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ArjinFerman

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joined 2022 September 05 16:31:45 UTC
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User ID: 626

ArjinFerman

Tinfoil Gigachad

2 followers   follows 3 users   joined 2022 September 05 16:31:45 UTC

					

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User ID: 626

Verified Email
19

I'm sorry HighSpace, I love you, I really do, but something about this project has been calling my name.

It all started with an idea for a decentralized recommendation engine in the vein of stumbleupon.com (I posted about it, but I think it got sucked into the vacuum of that database stroke we suffered a while back), but it has since took on a life of it's own. Originally the idea was to collect all the content I'd normally click “like” on, across various platforms, and present it as a curated feed of cool stuff I saw. The decentralization would come later on, as other people would hopefully join in, and we'd aggregate the results, and present them to each user according to their preferences. I wasn't convinced it's that great of an idea, so it languished for a while, until I remembered an old setup I had with Miniflux and Nitter that I'd use for keeping up with some people I followed, without opening a Twitter account. I thought Miniflux would provide a nice scaffolding for what I wanted to make, and Nitter would be a good start for a source of recommended content.

Nitter's dead, long live Nitter!

As we've all heard Nitter is dead, or is it? At one point I saw someone here link to privacydev's instance and after the core Nitter team gave up, I was using it every once in a while. It sure got slow, and it sure got unreliable, but not unreliable enough for me to believe the core functionality is completely crippled. I suspected it's a question of them not having enough accounts to make all the requests to Twitter, to serve all the people using the instance. Lo and behold, turns out I'm right, even though guest accounts are gone, you can still use it with a regular account, and there's even a script for fetching the auth tokens necessary to make nitter run. So I set the whole thing up, at first mostly just to have a Twitter frontend that's not absolute garbage, and it works like a charm! It's probably a good idea to add a few more accounts to avoid rate-limiting, but I've been using it on a single login without really running into issues.

Nitter's fine and well, but one of it's annoying limitations is that you have to look up an account directly. Timeline support is on it's roadmap, but they never got around to it, and it looks like now they never will. But what they do have is an RSS view, so you can add all the accounts you're interested in, and put their tweets together into a single timeline. For this, as already mentioned, I've used Miniflux. This has a lot of advantages that I really like. First, the tweets are in chronological order, and you can use an “unread” feed to only check the stuff you haven't seen yet. I find it much better than Twitter's “slotmachine” feed that shuffles tweets, lies to you about new content being available, and promotes people you haven't even followed. Secondly the tweets are automatically archived. Some people delete their spiciest takes, and even on Elon's Twitter accounts get occasionally yeeted, but since you're storing the content locally, all their bangers are safe with you. Thirdly - searchability. Twitter's search isn't even that bad, but what's missing for me is the ability to search the stuff I followed or liked. My memory is decent, but vague - “I saw that in a tweet I liked around X time”, “someone I followed used a phrase Y”, etc. Limiting the search to only people I follow, or to bookmarked RSS entries helps a lot.

I also had some issues with the setup. Miniflux only renders the titles of tweets, not their content. On the other hand, for some reason, Nitter renders the whole Tweet in the RSS entry title, which you'd think is a solution to the previous problem, but if you add a feed from non-nitter source, you end up with inconsistent rendering - you can read the tweets without clicking on each entry, but you have to check every entry from other feed types manually. So I made some adjustments! Nitter only renders basic info in the title (tweet author, who they're replying to / retweeting) and Miniflux actually renders the entire content on it's feed pages. The commit also includes the script to get the auth tokens. You can now happily scroll through all your content.

But wait, there's more!

So as I was happily using this setup, it occurred to me that images are quite important in the Twitter ecosystem. Sometimes people post memes with very little comment, sometimes they post screenshots of articles, sometimes they post images of text to get around the character limit. That's not an issue, it all renders fine, but since archiving is an important feature for me, I thought I need to do something about the images in case of banger deletion / account yeeting. So I made further adjustments! When the RSS entries are downloaded, their content is scraped for image tags, and they're automatically saved to Miniflux' database.

