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4.0 0.0 1.0 747.99 MB

Open source bridge simulator. Build with the SeriousProton engine.

Home Page: http://emptyepsilon.org/

License: GNU General Public License v2.0

CMake 0.26% Shell 0.11% Python 0.63% Lua 77.77% GLSL 0.07% C++ 20.31% C 0.02% HTML 0.80% R 0.03%

emptyepsilon's Introduction

EmptyEpsilon logo

Started as a cross-platform, open-source "clone" of Artemis Spaceship Bridge Simulator, EmptyEpsilon has already deviated from Artemis with new features and gameplay, including a Game Master mode and multiple AI factions. We strive to get EmptyEpsilon working on several platforms, and Windows, Linux, and Android are fully supported.

The game is written in C++ with the SeriousProton engine and uses SDL2 for most of the heavy lifting.

Inquisitor LARP edition

This is a fork which intended purpose is to provide battle bridge simulation for a specific LARP, but it still should be entirely customisable, as is the vanilla version. Main additional features are:

  • Fighter squadrons which can be launched from a carrier. This is not limited to fighters, every ship can be a carrier
  • Fully customizable weapons. You can launch torpedoes which have any effect you like in LUA scripting, you can have multiple missiles fired at once etc.
  • Other development from other LARP version (mainly tdelc version), multi GM console, easier hack, blips on radar if not identified etc.
  • Many tweaks which are customizable

and other things

Contributing

Download and install

Official releases for Windows, Linux (as a .deb package), and Android (beta quality) are available from the EmptyEpsilon website or GitHub releases. Make sure the host and all players run the same version number of EmptyEpsilon; otherwise, players won't be able to connect.

  • Windows releases are distributed as self-contained ZIP archives that don't need installation. You can expand the ZIP archive and launch EmptyEpsilon directly from the expanded folder.
  • The .deb package requires freetype and SDL2 packages to be installed on your Linux distribution.
  • The Android APK is built for the armeabi-v7a ABI and should launch on most Android phones and tablets with ARM processors. (For ARM v8, see the wiki.) The official ARM APK won't install on Intel x86 or x86_64 devices running Android, but is compatible with Android Emulator system images that support ARM ABIs. To build a 32- or 64-bit x86 APK, see the wiki.

Configuration files

EmptyEpsilon settings are stored in an options.ini file located in either the .emptyepsilon directory of your user home or the same directory as the EmptyEpsilon launcher. For details, see this repository's wiki.

Build from source

See this repository's wiki for guidance on building EmptyEpsilon from source. Several Build subpages on the wiki provide steps for building on specific operating systems, distributions, or hardware.

Community

For information on EmptyEpsilon's Discord and forums communities, and regularly planned hosted game sessions, see the EmptyEpsilon website. If you run public EmptyEpsilon games or use it in your gaming projects, file an issue to request to be added to that page.

Contribute

If you want to contribute, we're mostly looking for awesome models, sound effects, and music. The game is tested regulary by some of our trusty colleagues.

Some general contribution rules:

  1. This project is a ************. Yes, it's open source, but we'd much rather spend time on building what we like than arguing with people.

  2. Be precise when filing issues. Explain why you posted the issue, what you expect, what is happening, why is your feature worth the time to develop it, what operating system is affected, etc. Unclear issues are subject to rule 1 with extreme prejudice.

  3. Despite the above two, we very much value input, feedback, and suggestions from people playing EmptyEpsilon. If you have ideas or want to donate beer, drop us a line.

Donate

If you don't have the skills to help code or create models but want to give something back, you can always donate a bit. All donations go directly toward buying better assets for the game (in this case, more and better 3D models). You can find the instructions on the EmptyEpsilon website.

Write code

If you are a coder and want to contribute, there are a few things to take into account.

  1. The code is a undocumented mess at this point. We're working on fixing that.

  2. We use the following conventions:

    • Member values use underscores to separate words (zoom_level).
    • Classes use HighCamelCase (GuiSlider).
    • Functions use lowCamelCase (getZoomLevel).
  3. Use a single pull request to change a single thing. Want to change multiple things? File multiple requests.

Provide art

There is no clear goal where this game is going. This means that there is no formal game, art, or asset design. If you have something that you would like to see in this game (or want to make something), drop us a line. We'd love to see what you can do and how you can help improve the game.

For details on how EmptyEpsilon uses 3D models, see this repository's wiki.

Translate and localize

For a guide to translating EmptyEpsilon and its scenarios, see this repository's wiki.

Documentation

Basic documentation for setting up and running games is available on the EmptyEpsilon website.

