daid

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daid
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  • Clients need to enter the control code before they can join the ship. Mostly useful for a multi-ship pvp scenario where you want to prevent players from peeking at the other ship.
    in Control Code Comment by daid May 24
  • So, 1 ship with 10 screens? 10 clients total? Or 50 clients? I don't expect all players to have a screen in a LARP environment right? Any hickups?
  • new BlackHole() should be fine. Most likely you are corrupting memory somewhere then, as EE has no concept of child objects. I cannot tel for sure without seeing your modifications.
  • There is no adding it back, it was never in there. It was just a placeholder.
    in Cloaking Comment by daid May 22
  • EE loads 3D models and textures "on demand" when first shown. Other then that has little no impact. So main screen can startup a bit slower, but in general, it does not really matter for EE. On this aspect, Artemis could be different, but most like…
  • There are different limits, but the FD_SETSIZE limit is the first limit we will hit. Other limits are much larger. This limit is only present for a certain way of checking which sockets have data available for them.
  • I cannot speak for Artemis. For for EE, wired connections really help, the unreliability of WiFi makes things worse. Gigabit or 100mbit does not really matter, the data rate is not high enough to care about that change. Performance wise, the GPU do…
  • It's the server that sets this limit. So with a Windows server, you can only 63 Linux clients, but with a Linux server, you could have up to 1023 Windows clients. But, a compile change in SFML can most likely change this, as a compile time define c…
  • 1. 32 max player ships, and with that, as many clients as you want, there is most likely some upper limit that I don't know about due to tech used. Could be that the number of clients on the windows release is limited to 63 due to this: https://msd…
  • They where contributed as a feature. I think they work fine on player ships, but they are auto-aiming.
    in Turrets status Comment by daid May 12
  • Exactly nothing :-) it's because EE started out as a copy of Artemis features, and Artemis has cloaking. I decided against it later on, but never removed some of the placeholder data.
    in Cloaking Comment by daid May 3
  • Nice! I like the randomness in the engine flames. Which game engine are you using? Also good looking models, where did you get those from? :-)
  • Hello! I have been playing Empty Epsilon, Artemis, and I just recently found out about Quintet through this forum. Engineer is my favorite position to play on simulators. I am working on making my own bridge. However the DMX lighting is quite ex…
    in Introduce Yourself Comment by daid May 2
  • If by relative display, you mean a radar that rotates with the ship? Instead of keeping 0deg at the top? Doesn't exist, and would require a lot of changes in the code due to how a few things are done. I think EVEs scanning mechanism are nice, but t…
  • The WebGL would be purely optional, but it would be used to render everything then, UI, 3D view, all. Everything that is normally on a display. It can replace a monitor so to say. As for an HTTP API, always :-) Right now, I'm just still building r…
  • It will actually be called New Frontiers. New Horizons is the name of an existing NASA probe and I accidentally type that all the time Pretty close in name to "Elite 2: Frontier". Could cause googling problems or other confusion...
  • Funny, as OpenGL 1.x would require sending a shitload of data. While with FBOs, the amount of data you needs to transfer is actually quite limited, as long as the FBOs are static, which they generally are. Accessing textures or framebuffers directly…
  • The ship is navigated in full 3D space using realistic physics What kind of realistic physics? Basic Newtonian physics? Gravity + orbits? Time dilation? There is a lot of wiggle room between "realistic" and "realistic" Note that my initial prototy…
  • From a user perspective, comms not working due to these types of things is not super-distinguishable from comms not working because the program has a bug. That's not ideal, and I fear I've written a lot of code which has the net effect of making th…
  • I just had a wild idea. Bit of background info, my SeriousProton2 engine contains a much better rendering engine then used in EmptyEpsilon (which was pretty much put together with ductape) SP2's rendering uses semi modern OpenGL, and abstracts most …
  • We had that system (my account is a local one), but the moderation overhead against spam became too much of a trouble.
  • If a hotkey is not in the options.ini, then it's not implemented. Could be the case for combat maneuvers...
    in Hotkeys Comment by daid April 22
  • Scripts can create extra buttons on consoles. But that did require a bit of code for the network-replication. Which is where scripted consoles across network would cause a shitload of work :-) But extra basic buttons and messages to consoles is alre…
  • I'm going to be blunt. XML for that is stupid, in general XML is not the right too for a job :-) it has a few uses, but for a lot of locations where it is used it causes more problems then it solves. I considered scripting the screens with just pure…
  • Good to know that the android version works on more devices. I've seen text go messed up, and the radars not working on some devices. The Captain probably still has to work a console in combat. As Captain, even if I have a full crew, I usually grab …
  • The screen renderer is quite flexible. It basically renders on a "virtual" display which always has a fixed height and a flexible width. And then aligns widgets to different edges/corners or the center. So there is no risk on widgets falling off the…
  • Multi monitor setups could work, but will require some code changes. First off, SFML doesn't understand multiple monitors. So if the game enters full screen, 1 monitor will remain unused. To get around this, you need a "fake fullscreen" mode, where …
  • Not sure what you are looking for. You do know about the additional operation/tactical/engineering+ screens? Note that the code itself wouldn't have much problems in running multiple stations at the same time. For example helms&weapons side by …
  • "OpenID" will even allow you to setup your own identity server. So social media crap required.
  • My mistake: https://github.com/daid/EmptyEpsilon/commit/c01a78952e75deb057ff285878ac019205c0a790 should fix it.

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