But that's not all! Since search is also an important feature for me, I thought “what if someone posts one of those wall-of-text images containing something interesting, and I'll only remember a phrase in the image, but nothing about the text of the tweet or it's author?”. Don't fret, another adjustment I made was to use gosseract, a Golang (which Miniflux is written in) OCR package, to automatically scan and transcribe the images, and to extend the search feature to look up the transcriptions as well! No spicy screenshotted headline will be able to hide from you now!

We're quite far from the original “p2p recommendation engine” idea, but I'm quite happy with the result. Back during one of the dotcom booms there was a saying to the effect of “just make an app you'd want to use”, and by that criterion I feel like I struck gold, so I thought I'd share it. There's potential to develop it further, both Substack and Youtube (still) offer RSS views of their content, and both have relatively-easy-to-access transcriptions. Automatically downloading audio or video content might be a tall order storage-wise, but it definitely will help with my chronic “I know I heard this on one of the several 5-hour long podcasts I listen to daily, but don't know which one" problem.

Now, if you're thinking, "that all sounds nice in theory, but I fell asleep reading the README of the repositories you linked to, and there's now way I'll bother setting any of this up" - you're in luck! For my next performance, if anyone's interested, I might set up a demo server.

If you want to take a stab at setting it up for yourself, and need help, I'll be happy to assist.

8
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Aaaand we're back!

The goal of this thread is to coordinate development on our project codenamed HighSpace - a mod for Freespace 2 that will be a mashup between it and High Fleet. A description of how the mechanics of the two games could be combined is available in the first thread.

Who we have

Who we need

The more the merrier, you are free to join in any capacity you wish! I can already identify a few distinct tasks for each position that we could split the work into

  • developers: “mission” code, “strategic” system map code

  • artists: 2D (user interface), 3D (space ships, weapons explosions)

  • writers: worldbuilding/lore, quests, characters

  • testers: the way the any program works always makes sense to the developer, so feedback from people who aren't me is always appreciated. This is a pretty easy way to get involved, though it does require an initial investment of buying Freespace2, at least until we manage to turn it into a proper total conversion, and use only our content.

A small note if you want to contribute:

Don't be afraid to ask questions however small, or silly you might find them. This is literally one of the primary functions this thread has. The Hard Light documentation is... there... but it's not great, and between that, the peculiarities of LUA, the FS2 scripting API, RocketLib, and other parts of FS2 modding, it really might not be obvious how to resolve issues you run into. I might not be able to answer all questions, but I've dabbled in all these things, so there's good chances I might be able to help.

What we have

  1. Capital ships

  2. Fighters

  3. A cruiser, loaded in-game

  4. Turntable render for a cruiser

  5. Turntable render for a destroyer

  • Some of the ships concepts are now imported into the game

  • A proof of concenpt for “strategic” system map we jump into on start of the campaign. It contains a friendly ship and 2 enemy ships, you can chose where to move / which enemy ship to attack.

  • A “tactical” RTS-like in-mission view where you can give commands to your ships.

  • A somewhat actual-game-like workflow. Attacking a ship launches a mission where the two ships are pitted against each other. If you win, the current health of your ship is saved, and you can launch the second attack. If you clean up the map you are greeted with a “You Win” message, or “You Lose” if you lose your ship.

Updates

November was a mess for me IRL, December was Christmas time, and even though January was busier than I would like, I managed to get some work in. The biggest change is the Battle Group split / merge feature. Also did some refactoring because there were way too many ship lists to keep track of whenever any ship is was added / removed, but of course that's not the kind of thing that lends itself to flashy gifs. Another change that I managed to get in back in November is setting up debugging with EmmyLua which helps in development a lot.

Bugs found

  • Cannot jump into mission without “Alpha 1” being present in group
  • Crash on win/lose of the game
  • System map targetting is off - sometimes the target ship moves on before you reach it

What's next

  • Improve the simplified orbital mechanics

  • Fixing the bugs

  • AI code for System View ships, first for plotting the course, and if time permits for some basic enemy movement as well.

9
post thumbnail

The goal of this thread is to coordinate development on our project codenamed HighSpace - a mod for Freespace 2 that will be a mashup between it and High Fleet. A description of how the mechanics of the two games could be combined is available in the first thread.

