[GAME] EmptyEpsilon

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Comments

  • nallath said:

    One of the ideas that i've had (which might suit web devs somehwhat) is having multiple screens that are only used for data display / simple operations

    We have talked about similar idea. It would be cool we could have many little display widgets and you could cherry pick what you want to display and where.

    Hells yes.
    I'm strongly in favour of this, but lack the skill to make it happen on the software side. I look forward to seeing what people come up with.
  • Stand-alone widgets shouldn't be that hard to create with the http API and some web dev skills.
  • daid said:

    Stand-alone widgets shouldn't be that hard to create with the http API and some web dev skills.

    You're right. I looked in the api and building interfaces on top of it is easy.
  • Ran a game last night. Basic in normal difficulty with almost full crew ( I was engineering and captain).
    With two players (science and relay) over the internet. Went good, all had fun did not experience any bugs or faults.
    Our science station. He was completely new to the game. Did most of the toturial, but picked it up pretty quick. He enjoyed the scanning feature. But was concerned when his mouse wheel zoomed but there was also a zoom button, but I reassured him it was for touch screens.
    The linking probes to science worked well and was picked up quickly.
    Since we had like 10 other games everyone wanted to play we didn't get to another game of EE.
  • Dr_JT said:

    I've been playing around with button shapes and colors. It would be really nice to have a different border_background.png and button_background.png for each station. That way we could give each station its own style.

    I withdraw this request. I've been testing on a single computer and didn't even think that having different themes for each station is easy when on different computers and the mod="resource folder" makes it very easy even on the same computer.
  • kwadroke said:

    daid said:

    Manual beam fire? I know Artemis has something like that, but it confused the hell out of me as a player...

    Being that in EE we can target a system with the on-screen controls, the Artemis way isn't needed. But being able to toggle the auto beam firing on/off might be nice.
    Couldn't you just reduce beam power to zero to shut them off?
  • How do you target a system? I don't see anything for that.
  • Dr_JT said:

    How do you target a system? I don't see anything for that.

    Bottom Left. It defaults to Hull.
  • edited March 2016
    I've checked every screen and I don't see it. Is it an option I have to set?
    I'm running the latest auto build.

    Never mind. I found it. It's on the bottom right with the shields toggle.
  • hello, i want to ask some q.
    - how to add own ships/3d models as mod
    - is there a sdk/wiki for the web api?


    btw. great game :)
  • Adding ships requires you to edit the lua files. Just open shipTemplates.lua and modelData.lua in a text editor. And poke around.

    The web API is currently undocumented. There is some information spread out along the forum and the github issue tracker.
  • wopot said:


    - is there a sdk/wiki for the web api?


    I'm planning on writing documentation for the http api. If you've got any questions about it just ask here and me or someone else will help. :)
  • wopot said:

    hello, i want to ask some q.
    - how to add own ships/3d models as mod
    - is there a sdk/wiki for the web api?


    btw. great game :)

    wopot I just posted some ships I made, http://bridgesim.net/discussion/187/lees-ships#latest

    May give you an idea what needs to be done.
  • edited March 2016
    have found Flea11 thread after posting, derp.
    very good post. thank you a lot.

    i want to make a mod with diff models/skins

    thank you jozan

    the github from kwadroke is realy helping:
    https://github.com/kwadroke/emptyepsilon-www


    maybe helpfull
    [code]
    commandSetSystemPower(ESystem system, float)
    commandSetSystemCoolant(ESystem system, float)
    getSystemHeat(ESystem system)
    getSystemHealth(ESystem system)
    src/shipTemplate.cpp
    if (str == "reactor")
    es = SYS_Reactor;
    else if (str == "beamweapons")
    es = SYS_BeamWeapons;
    else if (str == "missilesystem")
    es = SYS_MissileSystem;
    else if (str == "maneuver")
    es = SYS_Maneuver;
    else if (str == "impulse")
    es = SYS_Impulse;
    else if (str == "warp")
    es = SYS_Warp;
    else if (str == "jumpdrive")
    es = SYS_JumpDrive;
    else if (str == "frontshield")
    es = SYS_FrontShield;
    else if (str == "rearshield")
    es = SYS_RearShield;
    Max Power: 4.0
    Max Coolant: 10.0
    Max Power for Max Coolant:
    [/code]
    //found here: https://gist.github.com/kwadroke/5d62491d81a625b077aa
  • Someone had wanted to be able to turn the Beams on or off. Here is a simple HTML that will do that. It also shows how to send commands through the www interface.
    function beamOn() { new Image().src = 'http://localhost:8080/set.lua?commandSetSystemPower("beamweapons",1.0)'; } function beamOff() { new Image().src = 'http://localhost:8080/set.lua?commandSetSystemPower("beamweapons",0.0)'; }

