daniel l.

[INDEV]-[1.2.2] - To Boldly Go | An external application designed to procedurally generate an entire galaxy for KSP.

695 posts in this topic

9 minutes ago, Thomas P. said:

Learn a .NET based language. The .NET Framework has a nice and consistent API, and you dont need to worry about multiplattform crap. (VB.NET maybe? Or C#, but VB.NET might be better to understand the API for you, since you already use a basic dialect.)

Eww....

More ewww..

"So goes the life of a fool."

But seriously SE textures really arent bad and compared to whatever crap i can get out of gimp. I'll take it.

And as for dead pack graverobbing. I agree, Its gross and i'll be spitting on someones legacy. But i may have to do it.

Edited by daniel l.

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I'm back. Currently working on a procedural name generation system for stars and planets. BTW if anyone knows how to make decent looking kopernicus planets without exporting a scaled texture, Then please tell me how. IS it perhaps mapdecals? I could create a collection of mapdecals and program the algorithm to place them randomly

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Also... It seems my main thread is ummm... Stuck in some sort of "Portrait Mode" I cant get the text (Or anything) to extend beyond a point. Its like the thread begins and ends at that point. :huh:

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Progress is going excellently. I've gotten star's to generate with randomized names, And planets to generate around the star's numbered in roman numerals: I, II,III,IV,V, And so on.

I've also added the ability to generate planets based on all other templates, Currently they are still just clones of their templates, But i do intend to add some PQS randomization to the system. Just don't expect any scaled textures, :( BTW @RA3236 Do you mind doing some more tests? I am writing this code on my laptop so i don't have any access to my KSP test install. Here is the config file: https://www.dropbox.com/s/4fas9ysbyswqzrz/galaxy.cfg?dl=0 Just download the standard dev release available on the main thread, And then replace the "galaxy.cfg" in that folder with the one provided here. :) 

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3 hours ago, daniel l. said:

Progress is going excellently. I've gotten star's to generate with randomized names, And planets to generate around the star's numbered in roman numerals: I, II,III,IV,V, And so on.

I've also added the ability to generate planets based on all other templates, Currently they are still just clones of their templates, But i do intend to add some PQS randomization to the system. Just don't expect any scaled textures, :( BTW @RA3236 Do you mind doing some more tests? I am writing this code on my laptop so i don't have any access to my KSP test install. Here is the config file: https://www.dropbox.com/s/4fas9ysbyswqzrz/galaxy.cfg?dl=0 Just download the standard dev release available on the main thread, And then replace the "galaxy.cfg" in that folder with the one provided here. :) 

Sorry, the next week is really busy for me so I can't get on KSP to test it :(

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Just now, RA3236 said:

Sorry, the next week is really busy for me so I can't get on KSP to test it :(

Darn... So ummm... Do you have any suggestions? I'm working on the code right now so if there is anything you can think of?

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@Thomas P. Can you tell me if MapDecals work very well? If so then i might be able to produce planets with decent looking scaled appearances. (Do they show in scaledspace?)

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On 10.12.2016 at 7:27 AM, daniel l. said:

I'm back. Currently working on a procedural name generation system for stars and planets. BTW if anyone knows how to make decent looking kopernicus planets without exporting a scaled texture, Then please tell me how. IS it perhaps mapdecals? I could create a collection of mapdecals and program the algorithm to place them randomly

There is no way to make decent planets without exporting a scaled space texture or using stock clones

2 minutes ago, daniel l. said:

@Thomas P. Can you tell me if MapDecals work very well? If so then i might be able to produce planets with decent looking scaled appearances. (Do they show in scaledspace?)

Why wouldn't they work. :rolleyes:

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12 minutes ago, Thomas P. said:

Why wouldn't they work. :rolleyes:

That's really good to know, so i can just collect a whole folder full of decals and have the algorithm randomly paste them all over. But i don't really have any experience with them. I was wondering if you could perhaps give some pointers on how they work?

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Making great progress! Just released the next gen dev release, Try it out guys! It's the link on the main page!

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An official release will be coming soon (Expect one or two days.) When I've made enough progress for it to be considered playable. Also... I would greatly appreciate it if you guys could review the latest Dev release, Rate it from 1 to 10, And tell me what you did and didn't like. And want or dont want.

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So ummm.... Does anyone want.... RINGS!?!?

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will this completely rewrite the stock galaxy? If so, is there a way to make it so that it keeps the stock galaxy, and add more places?

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Just now, nascarlaser1 said:

will this completely rewrite the stock galaxy? If so, is there a way to make it so that it keeps the stock galaxy, and add more places?

Stock galaxy? What stock galaxy?

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Just now, daniel l. said:

Stock galaxy? What stock galaxy?

the stock planets. Kerbol, Kerbin, eloo, Jool, etc.. I don't want them to change, but I would also like new ones. All the different planet packs I find change or completely remove the original planets.

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Just now, nascarlaser1 said:

the stock planets. Kerbol, Kerbin, eloo, Jool, etc.. I don't want them to change, but I would also like new ones. All the different planet packs I find change or completely remove the original planets.

My mod does not change the stock planets. It only add's new stars and planets.

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Just now, daniel l. said:

My mod does not change the stock planets. It only add's new stars and planets.

YAYAYAYAY!!!!!

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Just now, nascarlaser1 said:

YAYAYAYAY!!!!!

Go ahead and try it if you want :) it requires Kopernicus though, And it is of course still indev.

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DvWe5tR.png

Greetings from Realou II :D

Edited by daniel l.
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To Boldly Go has just been released to spacedock! Remember people it is still indev but now it is open to a wider audience.

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I have a very crazy idea! Do you know Space Engine?

I think you can export textures of planets out of the game. Could you use it for this mod?

That would be very cool!

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Could you use Mono for your .EXE so it works on Macs?

Otherwise I will say Stellarator is better! How evil!

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30 minutes ago, cy4n said:

Could you use Mono for your .EXE so it works on Macs?

Otherwise I will say Stellarator is better! How evil!

This isnt written in a .NET language so it wont work with mono. Its actually some QuickBasic Dialect, so I dont know if it will compile on *nix.

I dont say that because I develop Stellarator

EDIT: @daniel l. You have to publish your sourcecode if you release binaries...

Edited by Thomas P.
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3 hours ago, Thomas P. said:

This isnt written in a .NET language so it wont work with mono. Its actually some QuickBasic Dialect, so I dont know if it will compile on *nix.

I dont say that because I develop Stellarator

EDIT: @daniel l. You have to publish your sourcecode if you release binaries...

My source code is available from a link on the space dock site. And yes I will agree that Stellarator is superior, though I'm not sure if that total will last :wink: let the honorable combat begin! :P 

 

3 hours ago, cy4n said:

Could you use Mono for your .EXE so it works on Macs?

Otherwise I will say Stellarator is better! How evil!

Not to worry, I will soon hopefully be able to release a Linux version, mac however is another story as I lack a mac to compile it with, but the source code is available and all you need to do is download and install qb64 then compile the source code. :)

3 hours ago, Serkanamore said:

I have a very crazy idea! Do you know Space Engine?

I think you can export textures of planets out of the game. Could you use it for this mod?

That would be very cool!

That is one of my plans, I will need lots of textures so space engine is definitely a valuable source.

Edited by daniel l.
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