Author Topic: OpenSMACX v0.2.3  (Read 18144 times)

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Offline mmmniple

Re: OpenSMACX v0.2.1
« Reply #60 on: March 31, 2020, 12:56:06 PM »
Hello,great to see the proyect go on. :danc:
I think than it is better avoid enter on opengl programing,and use SDL as the game is 2d (if we excluded the voxel , but they are render using software) as it happens with the great Blade Runner which has been reverse enginer and supported by scummvm developers.
(On their forum they discuss the 3d slice model for add on scummvm or on residual vm.)

I tried RE caviar voxel but sadly i was no succesfull.Curiously just before i saw this thread, I had just post some request on two places where they are some experts reverse enginering 3d formats :

https://zenhax.com/viewtopic.php?f=5&t=13381

and

https://forum.xentax.com/viewtopic.php?f=18&t=21948

I hope we have any answer soon.

In case it did no happens,we always could make a bounty ,as you can see on Messiah case by MrAdults:

https://forum.xentax.com/viewtopic.php?t=6763

"
I happened to snag this one on a bounty earlier this week. Because the guy offering the bounty is offering it to have the format and specs opened up to the community, as he isn't a massive dickchugger like everyone who's ever offered a "bounty" here. That means Messiah will be supported in the next build of Noesis, and loader code will be forthcoming."

what people thinks about it?

a question : have you the part of caviar render library extracted/exported ?

Thanks

Offline bvanevery

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Re: OpenSMACX v0.2.1
« Reply #61 on: March 31, 2020, 05:23:10 PM »
Bounties mean paying someone money, right?  Leaving aside the question of where one would get the money, there's the question of how much money, from the standpoint of the person who does the work.  I foresee a lot of labor hours, for this voxel format reverse engineering problem.  That's based on the various open source efforts to reverse engineer it, that have existed in the past, but that stalled out and didn't get very far.  Someone demonstrated the ability to texture the voxel artwork, they managed to figure the texturing out.  But... if it didn't get solved already by the usual open source means, then it doesn't smell like an easy problem.  So I really have to wonder, if anyone can offer a bounty high enough, to get that job done in the real world.  YMMV.

This is why I broached the subject of creating 3D models from scratch.  But... as all of my effort presently will go into a commercial title, and not this timesink, all I can say is "good luck" and hope one of you folks figures out what you want to do someday.  All I can do is give the advice I gave.  I've given 2 years of my life to "the cause" of SMAC and that's enough.

Offline mmmniple

Re: OpenSMACX v0.2.1
« Reply #62 on: April 01, 2020, 05:26:53 AM »
Hello, first say excuse me : it was a idea I had only thinking on how it could help the proyect after create my posts while I was looking on the website and found the Messiah one.

I understand you plenty , and it would be a shame you stop for my fault : the proyect is, and always will be open source. You has no wasted 2 years.
As you can see on the post I created, I did no write anything about a bounty.
Excuse me

Offline bvanevery

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Re: OpenSMACX v0.2.1
« Reply #63 on: April 01, 2020, 06:34:48 AM »
I understand you plenty , and it would be a shame you stop for my fault : the proyect is, and always will be open source. You has no wasted 2 years.

Actually, I meant my own modding project, that I put 2 years into.  Not OpenSMACX.  Never touched binary code, only did *.txt modding.  And it's taken 2 years.  Can't call it open source per the Open Source Definition because my license restricts the field of endeavor to noncommercial.  I put it under CC-BY-NC license, figuring if anyone ever stood the remotest chance of being paid for it, it jolly well should be me.  But hey, in the real world, people can mod my mod, long as they give me credit.  Good enough for what people will actually do with this old game.

Quote
As you can see on the post I created, I did no write anything about a bounty.

Yeah, I guess you asked "what people think" about it.  I think bounties are unlikely to work, because it's way more labor than the amount of money probably anybody's going to offer.

Offline scient

Re: OpenSMACX v0.2.2
« Reply #64 on: May 18, 2020, 01:27:36 AM »
New update available. Not much in the way of bug fixes but lots of additional code and clean up.

Offline scient

Re: OpenSMACX v0.2.3
« Reply #65 on: August 18, 2020, 11:10:32 PM »
Created a new release. I've moved to trying to push changes more frequently so code base is generally within a day or two from my local copy. This does fix a couple of bugs in my code. The biggest one thanks to induktio for reporting. A small change in the Random class code caused all sorts of map weirdness. I'd say this release is stable enough to play games with. Definitely let me know if you notice or run into any issues!

Offline EmpathCrawler

Re: OpenSMACX v0.2.3
« Reply #66 on: September 19, 2020, 04:25:48 PM »
Some lazy Saturday morning reading led me to a potential bug fix here:

https://github.com/b-casey/OpenSMACX/blob/defe36bdb1604c738f9cdf842ce1c8caabc456f1/src/faction.cpp#L222

Circumstantial evidence suggests that this Psi Gate prereq check in the climactic_battle function is legacy code left over from when Psi Gates apparently had some role in a Transcendence Victory. I wonder if it makes the AI unduly agitated too early at the arbitrary tech of Matter Transmission?

