[WIP] Star Control 1 remake

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Zeracles
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Re: [WIP] Star Control * remake

Post by Zeracles »

Adding a link to this thread's predecessor as a matter of course . . . damn, this forum doesn't have a top 10 list!

More old piccys, some combination of these might be what the starmaps look like.
Image
Image
Image

phpBB doesn't seem to offer a good way of resizing images with height or width arguments in img tags, like SMF did :x
Dragon (in the old thread) wrote:In my not-so-humble opinion computer courses don't teach you how to program so it's no great loss if you haven't done any.
You're telling me I have no excuses for being crap? :mrgreen:

EDIT: subject :mrgreen:
Last edited by Zeracles on Fri Apr 09, 2010 9:28 am, edited 1 time in total.
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Alen
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Re: [WIP] Star Control remake

Post by Alen »

I cant wait to see how this game turns out! :D
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Nuclear
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Re: [WIP] Star Control remake

Post by Nuclear »

Yep, its always made programming official when they start sending in graphs. Either way nice work.
Lukipela wrote: I can just imagine how completely adorable they'll look in the full game.
Thats more like it :D
Hackers never die. They just terminate and stay resident.
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Angelfish
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Re: [WIP] Star Control remake

Post by Angelfish »

I hope to see some progress soon :).
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Dragon
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Re: [WIP] Star Control remake

Post by Dragon »

Ack! Another bump and I haven't posted anything. I've made quite a lot of headway with input and actions and stuff. I can't remember if I mentioned that I threw out my old Direct Input library on the grounds that it was crap but it's all replaced now.

I also got briefly distracted by thoughts of a matlab to C converter (practically it would be compiled matlab) but - fortunately - I never started coding that because the type-freeness of matlab makes it difficult. Would have been a pretty big tangent if I'd tried it. :geek:
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Zeracles
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Re: [WIP] Star Control * remake

Post by Zeracles »

I heard that the matlab compiler package can do matlab to C, but I can't see it in the version we have here. I've had serious thoughts for a while about writing up my favourite matlab functions in C though.

In any case, if you wait long enough I'll do those things up in C. I haven't started but may have a chance soon :arrow:
Last edited by Zeracles on Fri Apr 09, 2010 9:26 am, edited 1 time in total.
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Re: [WIP] Star Control remake

Post by sparkawk »

I've been looking forward to SC1 remake. It would be great to have the option of playing strategy game via internet.
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Dragon
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Re: [WIP] Star Control remake

Post by Dragon »

Hey looky! It's an actual honest to goodness update**.

I've pretty much completed the input library that I alluded to in a previous post. It might not seem Star Control related (and in many ways it's not) however I have a pretty extreme dislike of every other input library I've ever used. You might have realised this by now, I've ranted about it enough

The problem is that most windows (game related) input libraries are thin, pointless wrappers around DirectInput. Now DirectInput is pretty cool in many regards but it has 2 major failings. It only supports one keyboard and mouse and it doesn't support XBox 360 controllers properly. The lack of multiple mouse support has been a bug in DirectX in every Windows version after '95 - I'm not sure why it's never been fixed :(. The lack of XBox controller support is more insidious; Microsoft have deprecated support for DirectInput in favour of XInput. XInput is, unfortunately, a steaming pile of poo. It supports only the XBox controller; it's hard coded to 4 of them and it's also hard coded the inputs - there can be no support for any future game controllers without a new version and a recompile.

So XInput is technically deficient, looks like it was coded by a 3 year old, and doesn't support non-Microsoft certified devices. And there's my other big issue with it. It looks like a ploy by Microsoft to corner the hardware controller market; if developers stop supporting DirectInput then only XInput certified devices will work. Not cool.

I tried avoiding the DirectInput/XInput fiasco completely by using WinRaw and WinJoystick directly (they're lower level libraries but are curiously more usable) but that still didn't solve the XBox controller issue. I even tried querying the XBox Controller using it's mini-HID driver but still no joy. It's support is hidden behind even the HID driver and that is curious indeed. It means that someone has gone to an awful lot of effort to hide support for the XBox Controller from every input library other than XInput. It's certainly not something that could have happened accidentally.

*Rant ends and interesting stuff starts here...*

What I've done is written a thick wrapper around all the different input libraries and consolidated their different types of output into one consistent event based stream. This means that pressing a button (or whatever) on any* joystick, keyboard, mouse etc... on the system is reported in the same way and the game built on top of the library doesn't need to know how the different input libraries function and interact (there's some nasty duplication and cross-talk between them).

Instead of having to write firing the primary weapon as If 'XBox Button A' or 'Joystick Button 0' or 'Keyboard Left Ctrl' or 'Mouse Button Left' then then Fire I just write a method called Fire and it will be activated by whatever button the players bound to it. This makes my life much, much simpler now although maybe not everyone is going to appreciate that I took five/six months to write this because if I'd hacked out the code for Star Control I'd have been done more than a year ago ;) .


*Wii-motes not included yet although I can read from them. Parallel- and game-port joystick also don't work and it's unlikely I'll ever bother. MIDI devices are also not included yet so you won't be able to play Star Control on your piano keyboard.
**I still need to post more about network play, the starmap and the AI opponents but I've already written to much in a single post. Expect more later.
Last edited by Dragon on Wed Mar 31, 2010 9:59 am, edited 2 times in total.
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Angelfish
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Re: [WIP] Star Control remake

Post by Angelfish »

I'm not really sure if there even are any other controller devices than Microsoft's?
By the way, I don't see the problem with only allowing certified devices to work on your game console? It makes life easier for game developers, having to support only certified controllers.
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Dragon
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Re: [WIP] Star Control remake

Post by Dragon »

Angelfish wrote:I'm not really sure if there even are any other controller devices than Microsoft's?
By the way, I don't see the problem with only allowing certified devices to work on your game console? It makes life easier for game developers, having to support only certified controllers.
I'm fine with having only certified devices allowed on a game console because it does make development easier and it's simpler for the casual marker to understand; but on my PC I want to plug in whatever devices I have and be able to use them. I happen to like my old XBox 'Duke' controller it's much more robust and sensitive than the new XBox 360 controller. However it's not supported by XInput, I have to use DirectInput and the XBCD driver to make it work. Again I can't use a PS3 controller with XInput (and some people actually like them - wierdo's) so I'm back to DirectInput and whatever driver the PS3 controller needs.

Another argument is that there are a lot of disabled gamers who can't use the XBox controller and have to have custom devices built to play games (the Remakes community are quite big into supporting the head tracker/one-click gamers) but these devices aren't supported by MS and won't be because there's a substantial fee involved in getting a device certified and supported by XInput.
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