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Dr.Sid
01-18-2010, 06:29 PM
I have made the release.

You can get it here:

http://www.commanders-academy.com/dr_sid/sim11b.zip

or here:

http://subsim.questions.cz/sim11b.zip

WIKI is also updated:
Community Submarine Simulation (http://www.commanders-academy.com/comsubsim/index.php?title=Main_Page)

New features:

- vector map with symbols of contacts
- possibility to draw waypoints and select course from map
- trackers for broadband sonar

212Alpha
01-19-2010, 02:57 PM
Thx for the new release.

I played a bit with the waypoints on the map. I set some waypoins for the Tug and the DSVR on the map.
After the first ship (Tug) reached his last wp, the wp's for the DSRV dissappeared. I selected the DSRV, but i couldn't set new wp's. Allways got the Message "autopilot off".
After selecting the Tug again, i could set new wp's for the Tug and after that, i could set new wp's for the DSRV.

Then the DSRV reached his last wp and... nothing happent. The Tug had still its wp's.
I think the wp's only disappear, if the first selectet ship reaches its last wp.

goldorak
01-19-2010, 04:55 PM
Great release Dr. Sid. :smile:
The vector map is fabulous. Maybe in the future more details could be added. For the moment if you zoom 2 or 3 in the map times you get a black screen for lack of detail. :tongue:
The improvement related to placing the cursor on the sonar screen and using the mouse scroll button is excellent.
It makes fine tunning really simple and precise, how I wish SCS had thought of that for the sonar screen of DW :rolleyes: .

Dr.Sid
01-19-2010, 06:37 PM
Will check those waypoints, I've already had problems with that. :confused:

As for the map, there are detailed tiles, by only few around Mallorca (where the ships are at the start). I have all Earth done but it's too big for me to distribute at the moment.

goldorak
01-19-2010, 09:00 PM
As for the map, there are detailed tiles, by only few around Mallorca (where the ships are at the start). I have all Earth done but it's too big for me to distribute at the moment.


Good to know you have all the earth mapped. :biggrin:
How big is the whole set ?

Dr.Sid
01-20-2010, 12:23 PM
To my surprise it is just 250 megs at the moment (180 zipped). It is because I dropped textures for map and replaced it with contour lines, which are a lot smaller.
That means I could try to actually post it somewhere.
The terrain tiles are however all the same at the moment, the spatial resolution is nothing special (though on par with DW), and there are even some problems with memory management so after a while of browsing the Earth the tiles will stop loading :tongue:

goldorak
01-21-2010, 04:45 PM
By using 7-zip you could be able to bring down the amount of space from 180 MB (zipped with win zip I suppose) to something more manageable, around 100 MB maybe ? :redface: Its worth a try.

CapitanPiluso
01-21-2010, 08:35 PM
Thx for your job !!
The vector map is REALLY good.

Dr.Sid
01-26-2010, 07:57 PM
Uploading full data set now. I can also edit the wiki now so I will update it soon, and I fixed some waypoint related problems today, so expect some patch soon.

goldorak
01-27-2010, 02:22 PM
Uploading full data set now. I can also edit the wiki now so I will update it soon, and I fixed some waypoint related problems today, so expect some patch soon.

:eek: where's the download link to the whole set ? :tongue:

Dr.Sid
01-27-2010, 03:55 PM
Here: http://www.commanders-academy.com/dr_sid/world.full.7z
Extract into models directory (there already is toned-down 'world' folder there, simply overwrite all).
Don't forget you can use 'T' to teleport anywhere and use CTRL+time compression to change speed of daytime change. Together with normal time compression you can move the sun where needed.

Rasputino
01-28-2010, 06:19 AM
Thank you. :redface:

Now we put the units. It was well to use a open base like sqlite. Like "Global Conflict Blue" Main Page - Gcbluewiki (http://gcblue.com/wiki/index.php?title=Main_Page)

I would like to make the scripts. What script's language will use you?

The time acceleration over 250 is a great idea. Thus it can play missions more operatives and not as tactics like DW.

Power jump from one unit to another is great. In multiplayer we can have a player directing the convoy's escort.

Dr.Sid
02-01-2010, 05:00 AM
I want to use textual format for ship definition, not database. I think it fits variable nature of defining systems better. As for scripting language I'm still thinking about language designed specially for that. Anyway I want to make another existing scripting language evaluation before that, so it's not decided yet.

Dr.Sid
02-01-2010, 05:01 AM
I released new version 11b with hopefully fixed waypoints (it was completely wrong :biggrin:).
I also updated the WIKI page with all new info and actual download links.

Btw. next step will be TMA and weapons station, together with some very basic collisions, so we can finally hit something.

