Cosmic Frontiers Redux

Okay, so Cosmic Frontiers is undergoing major changes right now. As I added more and more features into it, the code became harder and harder to maintain. Therefore, I decided to start anew.

Nothing is going to be majorly different from the outside, the work is mostly on the inside – code optimisation and compression. So far I’ve changed the packet structure slightly, as well as the GUI implementation – it is now more generalised. I’ve also laid the foundations for some new features, however I have to get the new version of the game to the same state as it was, before making any significant additions. Naturally I didn’t start completely from scratch, so hopefully it won’t take as long to get the game to its prior working state as it did initially.

As such, it’s probably going to be a while before another open beta test is held. I will keep posting updates on the progress, as well as thoughts on new features. In addition, I plan to post some thoughts and ideas concerning the game lore and the in-game universe. There are some exciting changes coming on that front – at least from my point of view.Also, an Cosmic Frontiers wird gerade hart gearbeitet. Als ich immer mehr ins Spiel hinzugefügt hatte, wurde es immer schwieriger, den Code zu pflegen. Genau deswegen entschied ich, das Spiel neu zu schreiben.

Es wird fast genauso wie früher aussehen, die Arbeit ist meistens an den inneren Aspekten – so wie, zum Beispiel, an der Optimisierung und Kompression vom Code. Bis jetzt habe ich die Paketen-Struktur ein wenig geändert, sowie auch die GUI-Implementierung – jetzt ist sie etwas generalisierter. Ich habe auch begonnen, manche neue Features zu machen, doch ich muss erstmal die neue Version zu dem selben Zustand wie früher bringen, bevor ich etwas Neues hinzufüge. Natürlich habe ich nicht begonnen, das Spiel von Grund auf neu zu schreiben, also es wird nicht so lange dauern bis ich es wieder auf dem selben Niveau wie früher habe.

Deswegen wird das nächste Beta-Test nur nach einer Weile durchgeführt. Inzwischen werde ich weiter Aktualisierungen schreiben, sowie auch Gedanken an neuen Features. Außerdem habe ich auch vor, über manche Gedanken und Ideen bezüglich die Geschichte des Spiels und das Universum schreiben. Es gibt viel Interessantes da – zumindest so ist es meiner Meinung nach.

Cosmic Frontiers Beta Test 2

Two successful beta test sessions were conducted today, and we’ve gone a long way! Big thank you to maximus2709, Cheremenin, Zufallsmensch, Starkkz, Mechanolith (JoaoP), uprate6 and PartyPooPer. Hopefully I’ll be able to conduct a beta test with more people from Unreal Software, but there’s still a lot to do – lots of bugs have been discovered by the testers.

First 50 players will receive unique ships, weapons and devices – 43 sets remaining!

Cosmic Frontiers Registration

It’s a little late into the day (at least here), but you can register an account for the game on this page.

The game files can be found at this link.

The main testing server is open and available to join at 91.214.131.170. You’ll need to edit the file data/server.cfg and enter that IP there. After that, you can log in with the account you have created. Thank you for participating.

Cosmic Frontiers Beta Test

So. Finally, you will be able to get a first-hand experience of the game. Unfortunately, it’s not going to be very grandiose. Not too many pretty new features have been added, and some old ones are actually less stable now. However, the point of the test is not so much to test the features, old or new, but to test out the new packet structure. I’m trying to get as many people as possible on the server to test the capacity and load. I will provide means of registration for the beta test soon.

Cosmic Frontiers Update 2

This just in: Cosmic Frontiers now has an auto-updater system! If the local version of the game differs from the remote one (hosted here), you will be prompted to update. You may decline, or, if you accept, the game will begin downloading files automatically.

updaterprompt

download

Also, the damage system has been reworked. Ships now blink in a certain colour according to the damage type – they blink blue when the shield is damage, yellow when the armour, and red when the hull. There is also a death window that appears, quite obviously, when you’re dead, prompting you with a choice to either load the last save and continue playing, or disconnect (that still loads your last save).

youaredead

Cosmic Frontiers Update

I’ve been working on Cosmic Frontiers some more over the past few days to implement some ideas I’ve gathered and come up with.

