snis_arduino /dev/ttyACM0
CapnRobberts {l Wrote}:IHow do mission scripts work across servers/systems? Or how is a script preserved if an instance is shutdown then restarted? How would you have a mission script work that needed to go from one system to another? Is there data storage inside the bridge info on the multiverse server that will let lua scripts from one system write data that is readable by scripts in another system?
smcameron {l Wrote}:Ha ha. They don't, they're not, you can't* and nope. Lua scripts run entirely within a snis_server instance, and one Lua script cannot communicate with another Lua script in a different snis_server instance, and if a snis_server instance is shut down, the states of any Lua scripts it is running are lost.
smcameron {l Wrote}:Another point to bring up is because it is so hard to get a group of people together to play, and because invariably after an hour or so, at least one person seems to have some place else they need to be, there's very little continuity between sessions. So the idea of having some long campaign over many sessions where one chain of events leads to another, and there's a long, involved story... just doesn't really seem to work. This genre of game seems to naturally be best served in small, bite-sized, self-contained chunks that are independent of one another.
MCMic {l Wrote}:That’s a nice idea!
I’m not sure I’ll have enough hardware for a multiple windows setup anytime soon though.
CapnRobberts {l Wrote}:Would you really want to push 4k OpenGL through a Pi4?
smcameron {l Wrote}:@MCMic, Sounds cool, I hope it goes well. I'll try not to break things before then. If you like, I could mention this on https://bridgesim.net, there are some French speaking people there, though I do not know if they are near Lyon. (But if you can only accept 6 people, perhaps you don't need any help rounding up a crew.)
smcameron {l Wrote}:I have a patch to move the solar system center to (0,0,0) which helps a little with the weapons jittering (but doesn't fix it completely). But it breaks the 2D demon screen a little bit, so I have another patch to remove the 2D demon screen altogether, and then working on more patches to make the 3D demon screen do everything that the 2D demon screen can do. One thing that the 2D demon screen is good at that the 3D demon screen is not very good at is manually creating a whole bunch of objects in a particular arrangement. I haven't figured out a way around that. This capability is nice for creating Lua scripts, you can just place a bunch of objects manually, then use the "enscript" command to save the layout to a Lua script, which you can then modify. Saves you from having to create an algorithm to place things. So I've been sitting on those patches while I try to get them into acceptable shape and make sure they don't break anything. Still not there yet.
I suppose I should hold off on committing those two big changes until after 2020/04/04.
And that probably goes for changes related to the weapons and damage system mentioned in this issue: https://github.com/smcameron/space-nerd ... issues/243 Or at least such changes should be hidden behind a tweakable variable.
(In case I do break things, you could always use an older commit if need be, however in that case, you run the risk that the extra assets might from spacenerdsinspace.com might not match up exactly right (not that they change that much, but they do change from time to time.))
smcameron {l Wrote}:I have a patch to move the solar system center to (0,0,0) which helps a little with the weapons jittering (but doesn't fix it completely). But it breaks the 2D demon screen a little bit,
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