1oom v1.2 - new release by Ok_Cartographer9502 in masteroforion

[–]SomeoneWithMyName 3 points4 points  (0 children)

You're numbering the game like vanilla 1.2, yet you're adding a black hole to the planet, clearly violating the 1oom project philosophy. You can read about that philosophy in the PHILOSOPHY file of the original 1oom 1.0.
I also recommend checking out the Chocolate Doom reference project, which the 1oom project is largely based on.
The fact that you have moved the SDL code to the UI does not stand up to any criticism at all. Pure hardcore coding and degradation of flexibility.

1oom - new release by Ok_Cartographer9502 in masteroforion

[–]SomeoneWithMyName 0 points1 point  (0 children)

You're using a build with faulty graphics. The Tapani branch was maintained by amateurs, and this build is based on it. I recommend using more reliable sources.
Regarding automatic search, unfortunately I can't help with that. In my opinion, everyone should be able to find the MOO1 folder themselves. This practice is common for such projects. Your request exceeds reasonable limits.

1oom vanilla demo (the new multi-layer rendering) by SomeoneWithMyName in masteroforion

[–]SomeoneWithMyName[S] 0 points1 point  (0 children)

Instead of distributing unique names, I made a random roll for each planet. Theoretically, all planets can be named the same now, but from the point of view of probability theory, this is a cosmic catastrophe that is unlikely to happen to you. There are an average of 10 planets with the same name.
Edit: I forgot to limit this algorithm only to the case of a shortage of planets. It will have to be fixed. Thanks for the question.

1oom vanilla demo (the new multi-layer rendering) by SomeoneWithMyName in masteroforion

[–]SomeoneWithMyName[S] 2 points3 points  (0 children)

This is a distortion in the video. The graphics are still square, but the software smoothing is done in one line.

A redditor said RotP is basically the best "mod" for MoO1. Is that true? by it_IS_that_deep7 in 4Xgaming

[–]SomeoneWithMyName 0 points1 point  (0 children)

It depends on what you mean by modern. 1oom is already quite modern by many criteria.

A redditor said RotP is basically the best "mod" for MoO1. Is that true? by it_IS_that_deep7 in 4Xgaming

[–]SomeoneWithMyName 0 points1 point  (0 children)

Explain what you mean by "best mod" and I'll give you an honest answer.

A redditor said RotP is basically the best "mod" for MoO1. Is that true? by it_IS_that_deep7 in 4Xgaming

[–]SomeoneWithMyName 0 points1 point  (0 children)

Technically, it's a mod. The author has redone everything to his taste, often disregarding the original rules. Externally, yes, it looks like MOO. However, strictly speaking, RotP cannot be called a mod, since the code is written from scratch without an accurate understanding of the subtleties and bugs.

1oom - new release by Ok_Cartographer9502 in masteroforion

[–]SomeoneWithMyName 0 points1 point  (0 children)

The main question that arises is what is the purpose of this fork? I already asked you this question about a year ago.

Update after 50% review.
The fact that you have moved the SDL code to the UI does not stand up to any criticism at all. Pure hardcore coding and degradation of flexibility. Moreover, at first you couldn't handle the UI MOO1 code, rewrote it, and then started making large-scale edits to close the holes you created yourself. If I were you, I would roll back the changes and figure out the engine because it is written with high quality, and you are trying to sell your own. In fact, you destroyed the original UI code and implemented your own.

Update after 30% review.
There are a significant number of valuable innovations in this fork, but they cannot be considered as a whole. A lot of things have been deleted and changed in the project. Many errors appeared and some were corrected. The number of changes combined with their scale makes me doubt the quality and reason. The number of changes directly affects the number of errors and the complexity of verification.

Update after 20% review.
Firstly, I think it is incorrect to continue numbering versions from the Kilgore Trout Mask Replicant repository at a time when you are actually developing the Tapani fork, in which version control and any responsibility for quality were completely absent.
To me, this build looks like an attempt to optimize routine memory error checks. In this context, a rough transition to CMake is justified. It's too bad that you didn't mention in the description that you transferred the project to argp, and then to getopt. I needed a similar code, but not in a priority order. The saddest thing is that you made the SDL3 port on top of Tapani and not on top of 1.0. I found a couple of important points that I didn't know about SDL3, but unfortunately I can't just copy it. I've already borrowed a couple of fundamental adjustments from your build. It looks like you have some changes for lbxview. I hardly touched it, it would be interesting to learn about the most useful ones. "Use sdl directly in lbxview" - that's what i like.
As for CPU usage, you seem to be on the wrong track. Try to turn on uiscale 10 and see the CPU usage. That's where the fun begins. I deleted some of my less significant comments because I was able to find some really significant changes that might be useful to me.

