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Old 06-03-2013, 12:56 PM   #21
Nakawaros
 
Join Date: Feb 2013
Default Re: Celestial Navigation (Gurps Space 4th ed System Generator)

Yeah, that is my plan. I need to go learn OpenGL or something for it.

As for a 32bit version: I'm going to try and push out an updated unstable branch today, and compile it for both versions.
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Old 06-06-2013, 09:25 PM   #22
Nakawaros
 
Join Date: Feb 2013
Default Re: Celestial Navigation (Gurps Space 4th ed System Generator)

So there's been a bit of delay, but I did want to provide an update: I have tentatively pushed the unstable to where I just need to code the display and we should be good. (I'm in my work week though so expect this to be rather iffy, today's work was mainly in the checking the options were implemented, implementing the options that weren't, and documenting more functions.)

Just to give some idea of what's on the todo list though:

-TODO: Revise the stellar generation phase.
-TODO: Clean up the code for the forbidden zone
-TODO: Give the ability to specifiy stellar seperation
-TODO: Timescale for under .45 solar mass stars
-TODO: Brown Dwarves
-TODO: 2 to 8 solar masses
-TODO: Allow 2 to 5 solar masses with the lifespan of 1 solar mass (low priority)
-TODO: Calculate Absoulete Magnitude
-TODO: Review Differentation Options.
-TODO: Replace the White Dwarf randomizer with a function to give it an accurate mass.
-TODO: Move the orbital generation into libStarGen
-TODO: Figure out why the alternate mass roll method isn't .. there.
-TODO: Interactive modes of creating a system
-TODO: Graphical Display
-TODO: Options as to spacing between worlds on the auto generator.
-TODO: Maybe possibly the alternate gas giant limit.

The last two options will make me cry, so expect some time before implementation.

Because the first was the major block. :/ (seriously, spacing orbitals was a PAIN.)

ETA: Also, white dwarf output needs some improvement so it can detect if it's a white dwarf or neutron star (for later).
I also need to fix the ability to edit planets/stars, as the save functionality on the star isn't working, and to enable save/cancel editing (ie not saved until you click save) on a satellite object will require the entire object (and therefore planet generation) to be rewritten. It's going to wait until after I push up an updated build so the auto build can be tested.

Last edited by Nakawaros; 06-06-2013 at 09:29 PM. Reason: checked something
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Old 06-12-2013, 08:42 PM   #23
Nakawaros
 
Join Date: Feb 2013
Default Re: Celestial Navigation (Gurps Space 4th ed System Generator)

OK. I've pushed out a display version in the OP, including a 32-bit file

We are now at 0.7.0.1 and I plan to start targetting the TODO list. If people could test out and verify the output, that'd be great.
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Old 06-12-2013, 09:28 PM   #24
Nakawaros
 
Join Date: Feb 2013
Default Re: Celestial Navigation (Gurps Space 4th ed System Generator)

And in a "I forgot something important." I pushed up 0.7.0.2 which now has the amazing feature to view the output (instead of the formatted quicklook) one and save it to a file.

NB: The x86 version is the 32-bit version.
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Old 11-02-2013, 11:56 AM   #25
Nakawaros
 
Join Date: Feb 2013
Default Re: Celestial Navigation (Gurps Space 4th ed System Generator)

This may be necroing a dead thread, but when I was testing it for something, I ran across a minor error.

0.7.1.3
- It now deletes planets when you start the system over.
- Forbidden Zone modifiers triggered too often (The code didn't check to make sure the ratio was over the /minimum/ ratio)
- Some typos in the documentation cleared
- Main display will now show apapsis and perapsis details of stars.

I noted a bug that only popped up occasionally, but I can't really reliably track it down:

Occasionally, it appears to show planets in forbidden zones when the secondary star orbits extremely closely.

Any help in confirming this bug existing would be appreciated

Both x64 and x86 versions have been updated.
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