Who we have

Who we need

The more the merrier, you are free to join in any capacity you wish! I can already identify a few distinct tasks for each position that we could split the work into

  • developers: “mission” code, “strategic” system map code

  • artists: 2D (user interface), 3D (space ships, weapons explosions)

  • writers: worldbuilding/lore, quests, characters

  • testers: the way the any program works always makes sense to the developer, so feedback from people who aren't me is always appreciated. This is a pretty easy way to get involved, though it does require an initial investment of buying Freespace2, at least until we manage to turn it into a proper total conversion, and use only our content.

A small note if you want to contribute:

Don't be afraid to ask questions however small, or silly you might find them. This is literally one of the primary functions this thread has. The Hard Light documentation is... there... but it's not great, and between that, the peculiarities of LUA, the FS2 scripting API, RocketLib, and other parts of FS2 modding, it really might not be obvious how to resolve issues you run into. I might not be able to answer all questions, but I've dabbled in all these things, so there's good chances I might be able to help.

What we have

  1. Capital ships

  2. Fighters

  3. A cruiser, loaded in-game

  4. Turntable render for a cruiser

  5. Turntable render for a destroyer

  • A proof of concenpt for “strategic” system map we jump into on start of the campaign. It contains a friendly ship and 2 enemy ships, you can chose where to move / which enemy ship to attack.

  • A “tactical” RTS-like in-mission view where you can give commands to your ships.

  • A somewhat actual-game-like workflow. Attacking a ship launches a mission where the two ships are pitted against each other. If you win, the current health of your ship is saved, and you can launch the second attack. If you clean up the map you are greeted with a “You Win” message, or “You Lose” if you lose your ship.

Updates

This has been quite a productive month! FC exported a few stripped down models to the Freespace native format, and after tinkering with game data, and the resulting files we managed to import them to the game:

On the development front we now have:

On that, I was also experimenting with calculating any collisions with the plotted course, but this might be a bit of dead-end. Currently you set the destination relative to the body you'll end up orbiting, rather than in absolute coordinates, and that makes the usefullness of showing these potential collisions to the user questionable. The code might still be useful for the AI to plot the optimal course so I'll hold on to it for now.

What's next

  • Fleet info in the System View

  • Splitting / merging fleets

  • AI code for System View ships, first for plotting the course, and if time permits for some basic enemy movement as well.

5

The goal of this thread is to coordinate development on our project codenamed HighSpace - a mod for Freespace 2 that will be a mashup between it and High Fleet. A description of how the mechanics of the two games could be combined is available in the first thread.

Who we have

I hope you don't mind I moved you to Consultants for now, @netstack. I'm always torn between keeping people in their originally declared roles as encouragement, and not wanting to harass them into contributing, when writing the contributor list. I'll be more than happy to re-add you as a dev if you're still on board.

Who we need

The more the merrier, you are free to join in any capacity you wish! I can already identify a few distinct tasks for each position that we could split the work into

  • developers: “mission” code, “strategic” system map code

  • artists: 2D (user interface), 3D (space ships, weapons explosions)

  • writers: worldbuilding/lore, quests, characters

A small note if you want to contribute:

Don't be afraid to ask questions however small, or silly you might find them. This is literally one of the primary functions this thread has. The Hard Light documentation is... there... but it's not great, and between that, the peculiarities of LUA, the FS2 scripting API, RocketLib, and other parts of FS2 modding, it really might not be obvious how to resolve issues you run into. I might not be able to answer all questions, but I've dabbled in all these things, so there's good chances I might be able to help.

What we have

  1. Capital ships

  2. Fighters

  3. A cruiser, loaded in-game

  4. Turntable render for a cruiser

  5. Turntable render for a destroyer

  • A proof of concenpt for “strategic” system map we jump into on start of the campaign. It contains a friendly ship and 2 enemy ships, you can chose where to move / which enemy ship to attack.

  • A “tactical” RTS-like in-mission view where you can give commands to your ships.

  • A somewhat actual-game-like workflow. Attacking a ship launches a mission where the two ships are pitted against each other. If you win, the current health of your ship is saved, and you can launch the second attack. If you clean up the map you are greeted with a “You Win” message, or “You Lose” if you lose your ship.

