This Week:
As planned, the first thing that I did this week was fix the issue that I was having with tpserver-cpp crashing on client join. This error was completely my fault. When moving the component creation to XML format, I used various Regular Expressions to convert the C++ component code to XML format. After some research I realized that my XML spec did not include an entry for the Category ID of each component, which is vital information. The way that the ruleset had been created we have been using static numbers for the category IDs. Instead of this method I used some methods that are available to use a string that makes more sense instead. The new line in the XML is as follows:
<ComponentIDName>Ships</ComponentIDName>
When I get around to moving the Properties to an XML file this will become more vital. Also, with the creation of more categories in the future this will be more important.
As I mentioned in the quick post that I made yesterday, I am working to meet my June 23rd deadline sooner. From my proposal:
May 24 – June 23, Milestone #1:
- Deliver a working implementation of the MTSec framework.
- Finish all of the remaining components.
- While browsing the code I have not found any references yet to the varioius components that make up the ship, this includes:
- Launch Tube
- Missile Rack
- Torpedo Rack
- Armor
- Colonisation Module
At this stage all ship configurations using the components should be feasible
Next Week:
Next week will mark my busiest under the GSoC period, and it will continue at a steady pace until the completion of the SoC period — and most likely beyond that period. Getting down to design ideas of this game is very interesting and it seems that the MTSec ruleset will be the most advanced ruleset to date. I would like to find a workaround for the “compMax” variable in the mtsec.cpp file so that it is easier to add and remove components without a problem. Once all of the components are thoroughly tested (I am worried about the scheme) I will move onto the actual missile and torpedo design. As per llnz’s suggestions there will be a second design category for weaponry, and a component that can be used in a ship. Once this is done I can work this into orders and combat. I was originally worried that the ship designs would not be possible in any client but according to llnz there is a design dialog in tpclient-pywx, which is the client that I test with. This will allow advanced ship designs and will make the game enjoyable.
Tags: GSoC, thousand parsec