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Author Topic: Python map maker module  (Read 1355 times)
alex136
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« on: June 12, 2010, 07:50:44 AM »

I am going to complete my fresh Grin (created today, almost complete, untested) Python mod creator module.
It produces both a .scn and a .dat files, without .sec files.
Maybe even XML ... or a "axZip" encrypted file in the future... -> consult my axZip documentation at:
http://teleghidatu.marte.ro/axzipf.php
for details  Cool
« Last Edit: June 12, 2010, 07:54:32 AM by alex136 » Report to moderator   Logged

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« Reply #1 on: June 12, 2010, 08:20:19 AM »

Nice. Nite and I were talking about making a random map generator. Good choice on python....gives you wings
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alex136
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« Reply #2 on: June 12, 2010, 08:26:33 AM »

Good choice on python....gives you wings
The maps aren't "random"; instead, you pass the names, numbers and others to a few functions that return a string.
The current version (and the first) is for 1.4.0.2 - used the .sec and .scn files of the standard "Sol System" mod for the functions skel.

I also have some experience with Python: a little tkinter, more sockets (many socket derivates), my own Physics modules (astronomy and others), and a bit of encryption (needed to write a hex-to-dec function for conversion) ...

... and a small network protocol, a ZIP format without compression, next is a XML manipulation module ...
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« Reply #3 on: June 12, 2010, 02:07:15 PM »

Python, you may be up to something good....I know a tiny bit because Bridge Commander used it for almost pretty much anything like systems, hardpoints, interface, etc.
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alex136
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« Reply #4 on: June 13, 2010, 10:22:23 AM »

News:
-all except the |planetbmps()| functions work, and except the untested (yet) |planetdata()| and |moduledata()|
-fixed a 153 bytes-difference trouble of many functions (iteration in many lists lol) (that's the SIZE difference between the old and new file version)
-FILE (module) SIZE: [5.88 kB], after other modifications

Module contains:
Functions:
game() - returns the [game data] section
shipbmps() - returns the [ship bitmaps] section
shipdes() - untested, returns the [ship design] section
planetbmps() - returns the [planet bitmaps] section
planetdata() - returns the [planet data] big section
missiledata() - 22 arguments lol - returns the [missile data] section
moduledata() - untested, returns the [module data] section

makeserver() - 1 argument - all the data, to be stored in the C:\server.out.scn and C:\server.out.dat files

Home Page at: http://teleghidatu.marte.ro/pymap.php
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« Reply #5 on: June 13, 2010, 12:24:13 PM »

Python, you may be up to something good....I know a tiny bit because Bridge Commander used it for almost pretty much anything like systems, hardpoints, interface, etc.

We use python at work to extend our entire C++ testing framework. You can write simple, easy to read python scripts that fully test C++ code. It's worth its weight in gold.

http://xkcd.com/353/
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« Reply #6 on: June 13, 2010, 12:27:08 PM »

cool Smiley
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« Reply #7 on: June 13, 2010, 01:12:08 PM »

I am also actually thinking about adding python or LUA as a scripting language for SF as well, so we can make 'scripts' for many things, including AI handling, ability to make 'in game bots' for special events, and random events. Things like that can greatly excel and have others work on great things together. Scripted AI that can be improved would be a great start anyways.

I was originally going with LUA, but I'm sliding more towards Python after talking to Brent and reading up on it awhile back.

You'd be surprised how little the AI coding is, it's basicly fly to and fire, with a few extra things orbit, get ammo(Run for ammo was something I added), etc.

I would say it would be something in the near future, after score modifying/optimization/etc, but before buildings/etc would be added Smiley
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« Reply #8 on: June 13, 2010, 03:58:45 PM »

Im DEAD (attached pict) at the 31*C/75*F that are here.

The good news: the random mod MAKER (until a few hours ago, the library) is almost ready, i.e. a few bugs in the code.

