Monday, February 28, 2011

SourceForge!

Well, it's out there in the wild blue wonder. The entire source code and data distribution is posted on SourceForge Here, after many problems with their servers eating my URLs (Apparently you have to sign up before you can register projects).

I had the weirdest feeling when I finally uploaded everything to SF. It felt kind of like sending a kid off to college: You know, it's finally gone and out from under my roof.

Due to security concerns, version 0.0.0 will never appear on SF, and we'll jump straight to 0.0.1.

On the more actual technical side of life, I fixed most of the bugs I mentioned in the last post. It was just a simple matter of adding a few more types of packet data. Everything works except for SONAR over the network, and maybe after we fix that we'll release 0.0.1. I already know what needs to happen, but I haven't done it yet (maybe tomorrow. I'm having to much fun firing torpedoes everywhere).

And, like usual, I'm still trying to make half-decent models. Here's a sneak peek at my latest model (No textures yet, sorry). At least it beats my last model of the submarine :)
Sorry about the lighting - I'm not very good at lighting, despite what my avatar suggests.

Saturday, February 26, 2011

Woes on the hacked network protocol

As some of us, specifically me, know the entire network protocol was added as a mere afterthought after the rest of the program had been written.

This is starting to really suck.

For one, there is a bug when 0.0.0 is run as standalone. It just fails to take control of it's ships, as it waits for the server to tell the client to control a ship, but there is no server. The fix is to just run a server and client on the same machine.

Oh, and by the way, you can't connect to any server except localhost without recompiling. This will be fixed by 0.0.1.

For another, the only things transferred over the network in 0.0.0 is the engine magneto state, the ballast tank data, and the airfoil control surface controls. This means that when the launcher tries to launch the torpedo with a given forward velocity, this velocity doesn't actually take effect. This will also be fixed by 0.0.1.

For those who don't know: the server/client protocol has a concept of "control," which is assigned to different clients by the server. The different 'brains' of the ships, so to speak, are housed in python files. Only the client with "control" over a ship is allowed to run the python file that takes in environmental data (position, speed, etc.) from the server and outputs controls (airfoil deflection, engine throttle, etc.) back to the server.

I'm considering moving to SourceForge. Any thoughts?

Thursday, February 24, 2011

Hello!

Hello there!

Blue November is a realistic naval warfare simulator. It was first inspired to me by my Uncle, and I just took the idea and ran...

But here I am. I just released the first alpha for the project, version 0.0.0, and I'm throwin' a party! :D

Anyhoo, more to follow. Stay tuned!

Above is a picture of Blue November circa September - Things have changed a little bit. Anyone who isn't blind will note that the graphics are absolutely horrendous. My apologies, as I am not a graphics designer :,( But, regardless, at some future point I'll make life look better in general. Also, my Uncle insisted that what little I have is overboard - He wants this to be entirely realistic and have no external views whatsoever. I'm of two minds.

But I make up for it in speech technology. Commands are given almost primarily using voice commands - and the crew will respond with voice! If I may, I will endorse the PocketSphinx and Festival teams, as they are both ABSOLUTELY AWESOME!!!!! :)

I'll catch y'all later. Maybe after I have something showing some sort of better gfx :-X