Space Nerds In Space

Re: Space Nerds In Space

Postby smcameron » 28 Jul 2019, 00:30

Are there know issues on latest Ubuntu that could be the cause?


Not that I'm aware of, though I haven't tried the latest ubuntu myself. It's just using GTK 2.0 for keyboard input, which underneath is just using normal X windows stuff, so I expect if e.g., gnome terminal works, then so should SNIS. Maybe the window doesn't have keyboard focus for some reason?
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Re: Space Nerds In Space

Postby smcameron » 28 Jul 2019, 00:33

GTK on a Mac? Yeah, I don't think so


We already got that working... the limited client uses gtk. It's the combo of gtk and opengl that seems a bit iffy to me.
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Re: Space Nerds In Space

Postby smcameron » 01 Aug 2019, 20:21

In thinking about how to make Comms more interesting and fun, taking into account that it is almost completely a text based interface, the idea had occurred to me to put some interactive-fiction like elements in. For example, maybe there's a mission in which you find a derelict ship and you send a robot over to investigate, commanding it via Comms in the manner of Zork and those old infocom games.

Now I already have a Zork-like parser built into the game for "the computer", however that's in C, and I don't want to build it into the game just for a particular mission. And exposing that to Lua seems like a lot of work. Like more than I want to bite off. And not really knowing Lua particularly well, the idea of writing interactive fiction in Lua directly seemed somewhat daunting and unappealing. So, for a long time, I just kind of shelved this idea as being sort of "not worth it." But lately I started thinking about it again, and thought, well, maybe I should dig into Lua a bit. So this morning I started looking at an old and very small toy project I had done in python that implemented some basic interactive fiction features. I had done that project as a way of learning python. I decided to see what it would take to do the same thing in Lua. Turns out Lua's tables are not all that different than python's dictionaries, similar enough that porting this python code to Lua was actually pretty straightforward, and the resulting code is surprisingly similar to the python code. You can see it here: https://github.com/smcameron/smcamerons-lua-adventure The python one is here: https://github.com/smcameron/smcamerons ... -adventure

So with that under my belt, I think it should be totally possible to write a Lua mission script that incorporates these interactive-fiction ideas so I can make this concept of Comms directing a remote robot around on a derelict ship a reality. Probably want to keep it short, maybe break it up into several different segments, I don't want to make a mission that amounts to "Drive the ship over there and then play Zork for 3 hours," but I think this idea has a lot of potential to make Comms more interesting, and it's good for me to get a little more proficient with Lua.

And after a day or so more tinkering, I have a proof of concept working with COMMS. You can try it out by typing "testintfic" on the DEMON screen, then switching to COMMS, and changing the channel to 1234.

Here's a pic (click on it for embiggening):

Image
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Re: Space Nerds In Space

Postby smcameron » 18 Aug 2019, 13:50

Posted this on my patreon, figured I'd post it here as well.

Image (click to embiggen)

First playtest of STURNVULF mission script

2019-08-16 -- Tonight at HackRVA in Richmond, VA, I and a few other people tried a play test session of the new STURNVULF mission script, which has an interactive-fiction-like element as part of it, similar to old Infocom games like Zork. In this mission, your crew is informed of a ship called the STURNVULF's last known position, and that a previous rescue ship sent to the aid of the STURNVULF was destroyed, probably by Zarkons, but not before landing a rescue robot on the STURNVULF.

You fly your ship out and locate the STURNVULF, and can command the rescue robot via COMMS in the usual interactive-fiction manner to try to figure out what's going on. There are survivors to rescue and planted bombs to deal with.

The playtesting mostly went alright, with no outright crashes or lockups of the system per se, but not without a few hiccups. Overall I was satisfied with the near lack of bugs, especially since I made 23 commits related to the STURNVULF mission today, right up until a couple hours before we began playtesting, and many more in the days leading up to now. But there were a few bugs and tweaks needed.

The gist of the mission is that while COMMS is busy wrangling the remote robot aboard the STURNVULF, Zarkons periodically appear to harrass the rest of your crew.

It soon became apparent that the frequency of Zarkons appearing was too great, and within short order, the ship was spinning around helplessly with badly damaged maneuvering. Giving the ship 1000 missiles and greatly decreasing the frequency of Zarkon appearances made the crew's job manageable enough that COMMS could make progress while the rest of the crew could wrangle the Zarkons without too much drama. This worked pretty well for the most part.

However, it took COMMS quite a long time to work through the little adventure I had set for them. In fact it took long enough that we ran out of fuel twice, and had to call a Mantis tow ship twice to be towed in for fuel and general repairs. This interrupts COMMS adventure, because you must be nearby the STURNVULF for the robot to receive your communications. And the first time we tried calling the tow ship, none were around, so I had to go into the Demon screen and add in a Mantis tow ship so that we could summon it again. After that summoning the tow ship worked flawlessly.

So that's all fine, more or less, but the pacing was perhaps a little slower and longer-running than would be ideal. There was a bit of "guess the verb" or "guess the noun" or "guess the phrasing" happening with the adventure game as well. This is probably to be expected given the whole thing is a bunch of Lua script I threw together in the last 2 weeks. I have significantly leveled up in my Lua programming abilities over the last 2 weeks as a result of this, so that's nice.

There were some (justified) complaints about the NAV screen, esp. about the SCIENCE Arrow, and how it's difficult to tell if it's point towards you or away from you. Having played with it a lot myself, I suppose I'm accustomed to it and can figure it out quite easily, but for people that are new to it, or who have not played the game in a few months, visually it can be pretty ambiguous and confusing. Need to think about how to improve that without making it too ugly.

