Search found 77 matches
- Tue Dec 26, 2017 2:37 pm
- Forum: Pioneer development
- Topic: Game saves vs scripts
- Replies: 8
- Views: 5907
Re: Game saves vs scripts
[...] Its a crazy idea, but Pioneer has a Lua interpreter. Instead of writing the save in some custom format requiring a custom interpreter, its possible to write the save out as a lua script to recreate the gamestate. Yes there will be things missing at first, but it will be much better to include...
- Fri Dec 22, 2017 7:05 pm
- Forum: Design docs
- Topic: Serialisation format change
- Replies: 3
- Views: 5361
Serialisation format change
[Sorry, this post got really long as I thought about more stuff.] Pioneer started with a custom serialisation format, and then switched to JSON (with the custom format still in use within some sub-objects). I propose we make another switch. Yes, I know. I'm sorry! This is not a proposal to change t...
- Thu Dec 21, 2017 4:44 pm
- Forum: Music and sound assets
- Topic: Military Hyperdrive SFX
- Replies: 10
- Views: 9495
Re: Military Hyperdrive SFX
PR to bring the new military drive sound effects into the game:
https://github.com/pioneerspacesim/pioneer/pull/4202
https://github.com/pioneerspacesim/pioneer/pull/4202
- Sun Dec 17, 2017 10:55 pm
- Forum: Pioneer development
- Topic: Game saves vs scripts
- Replies: 8
- Views: 5907
Re: Game saves vs scripts
Also, here is an incomplete change to serialise Lua objects to JSON instead of serialising them to a custom serialisation format which is then compressed with miniz and dumped into the JSON file as an array of numbers. Serialising to JSON is almost certainly less efficient, but makes it possible to ...
- Sun Dec 17, 2017 10:52 pm
- Forum: Pioneer development
- Topic: Game saves vs scripts
- Replies: 8
- Views: 5907
Re: Game saves vs scripts
Btw, here is a dumb program to decompress a save file. It would be good (IMO) if we changed the save format to write the file out with gzip headers or something so that it can be decompressed with widely available command line tools. #include <iostream> #include <fstream> #include <string> #define M...
- Sun Dec 17, 2017 10:50 pm
- Forum: Pioneer development
- Topic: Game saves vs scripts
- Replies: 8
- Views: 5907
Game saves vs scripts
I made an attempt at putting Lua in charge of what sounds the hyperdrive makes, because Lua is currently in charge of other aspects of the hyperdrive and I wanted to get WKFO's military drive sound effects into the game. In my first attempt at this (https://github.com/pioneerspacesim/pioneer/pull/42...
- Wed Jan 20, 2016 9:38 am
- Forum: Pioneer development
- Topic: Making the UX closer to popular OS & APPs
- Replies: 13
- Views: 22144
Re: Making the UX closer to popular OS & APPs
Sorry for the long delay in response. There isn't a stack of View objects, but the new-ui root object (the 'UI::Context' class) holds a stack of UI::Layer objects. Only the top Layer receives input. Layers are currently used for implementing modal dialogs (e.g., look at the implementation of doLoadD...
- Wed Dec 30, 2015 11:02 pm
- Forum: Pioneer development
- Topic: Code inspiration and rendering resource
- Replies: 121
- Views: 153040
Re: Code inspiration and rendering resource
This doesn't work on my laptop, but perhaps it might be interesting for someone with a more WebGL-capable computer...
http://wwwtyro.github.io/planet-3d/
http://wwwtyro.github.io/planet-3d/
- Fri Aug 07, 2015 1:10 pm
- Forum: Face generator
- Topic: Facegen concept ideas
- Replies: 48
- Views: 107131
Re: Facegen concept ideas
Some time ago, I also tried making some cartoonish replacement faces, but the game probably wants the exact number of images like the original, so making that would require either making about 25 types of everything or digging through code and recompiling. So I gave up on that :/ The hardcoded-numb...
- Wed Jan 07, 2015 3:04 pm
- Forum: Pioneer development
- Topic: Lua access to ships in system
- Replies: 2
- Views: 4323
Re: Lua access to ships in system
The Ship class derives from Body. So, for ships, the objects returned by Space.GetBodies() will be Ship objects.