EnglishGermanFrenchRussianItalianSpanish
Log inRegister
 
XUniverseWizard - Random universe generator
Post new topic Reply to topic Goto page 1, 2, 3, 4, 5  Next
View previous topic :: View next topic
Author Message
Orca42





Joined: 08 Nov 2008



PostPosted: Sat, 15. Nov 08, 15:06    Post subject: XUniverseWizard - Random universe generator Reply with quote Print

Hi,

although X2 is quite old, I have spent the last weeks on developing a universe generator engine for it. The aim is to create universes from scratch that do fit well into the gameplay. Sector layout, races, stations etc. should be well balanced. I'm using some of the files from XeHonk's editor, many thanks for that.

I just released an alpha version of the generator as an Open Source project, hosted on sourceforge. To use it, you need Java 6.

To download, follow this link:
http://sourceforge.net/projects/xuniversewizard/
Just download xuniversewizard-0.1-bin.zip. (the other archive contains the source code)
If you just want to have a quick overview, simply run the "build_default.bat". The program will create an X2 compatible galaxy map "output-x2galaxy.xml", that you can either open with XeHonk's editor or load in the in-game editor.

Currently, the universes created will be playable only with some restrictions. For instance, there are no ships in the sectors, no equipment docks, no shipyards and some other stuff is missing too, see below for more details.

Features already implemented:

  • Various settings for the generator engine, contained in an XML build file, like universe size, race balancing, pirate sectors, number of asteroids etc. More information how to alter the generator settings can be found here: http://xuniversewizard.wiki.sourceforge.net/universe+configuration
  • Creates Sectors of all races, including Xenon, Khaak and Unknown as well as gates to connect them
  • Creates stations in each sector (except Xenon, Khaak, Unknown). The stations will be created in a way that overall gameplay will be balenced!
  • Creates asteroids, planets and suns and sets sector background images


Planned features for future versions:

  • Creating shipyards and equip docks
  • Creating free ships in the sectors
  • Generating content for Xenon, Khaak and Unknown sectors
  • Nebulae, sector names, soundtracks and various other details
  • Support for X3: Reunion


There are some minor issues in the alpha version, for more details see the release notes ioncluded in the download archive.

Since this was designed as an Open Source project, everybody should feel invited to participate! You will need coding abilities in Java and/or XSLT. Just send me a message if you are interested. Smile

The source code is available for download on the project homepage. You may also access the SVN. The main topic that I would like to have someone supporting me is the design for X3 or even X3 TC. Since my hardware is quite old, I most certainly am not able to do the translation of the engine for the newer games.

Feedback much appreciated!


_________________
So long, and thanks for all the fish.
Back to top
View user's profile Send private message
Zeron-mk7





Joined: 23 Feb 2008
Posts: 516 on topic
Location: Latvia
Thank you for registering your game
PostPosted: Wed, 19. Nov 08, 09:01    Post subject: Reply with quote Print

I have question, ok generating costum map, but what with 00749.BOD file, without 00749.BOD file new sectors dont show in game, every time you generating costum map you also need for this costum map 00749.BOD file to see in game new sectors.

Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Orca42





Joined: 08 Nov 2008



PostPosted: Thu, 20. Nov 08, 14:48    Post subject: Reply with quote Print

Currently I'm using a bod file that shows all sectors in a very simple way.
For future versions of the generator, there might be a feature that the sector map will be created along with the galaxy.xml.


_________________
So long, and thanks for all the fish.
Back to top
View user's profile Send private message
Orca42





Joined: 08 Nov 2008



PostPosted: Mon, 1. Dec 08, 20:31    Post subject: Reply with quote Print

New release: XUniverseWizard 0.2

https://sourceforge.net/projects/xuniversewizard/

The generated universes will now have enough features to be playable in a serious way. Shipyards will be created and offer a various, but balanced range of stations for the player to buy. The gate network was heavily improved, fragmented universes should only occur in rare cases.