There were at least two outright bugs in the script. 1) at some point (maybe 2 hours(!) into the mission) we got a "comparing number with nil" error. I have the log file on my laptop, I don't remember the precise line. I think it was in add_zarkons(), probably zarkon was nil unexpectedly. 2) The script creates a custom button on the SCIENCE screen, ("TRANSPORTER") used to beam survivors off the STURNVULF. At some point, this button disappeared, making it impossible to transport any more survivors off the STURNVULF. I think it may be after we docked with a starbase for refuelling, perhaps that clears the custom buttons. I will need to look into that.

Replayability of the mission is probably not very good, as once you've figured out all the little puzzles in the little adventure game, the novelty of them is gone, and it becomes much less interesting. So creating this type of mission script is *very* high effort (especially this first one of this type, subsequent ones would be easier as much of it is abstracted and generalized ... by which I mean all the stuff in share/snis/luascripts/MISSIONS/lib/interactive-fiction.lua) for very low replayability. But, I will say it did give a feeling of a much more detailed context about what the mission was about. It was much more of a proper Star Trek like feeling to have this little robot being directed by COMMS rummaging around on the disabled ship trying to figure out what happened while the rest of the crew fights off the Zarkons, rather than just the usual "go over there and blow those guys up for no very real reason" type of mission.

The (natural and expected) slowness of COMMS figuring out the little adventure game was to some degree at odds with the desired pacing of the rest of the crew. I tried to throw COMMS up on the MAIN VIEW and the rest of the crew could enjoy what was going on there between Zarkon encounters, but the Zarkon encounters were distracting enough that the unfolding story was hard to follow very closely. After I adjusted the Zarkon encounter frequency to be low enough, there were many instances between encounters when the crew would become distracted and then be caught off guard by the next encounter.

Overall, I'd say the idea of putting interactive-fiction into COMMS was a qualified success -- very good for COMMS, maybe not quite perfect for the rest of the crew, the pacing needs work, and the mission becomes too long for the rest of the crew.

There were some problems compiling the game on SuSE leap 15.1. 1) Needed to install pkg-config and pkg-config_files. 2) Needed to set pkg-config-path environment variable (to what? Need to find this out.) 3) All references to lua 5.2 needed to be changed to lua 5.3. Note, we only compiled snis_client (via "make bin/snis_client") which shouldn't need lua at all. I don't know if the differences between lua 5.3 and lua 5.2 are significant enough to break things. I normally use lua 5.2 on my systems.

If you would like to try the little COMMS adventure from the terminal without the whole surrounding SNIS infrastructure, you can run "lua share/snis/luascripts/MISSIONS/STURNVULF.LUA There will be some slight differences in how the transporting of survivors works, and the "win condition" doesn't really trigger in this stand alone mode, but if you just want to play with the little adventure game by itself, you can.

BTW, the tweaks I made to missiles and to the zarkon encounter frequency have not been committed to github, so the STURNVULF mission that's in github right now will be a *very* tough (read: impossibly tough) mission. I'll probably work on updating it in the next few days.

Here is a list of issues created as a result of this play testing session.
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Re: Space Nerds In Space

Postby smcameron » 22 Aug 2019, 14:52

Image (click to embiggen)

Improved heading indicators for SCIENCE and COMMS

Some feedback I got from the most recent play testing session was that the directional arrow indicators on the NAV screen showing what direction WEAPONS was currently pointing and the direction of the current SCIENCE selection were a bit ambiguous, sort of like the Necker cube. It could be hard to tell if the arrows were pointing mostly away from you, or mostly towards you. You could move the ship, and watch the motion of the arrows and figure it out if you had previous experience with the screen and knew the behavior, but for new players, moving the ship sometimes just makes the arrows move in a confusing way if you're brain has already latched onto the "wrong" interpretation of the Necker cube, so to speak.

I have tried to mitigate this problem in two ways. First, I have added tails onto the arrows and second, I have added "contact patches" (indicated by the white arrows in the picture above) which show the point directly above the central disc where the arrow's head and tail lie. I hope that these will give even new player's brains enough 3D cues to automatically latch onto the correct interpretation.
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Re: Space Nerds In Space

Postby fluffrabbit » 22 Aug 2019, 16:45

That looks awesome, but if you look at the interface they use on the old Soyuz capsules to dock with ISS, yours is way more complicated. I'd be afraid to slam into something if I were looking at all those shiny glowy lines. No idea what they mean.
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Re: Space Nerds In Space

Postby smcameron » 22 Aug 2019, 23:14

It's a lot more clear what's going on when it's in motion. That being said, you're not meant to drive the ship using this screen only. The main view is useful for avoiding nearby things. This is more for navigating among things at a medium distance. There are also 4 different camera positions ranging from very far behind your ship to almost right on top of it. Switching between these views (which it smoothly interpolates between) depending on circumstance can make things clearer as well.
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Re: Space Nerds In Space

Postby fluffrabbit » 22 Aug 2019, 23:53

It's good that you have different views. I'm so accustomed to single-screen games that I forget all the components involved with this. The source looks easy to build, but there seem to be several services you need going at once to play it.
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Re: Space Nerds In Space

Postby smcameron » 23 Aug 2019, 01:44

There are several services needed besides snis_client (snis_server, ssgl_server, snis_multiverse). You can run all 4 on the same machine. There's a script to help start them all, snis_launcher:

{l Code}: {l Select All Code}
scameron@sirius ~/github/space-nerds-in-space $ ./snis_launcher

     Welcome to Space Nerds In Space

------------------------------------------------------------
No SNIS processes are currently running.
------------------------------------------------------------

   1. Launch SNIS lobby server
   The lobby server allows clients to find servers
   There should be one lobby server total.
   2. Launch SNIS multiverse server
   The multiverse server stores player ship data
   There should be one multiverse server total
   3. Launch SNIS server
   There should be one snis server per solarsystem.
   There should be at least one instance of snis_server.
   4. Launch SNIS client process
   There should be one snis client process per player
   plus one more per ship for the main screen.
...


The first four menu items of snis_launcher start the necessary services.

