space prototype

Trade UI Hooked-Up (Mostly)

dcfedor's picture

Hey Folks! I managed to get most of the trade UI hooked-up and running today. Still a few bits missing, but what you see in the image today is actual inventory data from two crew members.

There were a few bumps on the road getting it all working. Some missed data here and there, null pointers, selection glitches. I still can't figure out why AIs sometimes walk away while the other AI waits for their reply.

Trade UI

dcfedor's picture

Hey Folks! Working on the trade UI today, in a continued effort to connect systems into at least a crude game loop. I've mostly finished the first draft of the layout, as you can see in today's image. And I've started on the code for it.

Basic Zone UI Working

dcfedor's picture

Hey Folks! Did some more work on the zone UI today, and I think I've got it working on a basic level now.

I ended up limiting each tile to one zone flag for now, and setting any flag removes all other flags. This is all independent of equipment installation flags such as "walkable" or "obstruction" or "portal." These are for things such as designating cargo areas as available for trade/barter, or managing crew pathfinding to cordon-off areas.


dcfedor's picture

Hey Folks! Hope everyone enjoyed their weekend. I actually managed a trip to PAX on Sunday, and it was a bit weird. I often felt like an outsider peering into a world that was both familiar and somehow not meant for me. I think my eyes passed over a hundred booths showing flashy games that had no impact on me.

Group Selection, and OOO Monday

dcfedor's picture

Hey Folks! I managed to solve the duplicate object bug, and worked on group selection today.

Back to Space, for a Bit

dcfedor's picture

Hey Folks! As mentioned yesterday, I'm going to step back from the NEO Scavenger engine port for a while. Cool off. Recharge my batteries a bit. I still think I'll tackle it at some point, but I can't really spare any more time on it as it's already delayed the space prototype by over a month. And there aren't really any good builds visible on the horizon.

Let's just say that was my due failure for now, and whatever I tackle next will be awesome. Cause karma, or something.

Space Prototype Ruminations

dcfedor's picture

Hey Folks! Not much work done today, as it was spent more on administrative type tasks. However, one of the larger ones involved the overall vision of the space prototype.

Completing a Plot, and ATC Chatter

dcfedor's picture

Hey Folks! Work continues on completing our first test plot. And Michael's air traffic control (ATC) script is ready!

When we left off yesterday, we could reach our quarry in the bartender snitch plot. But we weren't able to do anything once we got there. So today was mostly about adding the means to wrap-up that plot by telling a law enforcement officer (LEO) on the same station about the target. And as usual, bugs were discovered along the way :)

Tracking Our Quarry

dcfedor's picture

Hey Folks! Another round of bug fixes and stability improvements today, followed by a near successful plot run!

More Bug Fixes While Testing Plots

dcfedor's picture

Hey Folks! Still discovering a fair number of bugs as I test this plot functionality.

One of the first bugs found was when I returned to the test mode without any planets loaded. Since that only has one chargen station loaded, and social contacts was explicitly trying to avoid that station when spawning new people, I ran into a null pointer bug.