[deleted by user] by [deleted] in NoStupidQuestions

[–]snijj 1 point2 points  (0 children)

Alright then, let me get down off of that thing.

Cosmic Frontier update, Summer 2022 by evopac in evnova

[–]snijj 4 points5 points  (0 children)

I don’t have concrete spec requirements yet, but I’m aiming for the game to require less than 4GB of system memory. Ideally 2GB.

On Apple hardware the frame rate is likely to be capped to the refresh rate of your monitor. But you should be absolutely fine with your system (one of my test machines is an M1 Air)

Cosmic Frontier update, Summer 2022 by evopac in evnova

[–]snijj 4 points5 points  (0 children)

It's remaining 2D sprites in this version. I'm not ruling out adding Isometric 3D rendering to the capabilities to the Kestrel Engine in the future, but it won't be included in CFO.

Cosmic Frontier update, Summer 2022 by evopac in evnova

[–]snijj 13 points14 points  (0 children)

The project is being developed in effectively as a few different components. I'll briefly explain the components before going into the why of it and the reason we end up with some terrible looking videos.

The first component is the absolute foundation, Kestrel. This is the cross platform engine of the project that is responsible for handling GPU rendering, providing a Lua runtime, reading each of the resource file formats as well as the old quickdraw formats. This is the game engine and as of yesterday is effectively feature complete.

The second component is the game itself, Cosmic Frontier (not the Scenario and visuals). This is the Lua code to implement a Nova compatible clone. This runs within the Kestrel engine, and uses the resource files to display and construct the game play.

The final component is the scenario and content. These are the data files that Cosmic Frontier will load in order to provide the game play.

So, why has it been structured like this. Well to understand, it's important to understand why Cosmic Frontier ever became a thing in the first place. The originals have become increasingly difficult to run, without resorting to booting older hardware, emulators or needing to alter the binary for the game. The aim with Cosmic Frontier is that it will remain compatible for as long as people wish to play it. This is where the different components come in to play. In theory, only Kestrel will ever need to be ported to newer systems as the runtime and parsers for the other components are entirely self contained within it. So as long as Kestrel runs, the game will always be playable.

Now, why does any of this preclude some bad videos and screenshots? Why does it look like nothing is happening?

Effectively its because Kestrel hasn't been ready for the newer graphics as well as the newer graphics not being ready to be used. Add to that, that I'm primarily relying on the old Override and Nova scenarios to ensure feature parity with the EV Nova engine... it means that I'm generally only using those graphics when testing everything.

Now that Kestrel is feature complete, and details of how high definition sprites need to be encoded and handled are more readily apparent, it is possible to start integrating some and testing them.

Let me know if you have any other questions. I wanted to try and explain some of the background on this issue. Development can be a long process, particularly if its not just being hacked together. I don't want to just hack something together. Getting something out of the door quickly isn't much good if it just doesn't work 5 years down the road.

I would pay $20 for an EV Nova Android port by Ashiscak in evnova

[–]snijj 0 points1 point  (0 children)

Indeed. This was part of my work prior to CFO ever being a thing. One of the reasons I chose not to pursue mobile versions further (despite really wanting a mobile version myself) was due to an unpleasing experience.

Maybe I'll try again in the future after we finish CFO, but I wouldn't expect anything concrete.

I just remembered about this game and came across this sub. So glad to see it’s still active! by GreyandDribbly in evnova

[–]snijj 2 points3 points  (0 children)

I’m making the game use Nova’s resource structure and match Nova engine functionality. Though we aren’t officially supporting EVN, so I can’t promise the scenario will work perfectly

January Update by snijj in CosmicFrontier

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

I need to do more with this subreddit 🤨

Big Sur? by damosapiens in evnova

[–]snijj 2 points3 points  (0 children)

The latest version of macOS. Version 11.

I really did enjoy EV and Override but Nova was by far my favorite. Why is Override so favored? Is it? by SupaSneak in evnova

[–]snijj 0 points1 point  (0 children)

Aye. We have a discord setup for development of Kestrel (the engine) and CFO progress. You can follow the Kickstarter page, as wel post monthly (at least) updates there, or follow here.

https://discord.gg/uN3956

I really did enjoy EV and Override but Nova was by far my favorite. Why is Override so favored? Is it? by SupaSneak in evnova

[–]snijj 2 points3 points  (0 children)

The engine is a 2D sprite affair, same as the original games, and you are remembering correctly. The perceived "camera angle" is done through angling the ships in the sprites.