Or, there's a "./quickstart" script that will just start everything. If you're just running the thing by yourself, that's probably easiest, but for a real session, snis_launcher is generally better, because most people will only be running snis_client and nothing else on their machines.
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Re: Space Nerds In Space

Postby fluffrabbit » 23 Aug 2019, 03:00

./quickstart it is. I'll have to try it some time soon.
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Re: Space Nerds In Space

Postby smcameron » 30 Aug 2019, 17:46

Short dev update 2018-08-30

Image
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Re: Space Nerds In Space

Postby fluffrabbit » 30 Aug 2019, 21:48

<suggestions>

1. Put the build instructions in the source tree and link to that from the readme. (What if GitHub goes down? What if someone is building offline?)

2. Get all the C&H files out of the root directory so we can quickly see what is relevant to launching the game. I know there are some other organizational issues, but this would be a big help to the signal-to-noise ratio.

3. For your apt-get install commands, you should stack all the essential packages into a single line like so:

{l Code}: {l Select All Code}
sudo apt-get install build-essential portaudio19-dev libvorbis-dev libgtk2.0-dev libgtkglext1-dev liblua5.2-dev libglew1.5-dev libssl-dev libttspico-utils sox


I know there are multiple options regarding TTS, but I'll leave that to your discretion.

</suggestions>

There appear to be some depth sorting issues with the main menu. (Ignore the disjointed lines; those are just a result of screen tearing.) This doesn't look like the ship in the pictures, so spherical cows seem to have replaced everything. It also won't run.

Image

Here's some terminal output:

{l Code}: {l Select All Code}
Failed to read model from file './share/snis/models/docking_port.stl'
Assume form of . . . A SPHERICAL COW!
Failed to read model from file './share/snis/models/docking_port2.stl'
Assume form of . . . A SPHERICAL COW!
Failed to read model from file './share/snis/models/tetrahedron.stl'
Assume form of . . . A SPHERICAL COW!
Failed to read model from file './share/snis/models/warpgate.stl'
Assume form of . . . A SPHERICAL COW!
Failed to read model from file './share/snis/models/warp-core.stl'
Assume form of . . . A SPHERICAL COW!
Failed to read model from file './share/snis/models/cylinder.stl'
Assume form of . . . A SPHERICAL COW!
x = 289, y = 466, width = 296.000000, height = 32.000000
x = 289, y = 466, width = 296.000000, height = 32.000000
x = 289, y = 466, width = 296.000000, height = 32.000000
x = 289, y = 466, width = 296.000000, height = 32.000000
x = 289, y = 466, width = 296.000000, height = 32.000000
x = 289, y = 466, width = 296.000000, height = 32.000000
x = 289, y = 466, width = 296.000000, height = 32.000000
x = 289, y = 466, width = 296.000000, height = 32.000000
x = 289, y = 466, width = 296.000000, height = 32.000000
x = 289, y = 466, width = 296.000000, height = 32.000000
x = 291, y = 466, width = 296.000000, height = 32.000000
x = 316, y = 452, width = 296.000000, height = 32.000000
snis_client: connect to lobby pressed
lobbyname = 'localhost'
shipname = ''
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
snis_client: connect to lobby pressed
lobbyname = 'localhost'
shipname = ''
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
snis_client: connect to lobby pressed
lobbyname = 'localhost'
shipname = ''
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 727, width = 272.000000, height = 32.000000
x = 400, y = 724, width = 272.000000, height = 32.000000
x = 409, y = 703, width = 272.000000, height = 32.000000
start lobby server button pressed.
execl'ing ./bin/ssgl_server
x = 296, y = 264, width = 306.000000, height = 32.000000
x = 296, y = 264, width = 306.000000, height = 32.000000
x = 296, y = 264, width = 306.000000, height = 32.000000
x = 295, y = 265, width = 306.000000, height = 32.000000
x = 296, y = 266, width = 306.000000, height = 32.000000
x = 296, y = 266, width = 306.000000, height = 32.000000
x = 296, y = 266, width = 306.000000, height = 32.000000
x = 299, y = 270, width = 306.000000, height = 32.000000
x = 301, y = 273, width = 306.000000, height = 32.000000
x = 308, y = 280, width = 306.000000, height = 32.000000
x = 311, y = 283, width = 306.000000, height = 32.000000
start game server button pressed.
snis_server(default):: Created lockfile /tmp/snis_server_lock.DEFAULT2, proceeding.
WARNING: lua enscript enabled!
THIS PERMITS USERS TO CREATE FILES ON THE SERVER
x = 284, y = 472, width = 296.000000, height = 32.000000
./share/snis/replacement_assets.txt: Warning:  No such file or directory
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
Reading starbase model specifications...done
x = 284, y = 472, width = 296.000000, height = 32.000000
fopen: ./share/snis/solarsystems/default2/assets.txt: No such file or directory
Unable to read solarsystem asset spec from './share/snis/solarsystems/default2/assets.txt'./share/snis/solarsystems/default2/assets.txt: No such file or directory
Failed reading solarsystem assets for 'default2'
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 284, y = 472, width = 296.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
x = 367, y = 715, width = 272.000000, height = 32.000000
snis_client: connect to lobby pressed
lobbyname = 'localhost'
shipname = 'Thing'
snis_client: connecting to lobby...
Trying to connect to lobby.
snis_client: connecting to lobby
snis_client: Connected to lobby
lobby cancel button pressed
snis_client: ssgl_recv_game_server failed: ssgl_recv_game_servers failed: Bad file descriptor

