[A16][WIP] RimVerse - Return to the stars

Started by Gedos, January 03, 2017, 12:30:31 PM

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Houkime

Gedos, your plan is much broader than my mod.
And my mod really implements only very initial features.
It's a crapload left to do.
People, really, to implement this before a18 we need at least five people or so)
Help is appreciated.

Houkime

#31
Here is the current very-very buggy code for suborbital jumps with a bit updated architecture and initial animation. Mainly for reference and testing purposes,not really for playing.
More stable version without eyecandies is on my thread.
https://ludeon.com/forums/index.php?topic=30082.0

Gedos, gather your team, write a detailed technical plan like I did for my mod and get to work finally.
I will focus on animation, debugging and travelling around the planet for now. This will take a long while to get it working properly.
And you with your team basically will need to do all other stuff necessary for your particular mod (because i will not implement it)... Which is... a lot.

Example TODO list:

1. Adapt gas and EVA stuff from MarsX.
2. Make a proper empty space map with vacuum and special sun settings (like neverending sun or with eclipses).  You will need transparent terrain and static space background which does not move or zoom when camera goes around for this.

4. Make a special Asteroid Map Generator which will generate one mountain at the center - an asteroid, and the rest will be transparent space.
5. Make a moonlike terrain, lighting and map generation.
6. Generate a small moonlike planet. Again, use MARSX as a reference.
7. Use my TravellingSpaceship Worldobject or sth like that to cruise between planet, moon and roids. Try to care about memory and do mind that a whole planet can be generated from seed.

Modify WorldMap so you can switch between colonies on different planets. Well.. at least you can try.

8. Do a simple galaxy generator without glitterwiorlds, just rimworlds (positions and seeds) and moons (again positions and seeds).
You can try to start from 10x10 uniform stargrid.
Do a simplistic GUI for galaxy which can be accessed from ship core.
9. Do interstellar travel with abandoning all behind and offloading planets from memory.
10. Try to implement glitterworlds and additional stuff to make things interesting:
      For that you will need (example):
1. Make a concept of what can be traded with glitterworlds and make glitterworlds that cannot be really landed on but can be negotiated with.
2. Make a framework for peaceful landing at other bases (don't know, maybe I will do it sometime), trading and stuff.
3. Make a city generation (HARD!) with a landing pad and citizens.
4. Make and add cities for Not-so-Rimworlds.
5. Make glitterworld cities
6. Make mechanoid hives,
7. Make landable robotic trade stations, pirates...
etc etc etc....


Don't even try to make it alone.

Take notice that for space and asteroids and how to do them there were suggestions on your thread.
For fuel I will recommend Xenon (engines' working body) and Uranium (energy).
Xenon can be extracted from planets' atmospheres with special equipment, but it is a long process and you will need to land for this. You will also need a gas network and storage like in MARSX.
Uranium is as usual and you can also purchase it from space stations, mine from roids and obtain at cities and glitterworlds.

[attachment deleted by admin due to age]

johiah

I would be willing to assist, but am useless at graphics and only mildly experienced in python. I have virtually no experience with C#
"My best warden has no jaw"

Houkime

#33
Experience with c# does not really matter.
I didn't have any when I started GridTOL.
Rimworld is not written in a complicated way.
Just classes and methods (sometimes interfaces), nothing too special.

Ok, let's just make a list of what it is mostly about:

1. Classes (most of Rimworld classes are quite straightforward and intuitive),
2. Checking and casting to types with "is" and "as".
Example:
if (thing is Pawn) (thing as Pawn).drafter.drafted=true,
3. Derived classes (ShipComputerCore: Building),
4. Methods,
5. Variables with "Get" and "Set" methods.
6. "Private"/"internal"/"public" modifiers,
7. Method overrides (when class uses an altered version of parent's method),
8. Lists and foreach loops,
9. Reading and searching in source c# code obtained with decompiler (readable, no ASM code reading needed (thankfully))
10. Unity when it comes to graphics
...
and that's mostly it.
Maybe looks a bit scary but really nothing too special.
One day of watching tutorials, looking into source code and messing around and all should be fine enough.

Here's the link to the RimWorld wiki modding tutorials:
http://rimworldwiki.com/wiki/Modding_Tutorials
C# modding section contains links to IDEs and decompiler (better use a version from Zhentar) and instructions  on how to start.

johiah

Thanks!
I understood most of that I think.
Will fiddle around with the defs a bit. If I wanted to make a mod that added animals that healed any wound almost instantly but had low limb health and did not grow limbs back, how would I go about implementing that? An instantly healing attack dog that breeds quickly and dies in three seasons sounds cool.
"My best warden has no jaw"

Houkime

#35
Quote from: johiah on March 05, 2017, 05:05:28 PM
Thanks!
I understood most of that I think.
Will fiddle around with the defs a bit. If I wanted to make a mod that added animals that healed any wound almost instantly but had low limb health and did not grow limbs back, how would I go about implementing that? An instantly healing attack dog that breeds quickly and dies in three seasons sounds cool.

You should ask this question on the Mods/Help subforum so that entire community can share ideas on that.
Haven't messed with this stuff personally yet and by the looks of it it's not easy enough to give you a hint just by glancing into code.

If asking doesn't work then if you really want it you will need to grind through the code to understand how wounds and animals work.
And inspect somewhat related mods if any. Probably better to inspect mods first.
Then you will probably need to derive a special class from Pawn and give it your special behaviour or sth like that.

danzep16

wow i love the idea of space travel
if you need help with anything , i would be happy to help :)
knowledge in design, c # and modeling

Granitecosmos



Although all I can do is XML, please, PLEASE feel free to drop me a PM if you need that kind of help. I'll be more than happy to help! I can also help with testing, spell-checking or outright writing descriptions ;) and other small things that might better be done by someone else so you don't have to worry about it and can concentrate on the important stuff.

Houkime

#38
Sorry, but I won't be able to support RimVerse for an unknown amount of time.
Police forces in Russia are currently trying to illegally jail and suppress all political opposition and not-loyal population.
So it will be kind of hard for me to continue here for some time ranging from a month to years if i have bad luck.

See you.

DariusWolfe

Haven't checked back in here for a bit. I hope everything turns out okay for you, and you make it through as well as you possibly can. Hopefully we'll hear back from you soon that the troubles have passed, and that you're safe and still free.

Hydromancerx


Houkime

Well. Ok. Time for some update.
Good news is that I'm alive and not in jail... for now at least.
Now I'm sort of a legitimate active member of opposition forces and we're deliberately trying to non-violently fight back oppressive regiment which gets more and more oppressive every day. That last part is bad news which means that if we're not active enough we will soon be back to Soviet Union.
We're now consolidating around Anti-Corruption Foundation and mr. Navalny because they have evergrowing population support and do actively fight back.
I don't know if I have enough time for gaming-related software development right now TBH.
That's a kind of life-or-death adventure we're all forced to participate in if we want at least some future.

I heavily encourage any development though. Do not hesitate, sources are all open.

SpaceDorf

I wish you the best !

And thank you for the reminder, that not everyone lives in peace on our little planet.

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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hawkinator

Quote from: Houkime on January 25, 2017, 09:41:28 AM

It is kind of realistic even if KSP-guys will say that flying this way is inefficient as hell.


Am KSP-guy, can confirm. But actually I agree that this would be a good solution for this, simplifying the complexity of orbital mechanics.