Sizes:
-library sfmap.py 6.07 kB
-'randomizer' sfmake.py 4.39 kB

There are 2 picts: with and without eyeglasses
I also attached the modules

The modules may not work

Critical: USE PYTHON 3.1.2 TO USE THE MODULES
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« Reply #9 on: June 14, 2010, 11:21:45 AM »

Aww, 31°C ?

[16:59:02] <+Cykokittz> @w
[16:59:04] <+DeviBOT> [Weather] Mostar, Bosnia And Herzegovina @ 6/14/10 5:00 PM Local Time Temp: 88F / 31C Feels like: 88F / 31C Humidity: 40% Conditions: Partly Cloudy Wind: 6 mph Direction: S

Very nice; however, I dislike Python.
I'll just leave this here:
Quote from: Rexxar
Oh please dear god no... L2J uses python as their scripting engine, and good lord it's the worst language ever IMO. 15 gajillion errors simply because you missed ONE space in the middle of a 250 lines long script.

I'm all for a new scripting language, but please, not one that uses SPACES (or tabs) to define coding-blocks. >.<
more

On the other hand, I've pretty much mastered Lua.
« Last Edit: June 14, 2010, 11:34:32 AM by Cykotitan » Report to moderator   Logged
alex136
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« Reply #10 on: June 14, 2010, 11:51:00 AM »

lol i like Python and Assembly because:
-they dont need the semi-colon after a statement like JavaScript, PHP, C, C++, Perl, CSS etc.
-Python is easy to learn, understand, read and write
-Assembly is the most low-level language that exists for computers, except their machine language,
and is very simple but takes many statements; its the best for building an OS like my Protos

on the other hand, i like XML, JavaScript, HTML, PHP, CSS, C (not C++), and a little Perl just for their structure, use and applications. i dont like ruby, even if i have it installed in both binary and source forms lol

i use Python alone, Assembly with my own asm libraries, HTML on my computer and PHP on my domains (the server puts a header on top of the HTML doc so i use PHP on internet so this doesnt happens), JS with XML DOM to manipulate XML documents, CSS to add style to my web pages, C and C++ very rare, Perl as C, but more understandable, JustBasic 1.01 very rare (i used it continuously until asm and py and c, perl etc), turbo pascal 7.0 so rare that i only keep it installed for my "exefile museum"
others: RSS, SQL, XML DTD, VBScript, Batch Files, WAP and WMLScript etc.

these days i trued to understand .reg files and maked 1 to help me, downloaded before writing this the lua installer to see how it is, and i expect to return a feedback lol

PyMap 0.02 Source Relesed, but buggy at a str() function and 2 vars uninitialised
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alex136
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« Reply #11 on: June 14, 2010, 12:04:56 PM »

downloaded before writing this the lua installer to see how it is, and i expect to return a feedback lol
Latest feedback: I think that
Lua = Pascal + Python + Basic,
including things from all of those, a bit changed, other added, other not used/removed.

This Feedback may be wrong, because it is a personal opinion.
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« Reply #12 on: June 14, 2010, 12:16:16 PM »

Assembler is a waste of time these days except for debugging crashes in release-mode code. That said, I know X86 assembler pretty well from 7 years of debugging crashes in c++.

You are hopelessly outmatched if you're trying to compete with the C++ compiler optimizer by writing ASM code.
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Trompete
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« Reply #13 on: June 14, 2010, 12:18:53 PM »

downloaded before writing this the lua installer to see how it is, and i expect to return a feedback lol
Latest feedback: I think that
Lua = Pascal + Python + Basic,
including things from all of those, a bit changed, other added, other not used/removed.

This Feedback may be wrong, because it is a personal opinion.

Don't forget to add in LISP/Scheme as languages that Lua resembles. Too many lists and parenthesis for my tastes
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alex136
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« Reply #14 on: June 14, 2010, 12:21:32 PM »

You are hopelessly outmatched if you're trying to compete with the C++ compiler optimizer by writing ASM code.

The Assembly code's output is much smaller than the C/C++ output, and can be booted from for my small OS near prototype stage.
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