x = 981, y = 607, width = 464.000000, height = 32.000000
x = 981, y = 607, width = 464.000000, height = 32.000000
x = 980, y = 607, width = 464.000000, height = 32.000000
x = 980, y = 607, width = 464.000000, height = 32.000000
x = 980, y = 607, width = 464.000000, height = 32.000000
x = 980, y = 607, width = 464.000000, height = 32.000000
x = 978, y = 607, width = 464.000000, height = 32.000000
x = 977, y = 607, width = 464.000000, height = 32.000000
x = 976, y = 607, width = 464.000000, height = 32.000000
x = 976, y = 607, width = 464.000000, height = 32.000000
x = 976, y = 607, width = 464.000000, height = 32.000000
x = 976, y = 607, width = 464.000000, height = 32.000000
x = 973, y = 606, width = 464.000000, height = 32.000000
Trying to connect to lobby.
lobby socket = 15, done with lobby
start lobby server button pressed.
execl'ing ./bin/ssgl_server
x = 234, y = 269, width = 306.000000, height = 32.000000
x = 234, y = 269, width = 306.000000, height = 32.000000
x = 234, y = 269, width = 306.000000, height = 32.000000
x = 234, y = 269, width = 306.000000, height = 32.000000
x = 234, y = 269, width = 306.000000, height = 32.000000
x = 236, y = 273, width = 306.000000, height = 32.000000
snis_client: connect to lobby pressed
lobbyname = 'localhost'
shipname = 'Thing'
snis_client: connecting to lobby...
Trying to connect to lobby.
snis_client: connecting to lobby
snis_client: Connected to lobby
lobby cancel button pressed
snis_client: ssgl_recv_game_server failed: ssgl_recv_game_servers failed: Bad file descriptor

9811 frames / 345 seconds, 28.4377 frames/sec
server netstats: 0 bytes sent, 0 bytes recd, secs = 1, bw = 0 bytes/sec
fluffrabbit
 
Posts: 570
Joined: 11 Apr 2019, 11:17

Re: Space Nerds In Space

Postby smcameron » 30 Aug 2019, 23:14

fluffrabbit {l Wrote}:<suggestions>

1. Put the build instructions in the source tree and link to that from the readme. (What if GitHub goes down? What if someone is building offline?)


Ok.

2. Get all the C&H files out of the root directory so we can quickly see what is relevant to launching the game. I know there are some other organizational issues, but this would be a big help to the signal-to-noise ratio.


Flat no. Will fuck up the git history.

3. For your apt-get install commands, you should stack all the essential packages into a single line like so:


{l Code}: {l Select All Code}
sudo apt-get install build-essential portaudio19-dev libvorbis-dev libgtk2.0-dev libgtkglext1-dev liblua5.2-dev libglew1.5-dev libssl-dev libttspico-utils sox



Eh, maybe.


I know there are multiple options regarding TTS, but I'll leave that to your discretion.

</suggestions>

There appear to be some depth sorting issues with the main menu. (Ignore the disjointed lines; those are just a result of screen tearing.) This doesn't look like the ship in the pictures, so spherical cows seem to have replaced everything. It also won't run.


Did you run "make update-assets" or "make models" ? You have to do at least one of those.

You're missing asset files. I have seen openscad crap out on some systems leaving some assets unbuilt if you went the "make models" route instead of "make update-assets".

After fixing the assets, try running with ./snis_launcher and choosing option 1, then 2, then 3, then 4. Then there will be log files in snis_client_log.txt snis_server_log.txt. It looks like snis_server isn't started (might be due to lack of asset files, but very hard to tell what problems you've got. FWIW, I compiled it and ran it on 5 or 6 different systems a week ago with no problems ... did have some problems with OpenSuSE Leap 15.1 though, due to strange changes they made wrt pkg-config.)