    I use the image load as a sleazy way to stay on the same web page. There is nothing fancy here. Just a couple of buttons. I'll do fancy if I want to continue with any kind of web interfacing.
  • Nice, I have yet to apply the web interface, soon I hope.
  • Note, this is my testing script for the API, which uses JQuery. Less dirty then the image method, and allows you to capture the return values of the script:
    <!doctype html>


    EmptyEpsilon player = getPlayerShip(-1) if player == nil then return {error = "No ship"} end return {hull = player:getHull() / player:getHullMax()} Send function send() { $.post('exec.lua', $("#script").val(), function(data) { $("#output").text(JSON.stringify(data)); }, "json") .fail(function(x, y, reason) { $("#output").text("FAIL"); }); }
  • We had an event this weekend which we had some time to work on some more functions for my https://github.com/kwadroke/emptyepsilon-www repo. I'll upload my changes hopefully later this week. We've added a "Game Helper" screen to help repair a seriously broken ship for new players, a option to enable/disable autorepair & a function called "Good Luck Engineer" to break the ship for more experienced crews.
    daid said:

    Note, this is my testing script for the API, which uses JQuery. Less dirty then the image method, and allows you to capture the return values of the script:

    Looks cool. We were wondering how we'd use exec.lua. We figured out set.lua & get.lua.
  • Is joystick supported?
  • jozan said:

    Is joystick supported?

    I haven't tested it, but, I believe so.
  • kwadroke said:

    jozan said:

    Is joystick supported?

    I haven't tested it, but, I believe so.
    Nice, I'll test it this week and will report my findings. :)
  • edited March 2016
    Today @HenriVesala tested different DMX configurations and all of them worked very well. Weird enough, the blinking of lights disappeared for some yet unknown reason on OS X.

    The DMX configuration wiki is also up to date. I added couple of Table of Contents, updated condition/trigger values table to have Alert/YellowAlert/RedAlert, and added an example configure lights to flash when shield absorbs damage.
    https://github.com/daid/EmptyEpsilon/wiki/DMX-Configuration
  • Long story short. I had a problem with dmx on mac os x. My test dmx rgb spot light had some random flickering that manifested only when using OS X and not in Windows. However I got my other "better" dmx rgb light back and there were no flickering when using it in OS X. So it just might be that low quality device & OS X doesn't like each other.
  • Hi,

    Is there any ways to configure keyboard shortcuts for EE yet ?

    For instance, we could use them for :
    - Setting thrusters at 100%, 0% or -100%.
    - Launching missiles, selecting missile type and/or reloading
    - In the Relay screen, being able to activate the set waypoint mode with a key, or being able to select dialog options during communications with shortcuts.
    - In the Science screen, scanning nearest ship, accessing database ...
  • If you look at the options.ini file you will see that there are Hot Keys that can be defined. I don't know how to define them because I really don't care to use them.
    You could also write a web interface to set things in the game.
  • So Daid, how would you feel about someone running multiple EE Bridges at GenCon in August?
  • So Daid, how would you feel about someone running multiple EE Bridges at GenCon in August?

    I hope to see Artemis as well as Quintet there, as this will be my first year to attend GenCon. I'm not sure if either will be there this time. If I remember right, it's kind of expensive to get places to run games like this at GenCon.
    Plus with daid not being in the US, I'm guessing that's unlikely.
  • I mean me running it. Being the Guy who has provided the IT resources (hardware et al) for the last 2 years for the GenCon Artemis.. There will indeed be Artemis there 1 RP event , and from my understanding 2 custom bridge layouts.. but I will have 4 bridges of gear. I'd like to run EE rather than Artemis, hence my question to Daid..
  • edited March 2016
    Cool. Guess I mis-read your post.
    I wouldn't mind playing some EE @ GenCon.
  • I'd like to run EE rather than Artemis, hence my question to Daid..

    Why would you need permission? I would say, hell yes. I cannot be there (simply too expensive)

    But if you need any features, let me know.
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