Rasputino
02-01-2010, 07:57 AM
Very well

You could make the sim multithreading. So that the platforms or group of platforms have its own thread to increase the accelerate time in multicore systems.

As it is now, only it takes advantage of one core.

Dr.Sid
02-01-2010, 09:27 AM
At the moment I only plan to use second core for streaming textures and especially terrain. Unfortunately multithreading is rather problematic for games. It's hard to isolate problems. Having some entities on one thread and some other on different brings collisions in accessing data and that costs time, and complicates code.
No one really has some good use for more cores. The additional cores usually does some secondary tasks. That can change, as 4 and more cores becomes common, since the power gained by using those cores will balance the synchronization costs.
But maybe we could divide sonar engine, collision engine, physics engine, ai engine. That all works on same data at the same game time, so there are no collisions of threads.

goldorak
02-13-2010, 08:29 AM
Dr. Sid : this is not strictly a feedback post about comsubsim.
I wanted to bring to your attention the fact that a very nice tool for game development has been made open source GPL3.
Its called Cafu 3D, Cafu 3D (http://www.cafu.de) and well it could be of use. Its completely cross platform so thats one less hurdle to supporting native linux ^_^ .

Here are some of its most interesting features :



For Multiplayer client and server :


Client/server architecture for multi-player support, implemented in very well designed C++ code.
The server can run on Windows or Linux (both client-integrated as well as dedicated servers are available).
The client is available both for Windows and Linux. Clients can also act as servers (e.g. for LAN games)!
New, amazingly fast internet network code!
Optimized for minimum bandwidth requirements.
Based on Berkeley Sockets (highly portable, and no unnecessary overhead of general-purpose network libraries).
Full client prediction (for movement, events, and weapons).
Delta compression for network packets.


3D Sound Effects and Audio Support

Employs fmod for all sound, audio and music effects.
3D stereo sounds for all audio sources (e.g entities, explosions, etc.).
Doppler effects that distort all sounds according to the relative velocity of the listener.
Can play mp3 and ogg-vorbis music files.
Available on all currently and future supported platforms.


and so much more....

This tool could help you speed up some parts of the game development (for instance the gui of the game, options panels, etc... )giving you more time to concentrate on the sound engine, etc... Anyway I think its a tool you should look into. :biggrin:

Deamon
02-22-2010, 10:32 PM
I want to use textual format for ship definition, not database. I think it fits variable nature of defining systems better.
I do exatly the same. It's simple and allow to introduce just the ergonomy you like. :smile:

Dr.Sid
03-13-2011, 04:15 PM
I finally found the bug when some GPU did not show waterfall display. I got myself another ASUS netbook with Intel GPU .. and on it it even crashes ! The problem is I use texture which size is not exponent of 2. NVidia just says nothing and works .. even though OpenGL defines it should not work.
So I fix it somehow in the next version.

Red Ocktober
04-16-2011, 12:27 PM
just had a chance to look at 11...

when i press L to launch torps the app locks up...


--Mike

Dr.Sid
05-04-2011, 05:31 AM
Uh .. wiki has been hacked again .. have to find some place to upload it.

Dr.Sid
05-04-2011, 09:39 AM
just had a chance to look at 11...

when i press L to launch torps the app locks up...


--Mike

I know .. somehow small error got into final release version. I'm really (eh) getting close to version 12.

sertore
05-06-2011, 01:46 AM
Uh .. wiki has been hacked again .. have to find some place to upload it.
Annoying and useless advertising... shame on people creating a so stupid hacking mechanism: maybe this can explain the content of their advertises. :censored:

Hope you will find a new safe place for your interesting wiki soon... good luck!

Dr.Sid
05-06-2011, 09:32 AM
I mean I have to find some other place for the files .. I for sure don't want to move wiki. I hope OneShot will be able to fix it (for good). It must be some known vulnerability, as it's open-source code.

sertore
05-06-2011, 02:59 PM
I mean I have to find some other place for the files .. I for sure don't want to move wiki. I hope OneShot will be able to fix it (for good). It must be some known vulnerability, as it's open-source code.
Sorry Dr.Sid, misunderstood your message: glad to know that your wiki stay there. I am sure OS will fix it asap. Cheers. Sertore

OneShot
05-07-2011, 07:14 AM
Haven't gotten around to fixing the wiki yet as I'm currently away from home and just on a mobile uplink. I'll (hopefully) fix it for good once I'm back. CADC needs some maintenance anyway. Sorry for the delay. However, I do have a suggestion which might serve as either a good alternative to the wiki or at least as a stopgap measure for the time being. With the new vBulletin came an article feature which works similarly to a wiki. I'll PM you with some details Sid.