A fresh clone and build looks like this for me:
{l Code}: {l Select All Code}
scameron@wombat ~/github/testsnis2 $ git clone git@github.com:smcameron/space-nerds-in-space.git
Cloning into 'space-nerds-in-space'...
Enter passphrase for key '/home/scameron/.ssh/id_rsa':
remote: Enumerating objects: 683, done.
remote: Counting objects: 100% (683/683), done.
remote: Compressing objects: 100% (237/237), done.
remote: Total 21433 (delta 432), reused 604 (delta 369), pack-reused 20750
Receiving objects: 100% (21433/21433), 176.32 MiB | 4.35 MiB/s, done.
Resolving deltas: 100% (14562/14562), done.
Checking connectivity... done.
scameron@wombat ~/github/testsnis2 $ make
make: *** No targets specified and no makefile found.  Stop.
scameron@wombat ~/github/testsnis2 $ ls
space-nerds-in-space
scameron@wombat ~/github/testsnis2 $ cd space-nerds-in-space/
scameron@wombat ~/github/testsnis2/space-nerds-in-space $ make
  COMPILE mathutils.c
  COMPILE snis_alloc.c
  COMPILE snis_socket_io.c
  COMPILE snis_marshal.c
  COMPILE bline.c
  COMPILE shield_strength.c
  COMPILE stacktrace.c
  COMPILE snis_ship_type.c
  COMPILE snis_faction.c
  COMPILE mtwist.c
  COMPILE names.c
  COMPILE infinite-taunt.c
  COMPILE snis_damcon_systems.c
  COMPILE string-utils.c
  COMPILE c-is-the-locale.c
  COMPILE starbase_metadata.c
  COMPILE arbitrary_spin.c
  COMPILE planetary_atmosphere.c
  COMPILE planetary_ring_data.c
  COMPILE mesh.c
  COMPILE pthread_util.c
  COMPILE snis_opcode_def.c
  COMPILE rts_unit_data.c
  COMPILE commodities.c
  COMPILE snis_tweak.c
  COMPILE rootcheck.c
  COMPILE corporations.c
  COMPILE replacement_assets.c
  COMPILE snis_asset_dir.c
  COMPILE snis_bin_dir.c
(cd mikktspace && make )
make[1]: Entering directory '/home/scameron/github/testsnis2/space-nerds-in-space/mikktspace'
  COMPILE mikktspace.c -c mikktspace.c
make[1]: Leaving directory '/home/scameron/github/testsnis2/space-nerds-in-space/mikktspace'
  COMPILE check-endianness.c
  GATHER BUILD INFO
  EXTRACT DOCKING PORTS share/snis/models/starbase2.docking_ports.h
  EXTRACT DOCKING PORTS share/snis/models/starbase3.docking_ports.h
  EXTRACT DOCKING PORTS share/snis/models/starbase4.docking_ports.h
  EXTRACT DOCKING PORTS share/snis/models/starbase5.docking_ports.h
  EXTRACT DOCKING PORTS share/snis/models/starbase6.docking_ports.h
  EXTRACT DOCKING PORTS share/snis/models/starbase.docking_ports.h
  COMPILE snis_server.c
  COMPILE starbase-comms.c
  COMPILE power-model.c
  COMPILE quat.c
  COMPILE vec4.c
  COMPILE matrix.c
  COMPILE snis_event_callback.c
  COMPILE space-part.c
  COMPILE fleet.c
  COMPILE docking_port.c
  COMPILE elastic_collision.c
  COMPILE snis_nl.c
  COMPILE spelled_numbers.c
  COMPILE snis_server_tracker.c
  COMPILE snis_bridge_update_packet.c
  COMPILE solarsystem_config.c
  COMPILE a_star.c
  COMPILE key_value_parser.c
  COMPILE nonuniform_random_sampler.c
  COMPILE oriented_bounding_box.c
  COMPILE shape_collision.c
  COMPILE graph_dev_mesh_stub.c
  COMPILE turret_aimer.c
  COMPILE snis_hash.c
  COMPILE snis_debug.c
  COMPILE ship_registration.c
  COMPILE snis_multiverse.c
  COMPILE starmap_adjacency.c
  COMPILE ogg_to_pcm.c
  COMPILE wwviaudio.c
  COMPILE snis_ui_element.c
  COMPILE snis_font.c
  COMPILE snis_text_input.c
  COMPILE snis_typeface.c
  COMPILE snis_gauge.c
  COMPILE snis_button.c
  COMPILE snis_label.c
  COMPILE snis_sliders.c
  COMPILE snis_text_window.c
  COMPILE snis_strip_chart.c
  COMPILE material.c
  COMPILE stl_parser.c
  COMPILE entity.c
  COMPILE my_point.c
  COMPILE liang-barsky.c
  COMPILE joystick.c
  COMPILE thrust_attachment.c
  COMPILE ui_colors.c
  COMPILE snis_keyboard.c
  COMPILE pronunciation.c
  COMPILE snis_preferences.c
  COMPILE snis_pull_down_menu.c
  COMPILE snis_debug.c
  COMPILE xdg_base_dir_spec.c
  COMPILE shader.c
  COMPILE graph_dev_opengl.c
  COMPILE opengl_cap.c
  COMPILE snis_graph.c
  COMPILE snis_client.c
  COMPILE joystick_config.c
  COMPILE graph_dev_gdk.c
  (limited client)   COMPILE snis_graph.c
  (limited client)   COMPILE snis_client.c
(cd ssgl && make )
make[1]: Entering directory '/home/scameron/github/testsnis2/space-nerds-in-space/ssgl'
  COMPILE ssgl_sanitize.c
  COMPILE ssgl_sleep.c
  COMPILE ssgl_socket_io.c
  COMPILE ssgl_log.c
  COMPILE ssgl_get_primary_host_ip_addr.c
  COMPILE ssgl_get_gamelobby_port.c
  COMPILE ssgl_server.c
  LINK ssgl_server.o
  COMPILE ssgl_recv_game_servers.c
  COMPILE ssgl_connect_to_lobby.c
  COMPILE ssgl_register_gameserver.c
  COMPILE ssgl_register_for_bcast_packet.c
  ARCHIVE libssglclient.a
  COMPILE ssgl_gameclient_example.c
  LINK ssgl_gameclient_example.o
  COMPILE ssgl_gameserver_example.c
  LINK ssgl_gameserver_example.o
cp ssgl_gameclient_example lsssgl
make[1]: Leaving directory '/home/scameron/github/testsnis2/space-nerds-in-space/ssgl'
  LINK bin/snis_server
  LINK bin/snis_client
  LINK bin/snis_limited_client
  LINK bin/snis_multiverse
  EXTRACT THRUST PARAMS share/snis/models/disruptor.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/enforcer.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/starbase5.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/research-vessel.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/conqueror.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/cruiser.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/asteroid-miner.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/battlestar.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/wombat.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/destroyer.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/dragonhawk.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/tanker.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/swordfish.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/vanquisher.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/freighter.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/scrambler.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/spaceship2.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/spaceship3.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/skorpio.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/spaceship.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/transport.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/escapepod.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/mantis.scad_params.h
  EXTRACT THRUST PARAMS share/snis/models/missile.scad_params.h
scameron@wombat ~/github/testsnis2/space-nerds-in-space $ make update-assets
fetching /tmp/snis_asset_manifest27581.txt... done
Creating ./share/snis/replacement-files/default-assets.txt... done
Creating ./share/snis/replacement_assets.txt... done
Creating ./share/snis/solarsystems/tau-scorpii/image2.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rustywall0.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rocky1-rgb-3.png... done
Creating ./share/snis/solarsystems/tau-scorpii/image1.png... done
Creating ./share/snis/solarsystems/tau-scorpii/erth-2.png... done
Creating ./share/snis/solarsystems/tau-scorpii/image4.png... done
Creating ./share/snis/solarsystems/tau-scorpii/sun.png... done
Creating ./share/snis/solarsystems/tau-scorpii/bluish2.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rocky1-rgb-1.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rocky1-normalmap-rgb-1.png... done
Creating ./share/snis/solarsystems/tau-scorpii/gasgiant-d-1.png... done
Creating ./share/snis/solarsystems/tau-scorpii/gasgiant-d-0.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rocky1-normalmap-rgb-3.png... done
Creating ./share/snis/solarsystems/tau-scorpii/jungle3.png... done
Creating ./share/snis/solarsystems/tau-scorpii/bluish5.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rocky1-rgb-5.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rustywall3.png... done
Creating ./share/snis/solarsystems/tau-scorpii/erth-0.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rustywall1.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rocky1-normalmap-rgb-5.png... done
Creating ./share/snis/solarsystems/tau-scorpii/bluish4.png... done
Creating ./share/snis/solarsystems/tau-scorpii/jungle5.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rocky1-rgb-4.png... done
