SPQR's changing stance and war declaration, and the AI Core events - would be interesting.

see below

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Do you intend to expose any part of the AI to players? On a code level by making the stuff external to the game app (even if editing them requires editing and compiling a source file using a third party compiler); on a setting level of changing settings in the editor (such as being able to change the priority on building certain factories for factions, or target priority of AI modules, etc), or even more in-depth in-game settings for the player's empire automation.

Well, I'd love to, that's for sure. Some parts of the game definitively could be. Ship AI modules especially (not just yours, but most of the AI ships too) are relatively self contained, structured the same way and use commands/queries from a list available to all ships. It means that opening it to LUA, or any other method, shouldn't be that difficult. The faction layer AI, possibly, once it gets its much deserved rewrite (it is planned), but that will likely be more similar to a bunch a variables to alter at your leisure than proper coding. The event system, however, not so much in its current state, I would need to open the whole game structure for modding, and I wouldn't have a clue where to start.

As you imagine, it would be very time consuming, especially as I've never done that before. I made programs for years, I have been modding all kinds of games for even longer, but paradoxically, beside opening the data (as it is in UG), I've never tried integrating a script system or opening my own code for plugins. I do want to try, likely starting with ship AI modules as it seems to be the easiest (and also because it could save me time in the long run) and then maybe expending toward whatever will feel the more convenient after that. Don't hold your breath, though, it's not gonna happen for quite a while (let's face it, it's not something I can reasonably do until I can make a living out of gamedev).

Quote
-edit- Oh and the mod is not savegame compatible. Adding a new faction borks the faction list and causes some weirdness and errors when you load a save. These errors even carry over to new games, so if you try loading a save you must exit and reopen the game to get things working right.

Uhm, I'll add some warning message when this kind of situation occurs. Can't do much more, save and game's data structures don't like being changed mid game.

Cheers,
EsKa.


6
Other Games / Re: unending galaxy
« on: July 09, 2015, 08:47:06 pm »
It seems I fixed the issue explained earlier. I can't be 100% certain, but managed to get the game running for 20 hours in a row with no duplicate or code failure. I'll let it run for a couple days again to be sure, but so far, it seems to work well (I am sure someone will prove me wrong the second the new version is uploaded :p)

@Paul: Thanks for the input.

About Friend/Foe identification. That's something I noticed too, I'll get that sorted. I think that's because those ships are not yet actively hostile toward you, as you said they lag behind the leader and are not in engagement range yet. I'll change that so they get the same identification as their leader.

About the lack of DoW on pirates, yeah that's a side effect of removing them from the diplomatic menu, mostly to remove an exploit where you could take over pirate territory. I'll add a policy option to set your stance (and incidentally your gates' stance) toward pirates.

About repairs, good point. I'll add that to the menu system.

I'll check the weapon's stats and adjust accordingly.


edit: All fixed, with a few additional options -> screenshot.

7
Other Games / Re: unending galaxy
« on: July 08, 2015, 06:30:58 pm »
do u have plans to fix this conflict with multiple ids being given to the same object or is it a bit ore of a difficult rewrite

I am currently testing a fix. Seems to work okay, but the game hasn't been running long enough to be 100% sure yet.

8
Other Games / Re: unending galaxy
« on: July 07, 2015, 02:46:59 pm »
Oki, the save won't help if it auto-corrected, so don't bother. But I am 99% sure I found why it happened, and yeah I was definitively not looking where I should have until now.

If you have the cheat menu enable, there's a button called "Game CheckSum" there. If it happens again, pause the game and press that button, Copy/paste the result. If not or don't want to (temptation and all that), it's not a bit deal i am pretty sure I am correct in my assumption.

To explain that in plain terms for those interested:

All game objects (ship, docks, asteroids, loot drop, basically everything beside bullets) are identified by an unique number (called identifier). The code rarely rely on this identifier but when it does, it need to work flawlessly or else we can get duplicate objects as you got, in that case it's unlikely to kill the game especially if you save often. But there's the other side of the coin: 2 very different objects (like a ship and a dock) could end up with the same number. Suffice to say that if the game try to retrieve ship #123456 and gets an asteroid likely 20 sectors away from where the ship is supposed to be, things can go 'a bit' bonkers.

The game being multi-threaded, objects can and are often created at the same exact time, meaning that if I am not extra careful in the "give this object an unique number and increment it by one for next object" code, I can end with 2 objects with the same number. I thought I did it right, and mostly did, but there's one small silly tiny (but very embarrassing) mistake in how I wrote it, giving a very small window in which it can f*ck up and give 2 times the same number. The more busy is the computer and the game, the longer the window (basically. It's a more complicated than that, but that's the gist of it).


