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Topic Summary

Posted by: clement
« on: Today at 01:56:08 PM »

Finally, I need to understand how to create a C# install program as I have never done that :) and I will probably obfuscate the code, so I need to understand how to do that as well. I guess the fact I am thinking about install programs is probably a good sign :)

Steve you don't need to make an install, especially if there are no additional thinks like registry keys that need to be installed. If you just gave an exe, dlls, and static resources like images then you could zip it like the VB version and that is it.

In my experience, installation apps are only needed when dealing with licensing or additional installs of frameworks.

Posted by: Steve Walmsley
« on: Yesterday at 02:33:18 PM »

So Steve, how far along is C# Aurora? Not asking for release date, or even an exact breakdown, just curious how far along you feel it is as a project?

I'm playing the game like I would VB6 Aurora, so in that sense it feels close to complete. As I mentioned I need to do the Diplomacy code, which I will tackle as soon as I meet an NPR. I also need to run some campaign ground battles, which should happen in this campaign. The AI is already much better than VB6, but I still need to handle AI ground invasions. In fact, C# already does virtually everything that VB6 does and a lot more besides.

Most of my time now is for testing, just running through normal play and fixing bugs as I find them. With a program this complex, there are always going to be minor bugs that I fix post-release, but I will feel better about releasing when I stop finding major bugs. Finally, I need to understand how to create a C# install program as I have never done that :) and I will probably obfuscate the code, so I need to understand how to do that as well. I guess the fact I am thinking about install programs is probably a good sign :)

Posted by: xenoscepter
« on: Yesterday at 01:15:47 PM »

So Steve, how far along is C# Aurora? Not asking for release date, or even an exact breakdown, just curious how far along you feel it is as a project?
Posted by: Steve Walmsley
« on: Yesterday at 05:17:03 AM »

I just wonder whether Steve uses a TRANSACTION to save the game. Using a single TRANSACTION for large write operations in sqlite improved speed 20+ times for me in the past.

I am using a single transaction for each table, so all rows are committed at once.
Posted by: Alucard
« on: Yesterday at 02:25:18 AM »

I just wonder whether Steve uses a TRANSACTION to save the game. Using a single TRANSACTION for large write operations in sqlite improved speed 20+ times for me in the past.
Posted by: QuakeIV
« on: August 23, 2019, 06:46:20 PM »

Its a big old database, they can be a bit on the slow side.  Seems like not a big deal to me.
Posted by: Jorgen_CAB
« on: August 23, 2019, 01:54:39 PM »

I'm not sure how the save function is made but in one project that I worked with we dumped the save state into memory first and then had a new thread do the actual save to disk, this way the game could continue after the dump to memory which is pretty fast while the slower writing to disk take place. Not sure if this can be applicable here. I assume that C# is 64bit only so memory should generally not be a problem.

30sek seem like a pretty long time for saved data... I would not have a problem with it... just saying.
Posted by: sloanjh
« on: August 23, 2019, 08:05:58 AM »

In terms of autosave, I would suggest an option which autosaves after x amount of clicks on any of the time forward buttons. That way the game either autosaves after 20 (or whatever number) times clicking the 30 day forward, or it autosaves after 20 times clicking on the 5 sec forward. Gives a little more savety when doing a looong battle, and not being annoying autosaving if you just click around making notes, designing ships or whatever.

I like this idea in terms on cutting user interface complexity while still providing an excellent metric of how long the user has spent in front of the screen.  I'd also make "20" an adjustable option parameter, so that people can tune it according to their tolerance for save time vs. risk aversion.

John
Posted by: TMaekler
« on: August 23, 2019, 04:29:59 AM »

In terms of autosave, I would suggest an option which autosaves after x amount of clicks on any of the time forward buttons. That way the game either autosaves after 20 (or whatever number) times clicking the 30 day forward, or it autosaves after 20 times clicking on the 5 sec forward. Gives a little more savety when doing a looong battle, and not being annoying autosaving if you just click around making notes, designing ships or whatever.
Posted by: Steve Walmsley
« on: August 23, 2019, 02:36:57 AM »

Just a quick note for the Discord. You cannot put railguns in turrets in C#.

will there be a time when we can turret most if not all beam weapons?
i mostly just want to uparmor my weapons

The lack of turrets is for balance reasons. If you could turret railguns for example, they would become extremely powerful.
Posted by: papent
« on: August 23, 2019, 01:59:29 AM »

Just a quick note for the Discord. You cannot put railguns in turrets in C#.

will there be a time when we can turret most if not all beam weapons?
i mostly just want to uparmor my weapons
Posted by: Peroox
« on: August 21, 2019, 03:35:24 PM »

Correct on the normal NPRs. Diplomacy isn't a factor at the moment.

Diplomacy should be a factor, but I can understand if you don't want to put it in.

What happens with the crew/commanders after a surrender?

I think that Steve think about it, but for now it's not possible to add diplomacy factor (lack of diplomacy coded ?).
Posted by: Doren
« on: August 21, 2019, 02:58:06 PM »

Yes, I will definitely add a warning on close. Some form of auto-save will be possible too.
I would say an autosave feature with two parameters which ever would come first would trigger autosave: Days in game or Actual time in minutes.
If you are having a long battle then the actual time limit would hit first. If you were cruising through the game with long intervals the days in game time would hit the first.
Posted by: Hazard
« on: August 21, 2019, 01:39:27 PM »

Correct on the normal NPRs. Diplomacy isn't a factor at the moment.

Diplomacy should be a factor, but I can understand if you don't want to put it in.

What happens with the crew/commanders after a surrender?
Posted by: Steve Walmsley
« on: August 21, 2019, 09:59:47 AM »

Regarding surrender; some normal races will also not surrender, depending on determination and xenophobia, and instead ram, flee or both.

Also, does the attacker's racial diplomacy rating help convince an enemy fleet to surrender?

Correct on the normal NPRs. Diplomacy isn't a factor at the moment.
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