Creating ./share/snis/solarsystems/tau-scorpii/erth-4.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rocky1-rgb-2.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rocky1-rgb-0.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rocky1-normalmap-rgb-0.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rocky1-normalmap-rgb-4.png... done
Creating ./share/snis/solarsystems/tau-scorpii/gasgiant-d-2.png... done
Creating ./share/snis/solarsystems/tau-scorpii/bluish0.png... done
Creating ./share/snis/solarsystems/tau-scorpii/bluish3.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rustywall4.png... done
Creating ./share/snis/solarsystems/tau-scorpii/assets.txt... done
Creating ./share/snis/solarsystems/tau-scorpii/bluish1.png... done
Creating ./share/snis/solarsystems/tau-scorpii/erth-1.png... done
Creating ./share/snis/solarsystems/tau-scorpii/erth-5.png... done
Creating ./share/snis/solarsystems/tau-scorpii/image5.png... done
Creating ./share/snis/solarsystems/tau-scorpii/gasgiant-d-5.png... done
Creating ./share/snis/solarsystems/tau-scorpii/erth-3.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rocky1-normalmap-rgb-2.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rustywall2.png... done
Creating ./share/snis/solarsystems/tau-scorpii/jungle2.png... done
Creating ./share/snis/solarsystems/tau-scorpii/gasgiant-d-3.png... done
Creating ./share/snis/solarsystems/tau-scorpii/jungle0.png... done
Creating ./share/snis/solarsystems/tau-scorpii/image3.png... done
Creating ./share/snis/solarsystems/tau-scorpii/rustywall5.png... done
Creating ./share/snis/solarsystems/tau-scorpii/image0.png... done
Creating ./share/snis/solarsystems/tau-scorpii/jungle4.png... done
Creating ./share/snis/solarsystems/tau-scorpii/gasgiant-d-4.png... done
Creating ./share/snis/solarsystems/tau-scorpii/jungle1.png... done
Creating ./share/snis/solarsystems/karado/maurz1.png... done
Creating ./share/snis/solarsystems/karado/earthlike1-with-clouds-rgb-2.png... done
Creating ./share/snis/solarsystems/karado/ounii-normalmap-masked3.png... done
Creating ./share/snis/solarsystems/karado/maurz3.png... done
Creating ./share/snis/solarsystems/karado/earthlike1-with-clouds-rgb-1.png... done
Creating ./share/snis/solarsystems/karado/maurz-normalmap0.png... done
Creating ./share/snis/solarsystems/karado/earthlike1-normalmap-masked-rgb-0.png... done
Creating ./share/snis/solarsystems/karado/earthlike1-normalmap-masked-rgb-1.png... done
Creating ./share/snis/solarsystems/karado/sun.png... done
Creating ./share/snis/solarsystems/karado/earthlike1-with-clouds-rgb-5.png... done
Creating ./share/snis/solarsystems/karado/earthlike1-normalmap-masked-rgb-4.png... done
Creating ./share/snis/solarsystems/karado/kolaron1.png... done
Creating ./share/snis/solarsystems/karado/skybox-4.png... done
Creating ./share/snis/solarsystems/karado/earthlike1-with-clouds-rgb-0.png... done
Creating ./share/snis/solarsystems/karado/tounah-normalmap1.png... done
Creating ./share/snis/solarsystems/karado/ounii-with-clouds-0.png... done
Creating ./share/snis/solarsystems/karado/tounah3.png... done
Creating ./share/snis/solarsystems/karado/tounah-normalmap3.png... done
Creating ./share/snis/solarsystems/karado/skybox-0.png... done
Creating ./share/snis/solarsystems/karado/ounii-normalmap-masked0.png... done
Creating ./share/snis/solarsystems/karado/norphi5.png... done
Creating ./share/snis/solarsystems/karado/maurz5.png... done
Creating ./share/snis/solarsystems/karado/norphi-normalmap4.png... done
Creating ./share/snis/solarsystems/karado/earthlike1-normalmap-masked-rgb-5.png... done
Creating ./share/snis/solarsystems/karado/ounii-with-clouds-4.png... done
Creating ./share/snis/solarsystems/karado/kolaron3.png... done
Creating ./share/snis/solarsystems/karado/earthlike1-normalmap-masked-rgb-3.png... done
Creating ./share/snis/solarsystems/karado/kolaron4.png... done
Creating ./share/snis/solarsystems/karado/maurz-normalmap3.png... done
Creating ./share/snis/solarsystems/karado/maurz0.png... done
Creating ./share/snis/solarsystems/karado/norphi4.png... done
Creating ./share/snis/solarsystems/karado/tounah1.png... done
Creating ./share/snis/solarsystems/karado/ounii-normalmap-masked1.png... done
Creating ./share/snis/solarsystems/karado/kolaron5.png... done
Creating ./share/snis/solarsystems/karado/kolaron0.png... done
Creating ./share/snis/solarsystems/karado/skybox-2.png... done
Creating ./share/snis/solarsystems/karado/maurz-normalmap4.png... done
Creating ./share/snis/solarsystems/karado/maurz-normalmap5.png... done
Creating ./share/snis/solarsystems/karado/skybox-3.png... done
Creating ./share/snis/solarsystems/karado/ounii-with-clouds-2.png... done
Creating ./share/snis/solarsystems/karado/ounii-with-clouds-5.png... done
Creating ./share/snis/solarsystems/karado/tounah-normalmap0.png... done
Creating ./share/snis/solarsystems/karado/skybox-1.png... done
Creating ./share/snis/solarsystems/karado/ounii-normalmap-masked2.png... done
Creating ./share/snis/solarsystems/karado/norphi-normalmap5.png... done
Creating ./share/snis/solarsystems/karado/tounah4.png... done
Creating ./share/snis/solarsystems/karado/tounah0.png... done
Creating ./share/snis/solarsystems/karado/ounii-with-clouds-1.png... done
Creating ./share/snis/solarsystems/karado/skybox-5.png... done
Creating ./share/snis/solarsystems/karado/ounii-with-clouds-3.png... done
Creating ./share/snis/solarsystems/karado/norphi-normalmap0.png... done
Creating ./share/snis/solarsystems/karado/earthlike1-with-clouds-rgb-3.png... done
Creating ./share/snis/solarsystems/karado/tounah2.png... done
Creating ./share/snis/solarsystems/karado/norphi-normalmap1.png... done
Creating ./share/snis/solarsystems/karado/assets.txt... done
Creating ./share/snis/solarsystems/karado/norphi0.png... done
Creating ./share/snis/solarsystems/karado/maurz-normalmap2.png... done
Creating ./share/snis/solarsystems/karado/maurz2.png... done
Creating ./share/snis/solarsystems/karado/maurz-normalmap1.png... done
Creating ./share/snis/solarsystems/karado/norphi1.png... done
Creating ./share/snis/solarsystems/karado/norphi-normalmap2.png... done
Creating ./share/snis/solarsystems/karado/kolaron2.png... done
Creating ./share/snis/solarsystems/karado/earthlike1-normalmap-masked-rgb-2.png... done
Creating ./share/snis/solarsystems/karado/maurz4.png... done
Creating ./share/snis/solarsystems/karado/tounah-normalmap4.png... done
Creating ./share/snis/solarsystems/karado/tounah-normalmap5.png... done
Creating ./share/snis/solarsystems/karado/norphi2.png... done
Creating ./share/snis/solarsystems/karado/ounii-normalmap-masked5.png... done
Creating ./share/snis/solarsystems/karado/norphi3.png... done
Creating ./share/snis/solarsystems/karado/earthlike1-with-clouds-rgb-4.png... done
Creating ./share/snis/solarsystems/karado/ounii-normalmap-masked4.png... done
Creating ./share/snis/solarsystems/karado/norphi-normalmap3.png... done
Creating ./share/snis/solarsystems/karado/tounah5.png... done
Creating ./share/snis/solarsystems/karado/tounah-normalmap2.png... done
Creating ./share/snis/solarsystems/zolon/p32.png... done
Creating ./share/snis/solarsystems/zolon/e1-normalmap5.png... done
Creating ./share/snis/solarsystems/zolon/p54.png... done
Creating ./share/snis/solarsystems/zolon/p3-normalmap4.png... done
Creating ./share/snis/solarsystems/zolon/p3-normalmap3.png... done
Creating ./share/snis/solarsystems/zolon/p60.png... done
Creating ./share/snis/solarsystems/zolon/e14.png... done
Creating ./share/snis/solarsystems/zolon/p3-normalmap0.png... done
Creating ./share/snis/solarsystems/zolon/p22.png... done
Creating ./share/snis/solarsystems/zolon/p013.png... done
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Creating ./share/snis/models/axis.stl... done
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Creating ./share/snis/models/battlestar/license.txt... done
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Creating ./share/snis/models/battlestar/battlestar_specular.png... done
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Creating ./share/snis/models/battlestar.stl... done
Creating ./share/snis/models/asteroid-miner.stl... done
Creating ./share/snis/models/planet2.stl... done
Creating ./share/snis/models/swordfish.stl... done