9
Other Games / Re: unending galaxy
« on: July 07, 2015, 11:55:36 am »
Quote
Getting a weird thing where some pirate bases are killing themselves. So far both of them are the ones labeled simply Pirate Guild Base. The fighters launch and instead of attacking me they destroy their own base and leave me alone.

Found why. Apparently it's not new. It has to do with area of effect weaponry. I think the base shot down one of its ships due to the AoE of one of its guns and the remaining fighters turned on it. At least it looks like it, added a few conditions so it doesn't happen again. I tried a dozen times and afaik it doesn't happen anymore.

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And some of the missions I accept to kill pirate leaders or destroy bases are completing as soon as I accept them, giving me money for nothing. Not sure if the target ship isn't spawning or if it was destroyed before I accepted it, but it's giving me credit for it either way.

Found and fixed. But that's very weird. I know I fixed that exact same bug months ago. I know I tested for it a couple weeks before release, and here it is. As if i did nothing about it :/ I'd blame the lack of a decent sleep schedule the last few months, but.. Anyway.. triple checked all missions types vs all conditions. It works as intended now.

Quote
Also having a weird issue with some ships that I get (build or buy) showing up in the ship list twice. Clicking one of the entries highlights both. Doesn't seem to cause any issues other than cluttering up the ship list.

Holy cow ! That's The Bug, the reason why it crashes on people at semi random with no pattern. Do you know If you save despite the bug and reload the same save, is the ship still duplicated (The save system has an old game checksum and repair part dating from before beta 5, it may "repair the duplicate") ? You sure it's both build and buy ?

In any case, oh yes, i do want that savegame.


---

Once this snafu resolved, I'll publish just a patch (exe + modified files) to make sure everything is okay before releasing officially.

10
Other Games / Re: unending galaxy
« on: July 06, 2015, 10:47:23 am »
@Gabeux:

Don't worry I am kinda stuck with space games, I am not sure my audience would follow if I started making platformers (not sure i'd even follow myself :P). Pretty sure I won't get rich any time soon, though, even if the steam greenlight process is successful (and i doubt it will, my audience is on average much older that the one on steam).

@Paul:

Nit-pick away ! It's a good sign in my mind. About the Gargant, thanks, it's a leftover from the days when i had no lifeform "ship" class. It was to prevent them from dropping weapons. Thought about updating the queens and guardians, dunno why this one slipped by.

About the Absolution (sirak battleship), yeah it was supposed to be the fastest, Manowar aside, but since then 3 factions were added and yeah that happened. Honestly, I need to review ship specs in more details, especially now that I have a formula giving an approximate strength level. Thanks to it, the game can't go too unbalanced as factions with weaker ships can buy more as they are cheaper. But looking at it now, yeah the Sirak battleship is really on the low end, I'll change its stats accordingly, and review the others too. (i really need to add some table type display in the editors)

Cheers,
EsKa.


Edit: Made a lot of progress on the sound engine. It's night and day, seriously. Well, the SFX themselves are still basic, but at least this is directional basic that doesn't make the game lag now :)

11
Other Games / Re: unending galaxy
« on: July 05, 2015, 02:12:12 pm »
Thanks guys. Fixed the bad links.

While at it, I forgot to say that I am working on replacing the (crappy) sound engine. Found something much better with positional sound support (and 5.1 support) that's way less CPU/Memory hungry. That will reduce loading time and hopefully give much better ambient sounds and get rid of the occasional micro stutters.

It's gonna take me a few days to get it right, it'll come alongside the last remaining bug fixes.

I'll likely take a few days of vacation after that, and I'll resume the heavy lifting (simulation, new stuff) in september. This summer is to get 1.0 absolutely right so we can continue with solid foundations.

@paul: ouch. I'll fix that. Thx.

Cheers,
EsKa.



12
Other Games / Re: unending galaxy
« on: July 04, 2015, 02:58:38 pm »
Hey,

I just made a post about what's going to happen next regarding the game. Mostly stuff that have been said elsewhere, but it's hopefully better written with a bit more thought put into it. The 1.001 patch is also available; it fixes most of the things you guys have reported. There's still a small snafu with the AI modules (but nothing that will "break" the game).

Oh, yeah, and I really hate doing that, but UG is on steam greenlight, and your upvote wouldn't go amiss. People who bought UG elsewhere will get a free key if it's successful. Thank you :)


Cheers,
Eska.