Updates

It was another slow month, but things are finally starting to move. Literally. I added a current time display (set to the very beginning of the universe for now), and time can be paused / started / fast-forwarded. I also added a side bar with some help text (I thought the controls were relatively obvious, only to realize that what seemed obvious depended on the game I was most recently playing). The planets are the only things that move on their own for now, but I should be able to extend that feature to ships pretty soon. I'm not sure if this idea will go anywhere, but I'm thinking of having ships be able to move through conventional and subspace drives, the former obviously only being useful for planet-moon type distances.

Other than that I spent a lot of time optimizing. Brute-forcing my way through "find me the ship under the mouse cursor" was fine for a proof-of-concept, but I was finding myself making more and more "get me the nearest X" queries, so it was time to shove everything into a spatial index. I'm quite happy with the result, but it's not really something you can show off visually (well, unless you really want to).

What's next

  • Getting the ships to move along an orbit.

  • Real-time ship movement (sub-space, and conventional)

  • Obstacle mechanics for the planets

7

The goal of this thread is to coordinate development on our project codenamed HighSpace - a mod for Freespace 2 that will be a mashup between it and High Fleet. A description of how the mechanics of the two games could be combined is available in the first thread.

Who we have

  • @FCfromSSC - 2D/3D artist

  • @netstack - developer, tester, and suggester of great ideas

  • @Mantergeistmann - writer

  • @Southkraut and @RenOS - didn't formally join the team, but in appreciation for their feedback I am granting them the rank of Consultant

  • Me - developer

Who we need

The more the merrier, you are free to join in any capacity you wish! I can already identify a few distinct tasks for each position that we could split the work into

  • developers: “mission” code, “strategic” system map code

  • artists: 2D (user interface), 3D (space ships, weapons explosions)

  • writers: worldbuilding/lore, quests, characters

What we have

  1. Interceptor

  2. Pursuit Frigate

  3. Patrol Frigate

  4. Light Missile Cruiser

And we've made some attempts to import them into the game, just to see how they'd look:

  1. Interceptor: Mission Editor, In-Game
  2. Cruiser: Mission Editor, In-Game
  • A proof of concenpt for “strategic” system map we jump into on start of the campaign. It contains a friendly ship and 2 enemy ships, you can chose where to move / which enemy ship to attack.

  • A somewhat actual-game-like workflow. Attacking a ship launches a mission where the two ships are pitted against each other. If you win, the current health of your ship is saved, and you can launch the second attack. If you clean up the map you are greeted with a “You Win” message, or “You Lose” if you lose your ship.

  • A “tactical” RTS-like in-mission view where you can give commands to your ships.

Updates

I didn't have as much time to work on the mod as I would like this month, but I managed to update the System View. It now has camera movement and zoom, but more importantly it is now a view of an actual solar system (our's to be precise).

Neither the sun, nor the planets currently do anything - they don't move, they don't block your movement, you can even fly right into them - but they do look cool in my opinion. I also added ship grouping (separate from the idea of merging fleets into Battle Groups) in case the zoom-out is so big, the icons start running into each other. It's still a bit glitchy, but it gets the job done.

What's next

  • I'd like to continue working on the System View. @netstack wanted to add real-time ship movement, with pausable/fast-farwardable game time, and planet movement feels like a natural extension of that. I'd also like to add orbit calculation and movement for the ships. After that, I'd implementing various forms of obstacle mechanics - you won't be able to fly into, or through the planets,

  • If I get tired of the System View, I might work on the Tactical View improvements I mentioned in the last thread: subsystem status, beam cannon charge status, and a handier way to give advanced commands. The scripting API also allows you to add objects to the background, so I'd like to calculate the appropriate positions for suns and planets, based on your location in the System View.

8

The goal of this thread is to coordinate development on our project codenamed HighSpace - a mod for Freespace 2 that will be a mashup between it and High Fleet. A description of how the mechanics of the two games could be combined is available in the first thread.

Who we have

Who we need

The more the merrier, you are free to join in any capacity you wish! I can already identify a few distinct tasks for each position that we could split the work into

  • developers: “mission” code, “strategic” system map code

  • artists: 2D (user interface), 3D (space ships, weapons explosions)

  • writers: worldbuilding/lore, quests, characters

What we have

  • Concept art for a long range missle cruiser, curtesy of @FCfromSSC

  • A proof of concenpt for “strategic” system map we jump into on start of the campaign. It contains a friendly ship and 2 enemy ships, you can chose where to move / which enemy ship to attack.