262 files already up to date
0 files updated
510 new files
0 update failures

scameron@wombat ~/github/testsnis2/space-nerds-in-space $


And it runs. The very first time, you do have to check the "create ship" box on the first screen.
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Re: Space Nerds In Space

Postby smcameron » 31 Aug 2019, 00:35

Ok, I do see a problem if you do "make models" instead of "make update-assets" and run quickstart.

snis_multiverse: SHUTTING DOWN SNIS SERVER for default
pid(985): readsocket other side closed conn
snis_multiverse: bad client, disconnecting socket 5

snis_multiverse decides to shutdown snis_server since it has no players... well, it shouldn't be but it is.

Ah, I think I see why, it's a bit complicated. The quickstart unilaterally exempted the snis_server instance
for solarsystem "karado" from being shut down, but that is not always the correct one to pick for exemption.

I think this should fix that particular problem: https://github.com/smcameron/space-nerd ... d6b07e8514

Edit: With that, a fresh clone, make, make models, and ./quickstart works.

You do have to check the "create ship" and "main view" checkboxes the first time though.
Last edited by smcameron on 31 Aug 2019, 00:44, edited 1 time in total.
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Re: Space Nerds In Space

Postby fluffrabbit » 31 Aug 2019, 00:43

I'll test it when I have returned to the world of the living.

Also, I never manually ran "make models", just "make". What makes do I have to run manually?
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Re: Space Nerds In Space

Postby smcameron » 31 Aug 2019, 00:47

fluffrabbit {l Wrote}:I'll test it when I have returned to the world of the living.

Also, I never manually ran "make models", just "make". What makes do I have to run manually?


