Bobs scripting woes
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Re: Bobs scripting woes
Ok, I'm going to have to do some thinking about how to do that lot :D
Re: Bobs scripting woes
Thanks, that's very much apreciated!
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Re: Bobs scripting woes
Part of the reason, just so you understand the scope of the factions stuff I originally wrote, that it's static and defined on startup is because I didn't want the factions to have any "state".
Being stateless means that they can be generated back to any condition dependent only time, seed and an appropriate planet being available for a homeworld. So there's nothing to save and nothing to load or update.
If I did want it to save some state then it gets tricky quickly because the volume of space that they can encompass could change and that means changing the allegiance of worlds and therefore the process which can generate those worlds. That would be a heck of a lot of data to store. Not sure how I can change it to accommodate changes over time without right now.
Anyway that's the basic reason why. Everyone wants factions and the worlds they control to change, no-one wants to store several gigabytes of star system data per-savegame ;)
Being stateless means that they can be generated back to any condition dependent only time, seed and an appropriate planet being available for a homeworld. So there's nothing to save and nothing to load or update.
If I did want it to save some state then it gets tricky quickly because the volume of space that they can encompass could change and that means changing the allegiance of worlds and therefore the process which can generate those worlds. That would be a heck of a lot of data to store. Not sure how I can change it to accommodate changes over time without right now.
Anyway that's the basic reason why. Everyone wants factions and the worlds they control to change, no-one wants to store several gigabytes of star system data per-savegame ;)
Re: Bobs scripting woes
Oh no, I wouldn't take it quite that far. There only function that could lead to a problem in that regard is the one to assign a system to a faction. As I said, that would be nice to have, but yes, it could lead to savegame bloat if handled incorrectly. On the other hand, you have a catalogue with... how many? probably about 100'000 real stars? ...in there, and the ammount of data is not that large. Of course it would have to get saved in every savegame, that's the problem. Concepts like these lend themselves better to iron-man gameplay where you only have one save. But someone would have to abuse the system quite heavily to really bloat the saves.If I did want it to save some state then it gets tricky quickly because the volume of space that they can encompass could change and that means changing the allegiance of worlds and therefore the process which can generate those worlds. That would be a heck of a lot of data to store.
Still, if you're concerned about that, leave that function out. As I said, it would be nice to have, but not really the most essential. At least the factions should do some quabbling and have some changing relations, even if they don't go stealing each others systems.
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Re: Bobs scripting woes
Yeah don't worry I totally understand :DTheBob wrote:I was sorely tempted to peak into the source code myself last night... But I just can't afford that kind of commitment at the moment. It would drive me crazy...
I'm just looking into how to do this (http://spacesimcentral.com/ssc/topic/37 ... y/?p=41484) now but my mind is a wee bit dulled from work.
I'll get the broad strokes in tonight, basically figure out where things are, then figure out how to do it better another day/night, finally get it done, then go back and rewrite it so it's good enough to commit. Probably a couple of week if I can't get a big chunk of time in one go.
Got about 4 or 5 other things I'm doing at the same time for Pioneer. Occasionally I just have to blow a lot of stuff off to stop from burning out :)
We'll get there though, eventually.
Re: Bobs scripting woes
Wow! I'm really thrilled by what I read in this thread. :)
TheBob, you are building the foundations that could allow the scenarios I imagined in the other thread. Here: http://pioneerspacesim.net/forum/viewtopic.php?f=3&t=8 :)
(Just wanted to share some of my enthusiasm... ;) )
TheBob, you are building the foundations that could allow the scenarios I imagined in the other thread. Here: http://pioneerspacesim.net/forum/viewtopic.php?f=3&t=8 :)
(Just wanted to share some of my enthusiasm... ;) )
Re: Bobs scripting woes
Actually, all I'm doing is asking other people to build those foundations for me, so I can build something on them.TheBob, you are building the foundations that could allow the scenarios I imagined in the other thread.
Re: Bobs scripting woes
Not really scripting related, but wouldn't fit anywhere else and isn't worth its own thread:
somewhere between 600 and 700 lightyears from Sol, all systems start to be unexplored, which is nice... But they are also all marked independant instead of uninhabited, which seems a bit strange. Is this supposed to be like this?
somewhere between 600 and 700 lightyears from Sol, all systems start to be unexplored, which is nice... But they are also all marked independant instead of uninhabited, which seems a bit strange. Is this supposed to be like this?
Re: Bobs scripting woes
No, that does not sound correct. Open an issue and we'll see what can be done.TheBob wrote:But they are also all marked independant instead of uninhabited, which seems a bit strange. Is this supposed to be like this?
Re: Bobs scripting woes
Ok. Will run some furter tests to see if the phenomenon is omnidirectional first.