  • A somewhat actual-game-like workflow. Attacking a ship launches a mission where the two ships are pitted against each other. If you win, the current health of your ship is saved, and you can launch the second attack. If you clean up the map you are greeted with a “You Win” message, or “You Lose” if you lose your ship.

  • A “tactical” RTS-like in-mission view where you can give commands to your ships.

Updates

  • The System Map and the Tactical View got minor pimp-ups. The System Map now shows the ship names, and the Tactical View has a grid to help with orientation, draws ship icons if the ships are too far away to see, and draws waypoint, and target icons to give some indications of the ship's current goals.

  • The System Map now supports Battle Groups, and the player is now in charge of one - the original GTC Trinity cruiser, and a wing of fighters.

  • We now have “just in time” mission generation. Like I mentioned in the previous thread, the scripting API gives you access to the file system, so it was pretty easy to generate a mission file on the fly. This has some advantages over using a “blank” mission file and setting up the mission via the API, because not all mission features are exposed to the API. The most obvious example here will be how there's no longer an “extra” player ship, just the ones explicitly declared for the System Map (in the previous versions you'd be flying a fighter, even though in theory there were no fighters in the System Map).

  • Thanks to the fighters and their current load-out it's actually not that hard to win the game at the moment. Your cruiser will easily dispatch the Shivan one, and as to the corvette, you can order your ships to run away, and take out the turrets yourself, then order your ships to attack. It will take a while, but with a defenseless enemy it's only a question of time.

What's next

  • The System Map didn't get a lot of attention so far, so I'd like expand it. It would be nice to move around an actual star system, add camera movement, and split/merge mechanics for fleets.

  • The Tactical View is somewhat functional, but still needs to give a player handle on what's going on, and better control over their ships. I wanted to add subsystem status, beam cannon charge status, and a handier way to give advanced commands.

8

Since the original thread fell of the main page, I figured I'd turn this into a monthly thread.

The goal of this thread is to coordinate development on our project codenamed HighSpace - a mod for Freespace 2 that will be a mashup between it and High Fleet. A description pf how the mechanics of the two games could be combined is available in the first thread.

Who we have

Who we need

The more the merrier, you are free to join in any capacity you wish! I can already identify a few distinct tasks for each position that we could split the work into

  • developers: “mission” code, “strategic” system map code

  • artists: 2D (user interface), 3D (space ships, weapons explosions)

  • writers: worldbuilding/lore, quests, characters

What we have

  • Concept art for a long range missle cruiser, curtesy of @FCfromSSC

  • A proof of concenpt for “strategic” system map we jump into on start of the campaign. It contains a friendly ship and 2 enemy ships, you can chose where to move / which enemy ship to attack.

  • A somewhat actual-game-like workflow. Attacking a ship launches a mission where the two ships are pitted against each other. If you win, the current health of your ship is saved, and you can launch the second attack. If you clean up the map you are greeted with a “You Win” message, or “You Lose” if you lose your ship.

  • *New:* a “tactical” RTS-like in-mission view where you can give commands to your ships (see more in comment below)

What's next

The fun stuff can now begin:

  • The system map is only a proof of concept, for one, it's not really a map of a star system. Also, the enemies cannot move, your ship is instantly teleported instead of moving gradually as time goes by, etc.

  • Missions start with the player in control of a default fighter craft, because we need a mission file, and a mission file needs a player ship. An easy way to solve it is to turn the single ship in the system view into a group containing a fighter wing, that the player will be in control of. A more complex solution is a bit more crazy, but I think it might work - the mission files are just text, and the lua API has read/write access to the file system. I think it should be possible to dynamically rewrite the mission file to setup the player ship to be the one that was moved from the system map

  • The “tactical” view is also pretty rudimentary. The camera cannot be moved, only basic right-click commands can be given (move / attack / protect), wheras the game supports pretty complex stuff (disabling, disarming, attacking specific subsystems). As battles grow in scope, finding a way to show what the hell is going on in a clear and simple way would also be useful.

18

After @urquan's recent post about participation on TheMotte not being as enjoyable anymore, I dropped a comment suggesting a group creative activity, to take our mind off the Culture War, and give people other reasons to come here. The idea to make a mod for Freespace 2 got fairly good feedback, so I'm making this post to give you my pitch, and to coordinate development.