Just "make" and either "make models" or "make update-assets". I recommend "make update-assets" rather than "make models" as it's more assets and it's quicker. "make models" runs openscad to compile a bunch of scad files to stl files, which takes forever, and can be problematic if you happen to have a broken version of openscad. As an aside, "make clean" will wipe out a bunch of .stl files, which will then need to be rebuilt either by "make update-assets" or "make models". There is "make mostly-clean", which does everything "make clean" does *except* make mostly-clean does not delete the .stl files.
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Re: Space Nerds In Space

Postby GunChleoc » 31 Aug 2019, 05:01

smcameron {l Wrote}:
fluffrabbit {l Wrote}:2. Get all the C&H files out of the root directory so we can quickly see what is relevant to launching the game. I know there are some other organizational issues, but this would be a big help to the signal-to-noise ratio.


Flat no. Will fuck up the git history.

That shouldn't be a problem if you move them with the git mv command.
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Re: Space Nerds In Space

Postby smcameron » 31 Aug 2019, 15:04

GunChleoc {l Wrote}:That shouldn't be a problem if you move them with the git mv command.


If that were true, the "--follow" option to "git log" would not exist, because it would not be needed. And git log --follow doesn't even work in all cases.

{l Code}: {l Select All Code}
GIT-LOG(1)                        Git Manual                        GIT-LOG(1)

NAME
       git-log - Show commit logs

SYNOPSIS
       git log [<options>] [<revision range>] [[--] <path>...]

DESCRIPTION
       Shows the commit logs.

       The command takes options applicable to the git rev-list command to
       control what is shown and how, and options applicable to the git diff-*
       commands to control how the changes each commit introduces are shown.

OPTIONS
       --follow
           Continue listing the history of a file beyond renames (works only
           for a single file).


Let's try it:

{l Code}: {l Select All Code}
scameron@wombat ~/github/snistest/space-nerds-in-space $ git diff
scameron@wombat ~/github/snistest/space-nerds-in-space $ git branch testgitmv
scameron@wombat ~/github/snistest/space-nerds-in-space $ git checkout testgitmv
Switched to branch 'testgitmv'
scameron@wombat ~/github/snistest/space-nerds-in-space $ mkdir src
scameron@wombat ~/github/snistest/space-nerds-in-space $ git mv snis_client.c src/snis_client.c
scameron@wombat ~/github/snistest/space-nerds-in-space $ git add src/snis_client.c
scameron@wombat ~/github/snistest/space-nerds-in-space $ git commit -m 'test move'
[testgitmv 44d2cb4] test move
 1 file changed, 0 insertions(+), 0 deletions(-)
 rename snis_client.c => src/snis_client.c (100%)
scameron@wombat ~/github/snistest/space-nerds-in-space $ git log src/snis_client.c
commit 44d2cb46e4251a0009de9a9c3c89c98c0c9fb14c
Author: Stephen M. Cameron <stephenmcameron@gmail.com>
Date:   Sat Aug 31 10:26:04 2019 -0400

    test move

scameron@wombat ~/github/snistest/space-nerds-in-space $


It definitely breaks the history.
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Re: Space Nerds In Space

Postby GunChleoc » 31 Aug 2019, 15:53

Meh. It works just fine with Bazaar, so it's a shame that they didn't implement it better in Git :(
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Re: Space Nerds In Space

Postby smcameron » 18 Oct 2019, 15:32

Code breaking mini-game idea...

Trying to think up some mission scripts, I had an idea for a coded message containing clues which the crew has to decipher. The code would be a simple substitution cipher, with each letter of the alphabet randomly switched with another letter of the alphabet. Given a large enough ciphertext and knowing the language of the plaintext (e.g. English), and knowing the frequency with which letters occur in the target language (e.g. ETAONIRSH...), and knowing a few common bigrams, (TH, HE, IN, ER,...) such ciphers are pretty easy to crack. With some help from the computer (e.g. automated frequency analysis, and allowing the user to try out substitutions easily), it might make a fun mini game that the whole crew might participate in.

What I'm imagining is two windows, on top, the ciphertext, and on bottom, the plaintext (or, possibly alternating lines of ciphertext and plaintext instead). Initially the plaintext window will just contain an underscore for every character. Below the plaintext window is the alphabet, and the players may type in possible substitutions for each letter, which instantly are displayed in the plaintext window. Additionally, the most frequently occurring 2 or 3 unsubstituted characters in the ciphertext are identified.

So it becomes a bit like a game of hangman, or "Wheel of Fortune", you make some substitutions and see if you can recognize what might be some words. You see a letter by itself, and you know it's probably the word "a". You see the most common letter, and presume it is most likely to be "e", the next most common is most likely "t", etc. A three letter word occurring many time is likely to be "THE". As you make substitutions, more and more of the message becomes apparent, and more and more obvious guesses for letter substitutions become apparent, and eventually the message is revealed.

Or, at least that's how I imagine it working.

I could code the entire thing in Lua (though the UI would necessarily be uglier and done entirely within the COMMS window) or I could do a little C programming and make a special "code breaking" computer that would be nicer to use, though it seems a bit too special purpose.

What do you guys think? Is this idea worth exploring?

Perhaps similar to this game: http://www.hanginghyena.com/cryptograms_casual
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Re: Space Nerds In Space

Postby dulsi » 18 Oct 2019, 16:22

I like crypto quotes so I would enjoy an addition like this. I have a idea for crypto quote game set in WW2 but haven't had the time to implement it. I haven't tried this game so I don't know how well it fits into your overall game.
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Re: Space Nerds In Space

Postby smcameron » 23 Oct 2019, 02:04

I have laid the foundation for the de-ciphering mini game, and here's a demo of it. No mission scripts yet take advantage of this system though.

Image[/quote]
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Re: Space Nerds In Space

Postby smcameron » 05 Nov 2019, 04:45

Nothing really new to report right now, except that today, SNIS is 7 years old.
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Re: Space Nerds In Space

Postby Julius » 05 Nov 2019, 11:11

Wow, time to get a divorce :D
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Re: Space Nerds In Space

Postby smcameron » 09 Nov 2019, 18:21

A little video of my process for debugging NPC ship movement.

Image
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