List of changes:

  • Improved gate network
  • Creates shipyards, equipment docks and piers
  • Creates free ships in sectors
  • Full support for Xenon and Khaak sectors, including Xenon shipyards
  • Suns will not be blocked by planets
  • Added more TS ships to trading stations



_________________
So long, and thanks for all the fish.
Back to top
View user's profile Send private message
Jonson27





Joined: 03 Jun 2004
Posts: 153 on topic

Thank you for registering your game
PostPosted: Tue, 2. Dec 08, 04:10    Post subject: Reply with quote Print

This is an interesting script/mod! Love the idea behind it.

What drove you to do this? YOu know much about perlin noise?

Code:
Suns will not be blocked by planets.

What does that mean?


_________________
Hello there!! (Jumping up and down)
Back to top
View user's profile Send private message
Orca42





Joined: 08 Nov 2008



PostPosted: Tue, 2. Dec 08, 12:07    Post subject: Reply with quote Print

Well, I know about perlin noise, but I did not use that for the generator. Mainly it was just that creating a full, well-balanced universe by hand would take several weeks and is still most of the time rather stupid work, so I decided to spend some more time on writing an automated generator that produces billions of different universes...

In version 0.1, there was a chance that suns and planets were created in the same direction, seen from the center of the sector. So you could have a planet sitting "in front" of a sun (actually, X2 will display the sun anyway, but it still lokks bad).

There is also a small but rather important thing missing in v0.2, as there is no Goner Temple with jumpdrives and insurances to buy.


_________________
So long, and thanks for all the fish.
Back to top
View user's profile Send private message
Jonson27





Joined: 03 Jun 2004
Posts: 153 on topic

Thank you for registering your game
PostPosted: Wed, 3. Dec 08, 12:39    Post subject: Reply with quote Print

Orca42 wrote:
Well, I know about perlin noise, but I did not use that for the generator. Mainly it was just that creating a full, well-balanced universe by hand would take several weeks and is still most of the time rather stupid work, so I decided to spend some more time on writing an automated generator that produces billions of different universes...

In version 0.1, there was a chance that suns and planets were created in the same direction, seen from the center of the sector. So you could have a planet sitting "in front" of a sun (actually, X2 will display the sun anyway, but it still lokks bad).

There is also a small but rather important thing missing in v0.2, as there is no Goner Temple with jumpdrives and insurances to buy.

Jumpdrives? Who needs em.

I went behind a planet. It was dark and lonely. It had a lot of "atmosphere" until I could see that the sun shows through the planet. That's lame! I wouldn't care if there were a few sectors where the sun is blocked - it might make it feel different than others with the sun.

And I think it's someting cool that you're doing this. I agree that the generating a universe is a lot easier than doing it by hand. The problem is you'll take more time making the gererator than it would have taken had you done it by hand. On the "other hand", you'll save time for others Smile

Back to top
View user's profile Send private message
Orca42





Joined: 08 Nov 2008



PostPosted: Fri, 12. Dec 08, 23:11    Post subject: Reply with quote Print

New release: XUniverseWizard 0.2.1

https://sourceforge.net/projects/xuniversewizard/

List of changes:

  • sectors will have names and soundtracks
  • different types of planets and suns will be created, matching the sector's style
  • added Goner Temple and TerraCorp HQ



_________________
So long, and thanks for all the fish.
Back to top
View user's profile Send private message
Orca42





Joined: 08 Nov 2008



PostPosted: Tue, 13. Jan 09, 22:26    Post subject: Reply with quote Print

XUniverseWizard 0.3

https://sourceforge.net/projects/xuniversewizard/

List of changes:

  • Nebulae in sectors
  • Suns and nebulae have proper colours
  • Generates an in-game map file (xxx00749.txt)
  • Generates printable map files (.svg, Scalable Vector Graphics, German and English)
  • Improved pirate sector economy; more industry and better food production
  • Creates some Nividium asteroids
  • Gates to Unknown and Khaak sectors as well as some pirate bases will be shrouded by nebulae and large asteroids
  • Stations will keep more distance to gates
  • Every race will own at least one sector, even in small universes
  • Automatic checks whether Xenon/Khaak/Unknown sectors split the universe
  • Additional gates between neighbouring sectors decrease detours
  • Generic sector names, allowing universes with maximum number of sectors
  • Guaranteed minimal distance between multi-star sectors
  • New build file options
  • Command line option to generate sector statistics (.csv table)

  • Bugfix: Bad sector connections caused the game to freeze
  • Bugfix: Equipment docks contained wrong merchandise
  • Bugfix: Some weapon forges had wrong race preferences


You can view and print the .svg galaxy map using Firefox or any other browser (except IE...). There are two files, the one with a 44 in it is in English language.