See this thread on reddit regarding the evidence: https://old.reddit.com/r/alphacentauri/comments/iua8v2/miriams_psiicide_put_in_another_light/

Offline scient

Re: OpenSMACX v0.2.3
« Reply #67 on: September 20, 2020, 04:46:55 AM »
Some lazy Saturday morning reading led me to a potential bug fix here:

https://github.com/b-casey/OpenSMACX/blob/defe36bdb1604c738f9cdf842ce1c8caabc456f1/src/faction.cpp#L222

Circumstantial evidence suggests that this Psi Gate prereq check in the climactic_battle function is legacy code left over from when Psi Gates apparently had some role in a Transcendence Victory. I wonder if it makes the AI unduly agitated too early at the arbitrary tech of Matter Transmission?

See this thread on reddit regarding the evidence: https://old.reddit.com/r/alphacentauri/comments/iua8v2/miriams_psiicide_put_in_another_light/

Hmm, that could be. There is definitely some odd behavior with some of these end game related functions. For example, aah_ooga() basically doing nothing in climactic_battle().

I recently pushed drafts of two net new functions that call climactic_battle().
great_satan(): https://github.com/b-casey/OpenSMACX/blob/master/src/faction.cpp#L148
at_climax(): https://github.com/b-casey/OpenSMACX/blob/master/src/faction.cpp#L241

In tech_val(), it's used to prioritize FAC_ASCENT_TO_TRANSCENDENCE tech:
https://github.com/b-casey/OpenSMACX/blob/master/src/technology.cpp#L388

I've attached a screenshot of the other references to climactic_battle(). I'm planning on doing rankings() soon. The other three (base_build, probe, tech_research) will be in future. I figure once all calls to things like climactic_battle() are done it will be easier to figure out impact and see if any tweaks or fixes are needed. But that does make sense about potential for AI to get prematurely aggressive thinking end game is near.

These is also reference to Psi Gate inside base_hurry where I think AI (and maybe gov controlled bases) will potentially prioritize and hurry building Psi Gates if end game is detected.

Offline EmpathCrawler

Re: OpenSMACX v0.2.3
« Reply #68 on: September 23, 2020, 10:51:02 PM »
https://github.com/b-casey/OpenSMACX/blob/d7cf7140dfa5e24cd3462f7d37b0b65c2c591159/src/game.cpp#L106


Are turns 1-indexed? This line leads me to believe they are, as does the fact that games begin in MY 2101 even though alphax and the opening narration suggests 2100. I want to clarify something on the wiki if so.

Offline scient

Re: OpenSMACX v0.2.3
« Reply #69 on: September 23, 2020, 11:20:45 PM »
https://github.com/b-casey/OpenSMACX/blob/d7cf7140dfa5e24cd3462f7d37b0b65c2c591159/src/game.cpp#L106


Are turns 1-indexed? This line leads me to believe they are, as does the fact that games begin in MY 2101 even though alphax and the opening narration suggests 2100. I want to clarify something on the wiki if so.

They are. If you look at this this value on loading a brand new game as the first faction it shows as 1.

Offline Blake00

Re: OpenSMACX v0.2.3
« Reply #70 on: October 16, 2020, 06:41:21 AM »
This is super cool!

Blake's Sanctum: Civilization Series (Incl Colonization & Alpha Centauri)

Offline mmmniple

Re: OpenSMACX v0.2.3
« Reply #71 on: March 26, 2021, 12:56:47 PM »
Hello, first say I hope and desire than everyone and relatives are fine as covid is being terrible.

Sadly I had to halt and I could no resume seriously with my two personal projects (both are reverse engineering : one caviar voxel and the other, which is far easier, a program called LiveMove 2  which was used to create "motion files" on wiimote, wiimotion plus and psmove,as I go on studying for a state job (which exams also have delayed by covid).


I would make a request, if you don't care, Scient

Quote
Honestly, voxel classes (Caviar/CaviarData) aren't that complex in the grand scheme of things (from my cursory look through functions). It won't be too difficult to break them down."


Could you please break them down / convert to dll to look them on the little rest times?
or simply but some note on the Ida database and share it.
I would love look it from time to time when I can.
(excuse me if my English has some mistakes)
Thanks to everybody for go on with this wonderful project!
Yours

Offline Blake00

Re: OpenSMACX v0.2.3
« Reply #72 on: August 05, 2022, 09:30:20 AM »
Sad to see this has gone quiet over the last couple of years. Also surprised that it's not more well known. Have posted a thread over at CivFanatics. Maybe it'll lure some more volunteers here...

Blake's Sanctum: Civilization Series (Incl Colonization & Alpha Centauri)

Offline magic9mushroom

Re: OpenSMACX v0.2.3
« Reply #73 on: July 15, 2023, 06:35:50 AM »
Is the random-event code in there somewhere? I can't find it.

Also, regarding genejack factories' effect on mind-control cost, you seem to have the x2 to distance-from-HQ but not the x3/4 to overall cost.
« Last Edit: July 15, 2023, 07:23:03 AM by magic9mushroom »

 

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