[Program] Random universe Generator UPDATED V1.5

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Madw0lf
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Post by Madw0lf »

KanineLupus wrote:Out of curiosity (this may be already answered, but couldn't find it mentioned anywhere) does this make use of the nearly 50 unused sector names which actually have spoken voice attached to them??
Yeah all existing names will be part of the database as well as any that poeple can help me come up with, Im hoping to end up with around 600 possible names... :roll:

Lance, yeah thats my major concern as well, Ill have to play around with the probabilities once Ive got the basic system in place.

EDIT: Or, regarding naming, I could have the program randomly select a pair of words read in from text files...then Id just have to sort the words into first part/ second part.... 8)
Madw0lf
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Post by Madw0lf »

Just thought Id throw out an update for those of you watching this project.

Unfortunately with school back in session I dont have a whole lot of time for working on it right now, what time Ive had recently has gone into some minor tweaks, modifications and reorganizations. As well as creating a program to read in one of the XMLs generated by the program into a text file so I can easily test the ownership clumping with Scorp's map. :D

That being said, I now know that I need to work harder on the clumping, but now I can check each attempt with high accuracy in mere moments! :D 8)
Cedric_FP
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Post by Cedric_FP »

Just a quick query, madwolf:

Would it be possible to use your program to add sectors to the current map without jumbling up the order?

I would like to use it to keep the current universe map as a kind of "central core" and add around 100 sectors around the outsides to kind of form a "periphery" if you get my drift.

Thanks for your time - keep up the stellar work!
Madw0lf
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Post by Madw0lf »

Aye thats extremely possible, it was actually designed to do that at one point. (What amounts to version .8 or so) So it would be very easy to

A ) Build a V1.5 which would only add this functionality

B ) Build it into V2.0

Personally I would prefer to build it into 2.0, but if you just want it reeeeallly badly and dont mind some of the things in 1.0 like the lack of names then I think I could do the 1.5. 8) :)
Cedric_FP
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Post by Cedric_FP »

Madw0lf wrote:Aye thats extremely possible, it was actually designed to do that at one point. (What amounts to version .8 or so) So it would be very easy to

A ) Build a V1.5 which would only add this functionality

B ) Build it into V2.0

Personally I would prefer to build it into 2.0, but if you just want it reeeeallly badly and dont mind some of the things in 1.0 like the lack of names then I think I could do the 1.5. 8) :)
I think version 2 is a better idea, particularly if you prefer to do that.

Thanks for the great news - can't wait for v2 now :D
Madw0lf
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Post by Madw0lf »

Yeah, well, the big reason Id prefer to wait is Im lazy. :P

Got something resembling a decent racial grouping done. The blank gray squares are Khaak sectors...I have some tweaking to do there. Also dont mind the gate linkings, thats a side affect from how I generated the file for Scorp's map, just assume that any sectors on a direct path with each other will connect to the nearest neighbor.

http://www.frontiernet.net/~lonewolf200 ... ap_new.jpg
:D
lewdog64
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Post by lewdog64 »

your link is incorrect, the x in X3map_new.jpg should be capitalized not the small x here is the correct link.

http://www.frontiernet.net/~lonewolf200 ... ap_new.jpg

Lewdog
Madw0lf
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Post by Madw0lf »

Doh! Thank you. :roll:
Pogi
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Post by Pogi »

I have jre1.5.0_06 installed on my system, but my file associations need to be set up to run this .jar...Which one do I point it to?..I've tried several different .exe in the java folder..no luck...Thanks
X3..The most fun a man can have...With his clothes on.
Madw0lf
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Post by Madw0lf »

Ummm....Im assuming Java.exe? I honestly dont know but ill look into it.

EDIT: For those having issues, Ive put up a version that works via exe hopefully that will work...

http://www.frontiernet.net/~lonewolf200 ... V1_EXE.rar
Pogi
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Post by Pogi »

@Madw0lf...I have run into a problem that I hope you can help me with...I created a 480...Did not even attempt to load it (knowing my computer would probably melt down :) )..I edited "all" the stations out of it so I could have a blank...Will not load in the game :( ....So I created a smaller map to test, 6 sectors..Loaded no problem....Is there a max number of sectors that you would recommend that will not freeze at load screen? I noticed an earlier poster had the same problem..thanks
X3..The most fun a man can have...With his clothes on.
Madw0lf
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Post by Madw0lf »

Hmmmm thats really weird.....try 300/350/400. somethings telling me ~ 300/350 should work...
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X-Freak Cartman
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Post by X-Freak Cartman »

Isn't there a total maximum of around 420 sectors or so? I think I've read that somewhere half a year ago...
Madw0lf
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Post by Madw0lf »

As far as I was informed the max is 480....but maybe I was wrong... :?
Pogi
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Post by Pogi »

Well..I am having some rather strange results, things I have never seen happen before..Sometimes I am getting one sector on top of another :? .. :o ..Really weird..Also the north gates are south and the south gates are north... :D East and west gates seem to be spawning fine. (so the gate problem is probably a fairly easy fix)

In my tests, when creating sectors over 400 is when I get the sectors on top of each other thing..They will both be named the same..You don't notice this until you go into Doubleshadows editor and try and tweak that sector (change race etc.)..The tweaks do not show up...You have to delete that sector to find the one underneath it.. :D

I noticed you mentioned a 2.0 version..Are you still considering updating this in the future?
X3..The most fun a man can have...With his clothes on.
Madw0lf
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Post by Madw0lf »

Yeah those are both "known issues" :roll: (Love that phrase dont ya? :roll: )

Though Id thought the overlapping was fixed....hmmm.

V2.0 is currently in the works, but with 17 credit hours this semester, gf, and a trainee job elsewhere, I havent had much time to work on it the last couple months. :(
UniTrader
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Post by UniTrader »

Pogi wrote:Well..I am having some rather strange results, things I have never seen happen before..Sometimes I am getting one sector on top of another :? .. :o ..Really weird..Also the north gates are south and the south gates are north... :D East and west gates seem to be spawning fine. (so the gate problem is probably a fairly easy fix)

In my tests, when creating sectors over 400 is when I get the sectors on top of each other thing..They will both be named the same..You don't notice this until you go into Doubleshadows editor and try and tweak that sector (change race etc.)..The tweaks do not show up...You have to delete that sector to find the one underneath it.. :D

I noticed you mentioned a 2.0 version..Are you still considering updating this in the future?
yeah, they are shown as 2 Sectors in the GE from DS but they are merged InGame to one Sector ;)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
Madw0lf
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Post by Madw0lf »

Pogi, threw up a 1.5 which brings things up to where V2.0 is at now, fixes those bugs and adds some new toys. :D
Pogi
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Post by Pogi »

@Madw0lf...Yeah..Real life comes first always... :D ..Cheers

edit: downloaded 1.5..thanks. :D
X3..The most fun a man can have...With his clothes on.
Madw0lf
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Post by Madw0lf »

Your welcome, lemme know how it goes for ya. :)

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