Hurray! Another multiplayer clone project. :)

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Soap
Posts: 8
Joined: Mon Feb 08, 2016 5:58 pm

Re: Hurray! Another multiplayer clone project. :)

Postby Soap » Sun Jun 05, 2016 9:16 am

Trying to build a small asteroid station that I can drop somewhere to be our base.
With piloting system if I have to move it manually ingame.

I don't know if I have to create manually the asteroid (ship) in game folder and how to do that ^^
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Sun Jun 05, 2016 1:06 pm

Gen(erated) Ship creation tutorial

A Gen ship is a ship model thingy that is used by the game's event manager and ship shops.
The easiest way to make gen ships for now is by using a dev shipyard system ingame.

There are differences in the first steps of how to do this for different versions of the game.

Version a0.5
1. Go to Tachyon\Server\WorldGen\ folder
2. There you can see 3 folders: Events, GenShips, GenShips_dev
3. Rename the GenShips folder to something else, and rename the GenShips_dev to GenShips

Version a0.7
1. Go to Server\WorldGen\Events\​ and open the WorldGen.xml​
2. There are 2 events in that file:
one with:
<event_param chain_event="SPAWN_SINGULARITY"></event_param>​
and another one with:
<event_param chain_event="SPAWN_D31"></event_param>​
The first one is disabled because it's written as event2​
3. Enable the first event (remove the 2)​ and disable the second one (make it event2)

4. Now clear the server database - either manually remove the database folder or run the cleandb.bat​(in this case the user logins are kept)
5. Then start the server, connect to it and you will spawn on a station that has a shypyard system installed on it.
6. Go to the shipyard system and find your ship there.
Note: The shipyard system is not user friendly so if you have too many ship or system models they might not fin on the screen,
and there's no way to scroll. So to access the ones you need, remove the ship/system models from the models folder before starting the server.
But don't forget to move them back once you're done.
7. Install all the systems you want to have on your ship and hit create.
8. Your ship will be created near the station, but you will not exit the shipyard screen(so it seems as if nothing happened)
9. When the ship is created it will have name = RACE_CLASS_LEVEL_<What ever name you've entered in the shipyard screen>
Note: If you want to create 2 ships with the same RACE, CLASS, and LEVEL then be sure to give them diferent names in the shipyard screen.
Othewise only one of them will be saved in the end.
10. Once you have your gen ship ready - stop the server - by closing the server window, it will auto save all the ships in the database.
11. Go to Server\DataBase\Ships\ folder there you will see folders for each ship, folder name = ship's ID.
12. By default ships have ID's like 1c89fce8-2684-4b15-8e9c-13546ba43fb9.
13. But Gen ships that were made with the shipyard system have their ID's = Ship's name
14. So if you have created a HUMAN, STATION, LEVEL4, named ASTER_BASE look for folder named HUMAN_STATION_L4_ASTER_BASE.
That is your Gen ship.
15. Copy this gen ship folder into the GenShips folder that you have renamed in pt. 3
16. Now you have a gen ship that you can reference in the Events.
17. Revert the changes that you did in pt. 3

Shops (Price and Rarity):
By default teh Gen Ship's RARITY = 100. And price = 0
It means that this ship will never appear in the shops.
If you do want to have your Gen ship appear in the Trader's shops then:
1. Go inside the Gen ship's folder.
2. Open the data.dat file with notepad(or any other tool)
3. Change the RARITY value to whatever you want.
Notes: no space chars near the = sign, and all ship parameter should be on a separate line
4. Add a line PRICE=150 (or what ever price you want your ship's hull to have by default)
5. Save the file.
6. Now your ship will appear in the shops.
Note: The actuall price the trader will charge for the ship can vary.
Last edited by kcd.Spektor on Sat Nov 05, 2016 7:22 am, edited 1 time in total.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Sun Jun 05, 2016 1:18 pm

Events tutorial

There are 3 types of events implemented in the game for now (4th one comming soon)(And even more comming a bit later)

1. World Gen event - These events are applied when the server generates a new universe.

2. Sector Enter event - These events happen when a ship enters the sector.

3. (COMMING SOON) Sector Scan event - These events happen when you scan a sector from the star map.

4. Sector event (universal) - These events happen when either a sector is scanned or when a ship enters the sector. (So it's 2 and 3 combined)

How to make an event:
1. Go to Server\WorldGen\Events\ folder
2. There you have model.xml_ file
3. Open it with notepad or any other text editor.
4. Inside it are all the event parameters with comments.
5. For example events you can check out the other .xml files.
6. Also ther's a ex.xml_ file which you can rename to .xml and use as a template.

If you have any questions - feel free to ask.

NOTE:
Event manager will change in the future, new features will be added to it.
I will try to keep the model.xml_ file up to date with them.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Sun Jun 05, 2016 1:31 pm

Soap wrote:Trying to build a small asteroid station that I can drop somewhere to be our base.
With piloting system if I have to move it manually ingame.

I don't know if I have to create manually the asteroid (ship) in game folder and how to do that ^^


To make that station you need to:
1. Make a ship model(Check out the tutorial for creating ship models)
2. Make a Gen Ship(Check out the Gen Ship creating tutorial)
3. Make an event that adds the ship to the game(Check out the Events tutorial),
OR set the rarity of the ship to less than 100 so it can appear in the Ship shops.(Check out the Gen Ship creating tutorial)

All tutorial links are on the first post.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Mon Jun 06, 2016 11:36 am

Latest update:

1. Though I haven't finished reviewing the TODO list for the next update, I've started working on something in parallel.
2. So I just managed to add the first mob, and gave him the basic AI of walking left and right :D
3. Hopefully in the next update we will have mob fights and boarding :mrgreen:
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Srul
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Joined: Wed Feb 17, 2016 7:32 pm

Re: Hurray! Another multiplayer clone project. :)

Postby Srul » Mon Jun 06, 2016 12:00 pm

kcd.Spektor wrote:2. So I just managed to add the first mob, and gave him the basic AI of walking left and right :D

That's enough, make him HONK and you can release new version.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Mon Jun 06, 2016 8:24 pm

Can anyone help me with making the pathfinding algorithm?
jrb00001
Posts: 201
Joined: Fri Jan 15, 2016 2:22 pm

Re: Hurray! Another multiplayer clone project. :)

Postby jrb00001 » Mon Jun 06, 2016 8:28 pm

Yes, but I do not have time today. Do you want to join the IRC tomorrow at about 18:00 GMT?
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Mon Jun 06, 2016 8:33 pm

jrb00001 wrote:Yes, but I do not have time today. Do you want to join the IRC tomorrow at about 18:00 GMT?

ok
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Hak86
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Re: Hurray! Another multiplayer clone project. :)

Postby Hak86 » Tue Jun 07, 2016 12:15 am

@Spektor Hey, Who made the music for Tachyon? I found an .ogg file in the Tachyon.jar and it sounded really cool. 8-)
Also when you make a ship with the old dev shipyard, how do you chose what ships it sells?
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