13
Other Games / Re: unending galaxy
« on: June 26, 2015, 02:24:41 am »
Your "delete & NULL" subtitle should have been a hint :p

Yeah it's not an infinite loop, used that term as a shortcut.

The gate's destruction is likely the major culprit. Each sector has a sort of cache which, amongst other things, lists if there's a gate there without having to check the whole local object list whenever the information is required (very often). The cache also handles a few calculations to speed up path-finding (neighbors and weights, it's an A* pathfinder). It's deletion forces the cache to be updated, while it is not processor intensive by itself, there's likely a bunch of ships (handled by other threads) who have to recalculate their paths completely, and they may even fail at doing so until the cache is updated. Normally that wouldn't take more than a few 10s of milliseconds, but with the deletion of multiple docks on top of that (which basically forces all threads to halt during the deletion and resume work all at the same time when it's done) and depending where and what were doing the linked trading ships, I can see how it can takes a few seconds.

I'll have to double check the other ending that delete stuff, but i don't think it kills gates, so that shouldn't be as bad. I did test each ending, but on Galaxia, which is not that big, easy to path through, and it was in the mid game at best. So the lag was barely noticeable. I'll refine the process a bit when I get the time to do so.

About the asset list, it doesn't get refreshed if you're not on the relevant tab, but it gets loaded once when the menu opens. I will edit that accordingly (and ofc, hiding civilians and docked ships helps a lot when the empire gets very large).

Cheers,
Eska.

14
Other Games / Re: unending galaxy
« on: June 25, 2015, 02:57:27 pm »
Hey ! :)

Okay, 1.0.0.1 during next week if nothing goes horribly wrong. Likely bug fixes only, i'd rather fix what's broken before adding new, but potentially buggy, features.

Quote
About icon, i'm almost sure there was another one before error happened, it turned to the "letter" with empty description just after it. And about ship having to undock if issued move order - i thought it would do so, but for some reason it doesn't. Order showed up in assets just right, but after a minute or so ship still sits inside. I did try another dock order too, same results.

Oki, thanks for the precision about the icon, makes (more) sense. And about the undocking, yes I see that (now that I can read the code while writing here). it seems i forgot to insert the undock order when it's needed. 1 line of code to add, will be fixed in the patch.

@etgfrog: oh you got the "meh" ending. Not as fun or "fun" as the other 2. There's a tiny bit of randomness to it. Lag was a bit brutal, though. A bit of lag at the end is "normal" as the various systems have to deal with the simultaneous annihilation of multiple ships and docks that were absolutely not supposed to die at that moment. But 20 sec is a bit too much, I will check if I've not written some near infinite loop somewhere in the event's code by accident.

Yeah drath seems to have won the war. I should add a few, optional, victory conditions (a feature without the risk of adding a bazillion bug for next week !)

Cheers,
Eska.



15
Other Games / Re: unending galaxy
« on: June 24, 2015, 04:04:43 pm »
@qurvax:

Thanks a lot for the detailed bug report, you have no idea how much time it's going to save me ! It's weird that even the icon is the place-holder one, but it may be because mission text is fetched before the icon (can't check that right now). But that's beside the point, if its only tied to the mission system as it looks like it's shouldn't be a big deal to fix that quickly, I think I know where it can come from. I also wanted to redesign that part a bit anyway as it's a big memory / cpu consumer compared to what it actually does, only gives me another incentive to do so.

about the other improvements:

F3 / pause : I thought i caught them all, visibly not. Will fix.

F1 / move : I think there was a reason for that a long time ago. I can't think of one right now, so except if my computer suddenly explodes when I make the change, consider that done.

remote undock : I think there should be an undock button in the hangar panel (or right click ?). But that's not really 'remote' I guess. Issuing a move order to the ship from the asset list should do the trick. Just note that factories will take around a second to execute the order. And for stations (mil.base, trade.stations, yards) it will take around 5 seconds. That's the way the simulation works, not a really big deal but you kinda have to know it.

protect stops on dock : It's likely only the button or only the mouse that does that (old code not being ported to new). Will fix in next patch.

--

Well, all in all that's not so bad for a 1.0 release (bug wise) given how the last week was spent frantically typing code with not enough sleep and way too much caffeine. 10 trivial to medium bugs, 1 identified crash, and 1 unknown crash that may or may not be linked to the first. I'll get that sorted out in a few days.

Cheers,
Eska.

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