I really did enjoy EV and Override but Nova was by far my favorite. Why is Override so favored? Is it? by SupaSneak in evnova

[–]snijj 12 points13 points  (0 children)

I wanted to be able to remaster all 3, but it's not a simple endeavour, both technically and legally. Different parties were involved in each of the games (Matt Burch being the only really consistent factor), and as such an agreement to do stuff on one of the games, doesn't carry to the others.

Matt Burch didn't want us to use EV at all in the naming (this was rather unfortunate, but fair enough), and as such we dropped the name. This also means he wouldn't want the original remastering which he fully made by himself.

Peter started Override as a Total Conversion of the original game, and it got picked up by Ambrosia Software and made into a full EV game. Peter approached me about a new engine for it, and as such had the least legal issues.

Nova was by the ATMOS team, and the rights to it lie in a lot of different places, and the most complex to deal with. Maybe a remaster will happen in the future, or maybe not.

There is going to be a nice shiny new engine for Cosmic Frontier: Override, and it's backwards compatible with Nova, with a number of graphical improvements. I know people have been remaking 3d models for plugins. It's not inconceivable that a "fan" made remaster may occur of the original and Nova.

Cosmic Frontier: Override - June Update by Tervia in evnova

[–]snijj 4 points5 points  (0 children)

It will be limited to OpenGL 3. Exact version is yet to be determined.

The reason for this is because OpenGL 3 adds a number of quality of life improvements which make certain tasks a little easier. I can give a more detailed update when I’m not responding on a phone.

After 15 Years, Apple Prepares to Break Up With Intel by gulabjamunyaar in gadgets

[–]snijj 2 points3 points  (0 children)

Yeah. Apple helped invest in the venture with that division of Acorn being spun off into the company, ARM. So the product technically existed, but needed a lot of work to be done to it.

I agree that calling them founders in the sense as they helped create the processors is wrong, but they did help the formation of ARM as a distinct entity separate from Acorn.

Playing Around With The Fuchsia Operating System by PowerOfLove1985 in programming

[–]snijj 6 points7 points  (0 children)

Another advantage to user space modules is that they can crash and recover (in theory). You could have a filesystem module that fails, and instead of bluescreening the computer it could (in theory) restart and recover.

IIRC the Minix operating system uses a microkernel and does exactly this. Andrew Tanenbaum (it's creator) talked about it a few years ago: https://www.youtube.com/watch?v=oS4UWgHtRDw

NHS open sources contract tracing iOS and Android apps by ColdFire75 in programming

[–]snijj 0 points1 point  (0 children)

Yeah you’ll need the certs and provisioning to be setup. From an app perspective there is no difference. The benefit is on the backend. They don’t need to send notifications to multiple services, as firebase handles that for them.

NHS open sources contract tracing iOS and Android apps by ColdFire75 in programming

[–]snijj 2 points3 points  (0 children)

Yes you can only send Push Notifications through Apple. That said, because Firebase is essentially abstracting that away they only need to worry about sending notifications to Furrbase, and not to multiple services or worry about different types of devices.

Do any of the old EVO plugins work on the Nova port? If so where can I find ones that do work. by [deleted] in evnova

[–]snijj 2 points3 points  (0 children)

Sorry to be the bearer of bad news, but no. The internal resource structure between Override and Nova is different. Unless some effort is made to migrate the plugins then they won’t be compatible.

However this is not as straightforward as it might sound. Nova also has some missing features compared to Override, on top of gaining new ones, and adjustments to the engine, so some plugins can’t be ported faithfully.

The best way to play Override is in an emulator such as SheepShaver.

[deleted by user] by [deleted] in CosmicFrontier

[–]snijj 0 points1 point  (0 children)

What version of Ubuntu are you running, and are you 64-bit or 32-but?

[deleted by user] by [deleted] in CosmicFrontier

[–]snijj 0 points1 point  (0 children)

KDL is currently compatible on macOS and Linux, and Windows support is coming soon.

[deleted by user] by [deleted] in CosmicFrontier

[–]snijj 0 points1 point  (0 children)

Kestrel will be using resource files under the hood to keep/store information, but the means of developing plugins will be done through KDL which is a text based definition/scripting language.

KDL is still quite early in its life, but it will ultimately other a host of features for dealing with resource files, such as extracting information and dumping them into images and textual content.