First of all, I’ve just (about 10 minutes ago) implemented a firing system – you can now fire the guns you have installed on your ship. A damage system is also in progress.

In addition, the game now supports server side and client side scripting. An events system is in place, allowing to call functions when a certain event has been triggered, like shooting or docking with a station.

I’m also working on an interface revamp. Here’s a preview of the login screen:

Ships fly in the background and the background itself moves gently across the screen.

As for other projects – I’m working on a life support system à la Garry’s Mod. I’ve done the environments – a hostile environment will drain your suit resources. The next step is actual life support devices that give resources.Ich habe an Cosmic Frontiers in den letzten Tagen mehr gearbeitet, um manche Ideen die ich bekommen habe zu einbauen.

Erstens habe ich gerade (vor etwa 10 Minuten) ein Schießensystem eingebaut – man kann jetzt die Waffen die man auf dem Schiff hat feuern. An einem Schadensystem wird auch gearbeitet.

Darüber hinaus hat das Spiel jetzt Server- und Clientscripten. Ein Ereignis-System wurde gemacht, die erlaubt, Funktionen aufzurufen als eine Ereignis stattgefunden hat, z.B. beim Schießen oder Andocken.

Ich arbeite auch an einer Interface-Modernisierung. Hier ist ein Vorschau des neues Login-Fensters:

Schiffe fliegen im Hintergrund, und der Hintergrund selbst bewegt sich sanft durch den Bildschirm.

Was andere Projetken betrifft, arbeite ich auf einem Lebenserhaltungssystem für den Spacebuild CS2D-Mod. Ich habe Umgebungen schon gemacht, also werden feindliche Umgebungen die Ressourcen des Raumanzuges leeren. Der nächste Schritt ist, Lebenserhaltungsgeräte einzubauen, die die Ressourcen auffüllen werden.В последнее время я немного работал над Cosmic Frontiers, чтобы реализовать некоторые собранные и придуманные мной идеи.

Во-первых, я только что (где-то 10 минут назад) сделал систему стрельбы – теперь можно вести огонь из оружия, установленного на корабле. Система урона также в разработке.

В добавок, игра теперь поддерживает скрипты на стороне сервера и клиента. Сделана система событий, позволяющая вызывать функции когда произошло определённое событие, как выстрел или стыковка со станцией.

Я также перерабатываю интерфейс. Вот предпросмотр экрана логина:

На фоне летают корабли, и сам фон слегка плывёт по экрану.

По поводу других проектов – я работаю над системой жизнеобеспечения а-ля Garry’s Mod для мода Spacebuild. Я закончил окружения – враждебные окружающие среды планет требуют ресурсов скафандра. Следующим шагом будет разработка устройств жизнеобеспечения, которые генерируют ресурсы.

Motion Detection

Well, now that school is over, it’s time for some personal projects.

YouTube video: http://www.youtube.com/watch?v=t3il69EBzO8

First of all, I’m going to be revamping VisualLua for CS2D, quite possibly from scratch – it’s really messy and unstable, so expect a version 1.4 in the near future.

In other news, I’ve started a new project, it’s a really exciting one for me since it’s new territory. It’s CS2D motion control – by that I mean you can do different actions in CS2D by moving your hand around. This night I’ve done some basic things with it, such as movement of the cursor with your finger and hovering over and pressing buttons.

It is not for controlling CS2D itself, it’s only a Lua library that creates a scripted cursor and GUI elements. I have tried making CS2D control, but since there is no possibility of controlling the player’s action out of Lua code (DC, grr!) it’s a way too hacky to implement (it uses xaut).

I’ve used the OpenCV library for Python to track the position of a bright red marker in the webcam’s field of view. It’s very simple since I lack the knowledge to make it more efficient. There’s also problems like memory leaks and such, but this is a step forward nonetheless.

This is by no means a full replacement for the mouse and keyboard, this is simply an experiment. I may make a public release of this later. Also expect a YouTube video demonstrating the features live in a dozen hours or so; for now, have these images to show you how it works (white dot is the cursor, white/red rectangle is a button):

Mo-cap 1
Mo-cap 2