High Fleet (in Spaaace)

Freespace is a space fighter sim that sends you to fight alongside massive capital ships duking it out with each other with giant beams, shells, and missiles. It does a very good job making you feel like you're a part of a bigger war machine, doing your part to fulfill a grander strategy... the problem is most of that is accomplished through good mission design, scripting, and storytelling. You might sometimes wonder if you could have turned the tide by knocking out a beam cannon, or disabling a ship's engines before it gets away... why yes, you could, and this is why these subsystems have been made indestructible during that particular mission. Such are the joys of story-driven games, so I'm not even mad, but this made me feel there's something missing in the game.

By contrast High Fleet is a part-strategy part-action-arcade roguelike, where you take your fleet behind enemy lines to strike at their heart. The combat mechanics are the least interesting part of the game in my opinion, but the strategic view in which you spend most of your time feels very compelling. You can split your fleet, and have your detachment clear up the area to prepare for the arrival of your flagship, gather intelligence, or look for allies. You do all of this while dodging patrolling enemy strike groups.

So why not combine them? FS2 had been open sourced, and now features an extensive Lua scripting API, and an optional libRocket based interface. It is possible to implement a High Fleet-like strategy game in libRocket, and dynamically generate a combat mission upon encounter. The lore of Freespace has a few things that lend themselves to this sort of strategy game:

  1. FTL is done through subspace jumps. Throughout the vanilla campaign there are references to ships needing to power up their drive before they can make a jump, and while to my knowledge rules governing subspace drives have never been hashed out (and may in fact be contradictory, in service of the storyline), setting up something simple like “bigger ships need more time to charge their drives” will already create quite a bit of strategic depth. Maybe you have a destroyer that's more than enough to deal with a threat you detected, but if you use it, it'll be comitted to that battlefield for an extended period of time, what if they're just luring you away from their true objective? Do you scramble a few fighter wings, and send them instead, since they'll be easier to recall if necessary?

  2. Inter-system jumps rely on “jump nodes”. This limits where you can travel to from the current system, and allows for blockades which you might need to break through (or set up yourself if you want to make sure your enemies won't escape).

  3. Subsystem mechanics. Each ship has a bunch of subsystems, typically: weapons, engines, sensors, and navigation. You might not have enough firepower to destroy an enemy ship, but maybe it's worth it to sacrifice a few fighters to knock out a subsystem? Maybe you're want to raid a freighter convoy, but there's a patrolling anti-fighter cruiser nearby that will make mince meat out of you. If you knock out it's engines it will give you enough time to deal with the freighters. Maybe you're trying to lose a pursuit, and there's no way you can jump out of their sensor range - why not knock out their sensors then?

  4. Ship specialization. It's hard to give justice how much room to play there is here, even with just the vanilla assets. Some capital ships are very good at taking out fighters, some are very good at taking out other capital ships. Bombers are a threat to even the biggest capital ships, but are vulnurable to fighters and interceptors, and need to get into point-blank range or there's a high chance their payload is intercepted. Reconessaince will be very important, and the player will need to adapt their strategy to what they have vs. what they're up against.

Hopefully, the result will be the best of both worlds - dynamic strategic gameplay, with a fun combat system.

What we have, and who/what do we need?

  • I'm a developer, and I'm happy to handle to coding side of things, although the more, the merrier

  • @FCfromSSC has offered to handle the 2D/3D art. I don't know if you can/wan't to handle this side in particular FC, but we'll need someone who can design a nice interface.

  • @netstack has provisionally offered to join in unknown capacity.

  • a writer would be nice to have. A strategy game could still be fun with no/minimal story, but if we're cloning High Fleet I think it would be nice to have a storyline. If nothing else, can someone please come up with a title for this project!

What's the plan?

  • I'd say step one would be the UI, and the intra-system strategic gameplay, and dynamic mission generation.

  • After that we have to decide about the inter-system/"high level" strategic gameplay. Do we indeed just copy High Fleet, or are we adding/changing something?

  • Do we use the Freespace universe or make our own? The former is easier, and we can reuse existing assets, but maybe our artists want to run wild?