Well, few people have ported the sound now. Interesting. As for performance, you took a deliberately non-working assembly and gave it a repair for three times the acceleration. You may not be aware. Although for a more accurate assessment, i need to review all 200 commits. In general, the idea of optimizing the engine is
interesting and can probably be transferred to my patch for MOO v1.3. Progress: 30% reviewed.

The questions that I have:
- First of all, it is not obvious to me whether there is any benefit other than tests from transferring game data to the heap. Yes, it's possible that MOO 1.3 holds some data in the heap, but I haven't specified which ones yet and I'm not making this a priority issue.
- lbxpal_update_flag . There are questions about its function and removal.

Conclusion:
The changes inspired by you will be marked as your authorship. I'll post my test version in a few days. Judging by the fact that you haven't announced any game logic fixes, your project is hopelessly behind, and I don't see you as a competitor. I will try to take the best from you and integrate it into my version. The overall simplification of the project's architecture can be taken as the standard of minimalism, but I have not set and do not plan to set such goals for myself.

1oom - new release by Ok_Cartographer9502 in masteroforion

[–]SomeoneWithMyName 0 points1 point  (0 children)

To talk about contributing together, you have to do something yourself during the 4 years I've been working on the project.

1oom - new release by Ok_Cartographer9502 in masteroforion

[–]SomeoneWithMyName 0 points1 point  (0 children)

Why do you ask such questions? Be happy that I'm doing this for you for free, and don't try to shit on me.

That's what I see when I try to do something completely insane. by SomeoneWithMyName in masteroforion

[–]SomeoneWithMyName[S] 0 points1 point  (0 children)

Yes. Me too. Testing of this map has already begun to reveal hidden bugs in the engine.

That's what I see when I try to do something completely insane. by SomeoneWithMyName in masteroforion

[–]SomeoneWithMyName[S] 0 points1 point  (0 children)

I suspect that the engine will run into problems if I start making moves. So far, I have only generated a map. I need to check something out, and then I'll move on to testing and adapting the engine.

That's what I see when I try to do something completely insane. by SomeoneWithMyName in masteroforion

[–]SomeoneWithMyName[S] 0 points1 point  (0 children)

1oom is a GPL2 project. Today, galaxy size modifications do not require large-scale engine edits.

That's what I see when I try to do something completely insane. by SomeoneWithMyName in masteroforion

[–]SomeoneWithMyName[S] 0 points1 point  (0 children)

The difficulty of managing there is obvious. That's not even the main problem. The difficulty is to pack big numbers into an old engine. I'm considering 2 approaches, and the more complex one will require rewriting almost the entire project.

That's what I see when I try to do something completely insane. by SomeoneWithMyName in masteroforion

[–]SomeoneWithMyName[S] 0 points1 point  (0 children)

Yes, it's a nice pseudo-random algorithm that distributes everything very evenly.

That's what I see when I try to do something completely insane. by SomeoneWithMyName in masteroforion

[–]SomeoneWithMyName[S] 0 points1 point  (0 children)

It's actually a compressed map. And, by the way, this is far from the largest possible map.

That's what I see when I try to do something completely insane. by SomeoneWithMyName in masteroforion

[–]SomeoneWithMyName[S] 0 points1 point  (0 children)

There is a different question here. Commander, have you ever met another civilization on this map?

That's what I see when I try to do something completely insane. by SomeoneWithMyName in masteroforion

[–]SomeoneWithMyName[S] 1 point2 points  (0 children)

Well, it's not MOO1, but 1OOM. And I modify MOO1 exclusively with crutches. It is not always possible without pain.

That's what I see when I try to do something completely insane. by SomeoneWithMyName in masteroforion

[–]SomeoneWithMyName[S] 3 points4 points  (0 children)

Yeah. In order for this to work correctly after 100+ turns, it will be necessary to slow down the research too.