The in-game galaxy map is still a flat version, although the generator supports some 3D variations. I could not figure out yet how to set object rotations properly.


_________________
So long, and thanks for all the fish.
Back to top
View user's profile Send private message
Jonson27





Joined: 03 Jun 2004
Posts: 153 on topic

Thank you for registering your game
PostPosted: Fri, 23. Jan 09, 12:37    Post subject: Reply with quote Print

Wow. You been busy much? Smile

The stations have supply ships yet? Any trading going on? I'm not trying to be pushy, just curious. You know what you're doing, and it's fun to watch what happens.


_________________
Hello there!! (Jumping up and down)
Back to top
View user's profile Send private message
Orca42





Joined: 08 Nov 2008



PostPosted: Sat, 24. Jan 09, 14:17    Post subject: Reply with quote Print

Of course do all stations have supply ships and trading works fine.


_________________
So long, and thanks for all the fish.
Back to top
View user's profile Send private message
3iff





Joined: 23 Oct 2003
Posts: 1085 on topic
Location: Birmingham, England
Thank you for registering your game
PostPosted: Fri, 13. Mar 09, 16:10    Post subject: Reply with quote Print

Hi,

Trying this and it looks good.

One request. How do I create a new galaxy without nebulas? My PC isn't up to running well with them in (stripped them out of my custom galaxy). I've read the guide but there's no switch to exclude nebula creation.

Can you help?

Thanks.


_________________
...locating mandolin strings in the middle of Austin.
Back to top
View user's profile Send private message
3iff





Joined: 23 Oct 2003
Posts: 1085 on topic
Location: Birmingham, England
Thank you for registering your game
PostPosted: Wed, 18. Mar 09, 10:07    Post subject: Reply with quote Print

Spent the weekend trying a new random galaxy...fantastic! A few teething troubles getting it to work and some manual editing to incorporate some custom ships but it's really great exploring a new galaxy.

I'm going to have to experiment a bit now I can get it to work. Actually, the nebulas aren't too bad, except for the hull eating ones which I hate. I'll have to edit those out manually.

Thanks.


_________________
...locating mandolin strings in the middle of Austin.
Back to top
View user's profile Send private message
Chris Gi





Joined: 20 Sep 2006
Posts: 959 on topic
Location: Home of Light
Thank you for registering your game
PostPosted: Wed, 18. Mar 09, 12:59    Post subject: Reply with quote Print

@3iff:

I haven't tested this thing, but I had a look at the xml-files. It seems if you edit the file xml/Nebulae.xml and comment or delete all lines with the 'effects="hulldamage"' tag, you won't get any of these.

I too don't know of any swith to exclude nebulae creation. But at least you could try my suggestion - I'm pretty sure it works, because Orca skipped the asteroid field nebulae this way.


_________________
--------------------------------

Back to top
View user's profile Send private message Send e-mail
3iff





Joined: 23 Oct 2003
Posts: 1085 on topic
Location: Birmingham, England
Thank you for registering your game
PostPosted: Wed, 18. Mar 09, 14:22    Post subject: Reply with quote Print

Thanks, I'll give that a try...I've generated a mini-map (9 by 7) successfully...with a combination of this program and Xehonks editor, I have a nividium asteroid of 86 (yes, 86)...

Just for testing purposes of course.

I had a quick look at the other files but didn't get far as I've only been on it a few days.


_________________
...locating mandolin strings in the middle of Austin.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic Reply to topic Goto page 1, 2, 3, 4, 5  Next
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum
Control Panel
Login Data
The time now is Mon, 20. Aug 18, 22:13

All times are GMT + 2 Hours

[ Disclaimer / Impressum ] | [ Privacy Policy / Datenschutz ]

Board Security

Copyright © EGOSOFT 1989-2018
Powered by phpBB © 2001, 2005 phpBB Group
Template created by Avatar & BurnIt!
Debug: page generation = 0.11574 seconds, sql queries = 29