To learn EmptyEpsilon gameplay fundamentals, read the website's stations profiles and play through the game's built-in tutorial mode available from the main menu, which covers each crew member's interface and responsibilities.

For guidance in scripting scenarios, see the website's mission scripting guide. For a scripting API reference, open the script_reference.html file included in your version's downloaded archive, which is specific to that version of EmptyEpsilon.

For documentation on the game's preferences file and command-line options, hardware and DMX support, more complex internet play configurations like headless and proxy servers, enabling and using EmptyEpsilon's HTTP API server, or adding ship templates and models, see this repository's wiki.

emptyepsilon's People

Contributors

ablueshadow avatar amir-arad avatar capt-t avatar csibbitt avatar cyvern2182 avatar czenker avatar daid avatar dodomorandi avatar failrogue avatar fouindor avatar gcask avatar gguillotte avatar hemmond avatar jonathanilevi avatar lacombet avatar muertefr avatar nallath avatar ninjaspectre avatar olddragon2a avatar oznogon avatar piglit avatar pryankster avatar rdbahm avatar starrywisdom avatar tdelc avatar triqueon avatar tsht avatar vslotman avatar wrongtown avatar xansta avatar

Stargazers

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Forkers

waagheur

emptyepsilon's Issues

Zoom out : Relay

Le zoom out relay doit etre du meme niveau que le maitre du jeu (GM )

Sortie du croiseur direction par default hangar

  1. Direction de sortie du vaisseau à discuter (cf discord) / Le vaisseau doit etre par defaut à un cap relatif au vaisseau (à l'opposé de la direction du vaisseau par exemple et pas cap 270 degré dans tout les cas.

  2. Faire un cap opposé. Si vaisseau vol vers cap 0 alors le chasseur sort cap 180 en impulse avant

  3. procedure "atterir /décoller" les vaisseaux doit sortir des hangar la tete du vaisseau à l'avant en impulse avant / Les vaisseaux doivent entrer dans le hangar, la tete vers l'avant en impulse avant
    Resumé :

garder la sortie à l'arriere (gardé en l'état à l'arriere ou possible de le mettre legerement sur les cotés à l'arriere)
mettre impulse avant au lieu d'arriere (entrée/sortie hangar)

Equilibrage / simplification drone master

Code à voir

  1. Garder les baies d'envol
  2. mixer energie/missile/thermique / reparation : baie maintenance (autoregeneration energie/autoreparation/ autorefill missile (sans limite de stock ) / reduction termique automatique
  3. Ajouter 4 emplacement stocks
  4. Accelerer le temps de transfert ( -50% du temps)

image

Créer une appartenance entre chasseurs et carrier

Nécessaire pour gérer par exemple le tir ami sur player ship, ou bien pouvoir interdire l'atterrissage de certains vaisseaux
Il faut :

  • n'afficher la liste des vaisseau dans le drone operator que des vaisseaux autorisés à atterrir
  • permettre à certaines classes d'atterrir ou non

Ajout bouton "saut d'urgence"

Condition

  • Vaisseau PJ
  • Moteur jump sur le vaisseau et 50% ou plus d'état

Effet :
Consomme :

  • Timer de saut au moins 10 secondes (si possible - optionnel )

  • 25% de la capacité de reparation max en moins. à chaque saut d'urgence (100-75-50-25-0)

  • 25% dégats systems sur tout les systemes du vaisseau (sur le niveau max)

    • teleport vaisseau PJ sur setPosition(-82713, -5198984) (position warp non relative pareil sur toute les cartes)

    HUD
    Bouton à coté ou en dessous de "saut" ou case à cocher puis saut

image

Missiles qui ratent toujours leur cible

Les missiles Seek semblent accrocher (locker) la cible mais ensuite l'évite systématiquement

Le bug ne se produit que sur les Pilotes du Vide ; sur le croiseur tout est ok

Ajouter invisibilité IA dans tweak MJ

Ajouter invisibilité IA en option en tweak
2 mod

  1. Invisibilité total, peut combattre et voler sans etre vue sur le radar 80% niveau d'occultation (20% visible) OU 100% invisible ( pas de model si occultation pas possible )
    Visible sur les arcs electrique/magnetique d'auspex CP
  2. Invisibilité partiel : Peut voler sans etre vue avec 80% d'oculltation OU 100% invisible (si occulatiation pas possible) . Apparait 1 secondes quand il tire laser ou missile et repasse invisible

Icones qui ne s'affichent pas

Les icones suivantes ne s'affichent pas (sont remplacées par un carré violet et un cercle vide au centre)

image

Ressources concernées :
=> Planets/Icon/Red-Planet-1.png
=> Planets/Icon/Sun.png
=> Planets/star-1.png

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