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rem0te
1st Sergeant
Joined: Fri May 27, 2011 9:20 am Posts: 45
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 rem0te's TW Visual Map - v0.1 release!
Quote: This opening post will be edited with each new release, so its possible early post replies won't make sense. Up to date thread begin here. Hi everyone, I am pleased to announce that my helper as advance enough to be called "usable". It's still far from full featured, but it has enough feature to be used already. Important: Please remember that this is in development, it is not error safe and it's quite possible it will die in everyday use. Please use cautiously. v0.1 features ------------- Configurable connection host (TWX or another proxy) Display normal and one-way warp Display port type Sector organized automatically in a "logical" fashion using force-based algorithm Depth of warp to render control number of sector displayed at once Gather data as you move around Recenter map around current sector automatically Text field allow you to focus around another sector than current one Can save and load gathered data Its possible to change background image
Can import data using
CIM warp and port report TWX warp data file export (useful for ZTM data)
Keyboard and Mouse usage:
Ctrl: stop re-centering map around focus Single click: change map focus Double click: move to sector (express warp) (use ctrl key to make your life easier) Drag: move sector around Mousewheel: Zoom the map
Attachments:
File comment: Confirmed virus free by virscan.org
TWVM-v0.1.rar [359.46 KiB]
Downloaded 767 times
_________________ -=[ rem0te ]=- I'm an Insane-Cyber-Techno-Evil-Gothic-TradeWars-Freak 
My TW Visual Map Helper
Last edited by rem0te on Fri Sep 09, 2011 12:41 pm, edited 5 times in total.
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Wed Jul 06, 2011 1:04 am |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 Re: rem0te's TW Visual Map helper reveal!
Looks nice.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
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Wed Jul 06, 2011 1:11 am |
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LoneStar
Commander
Joined: Fri Jun 09, 2006 2:00 am Posts: 1400 Location: Canada
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 Re: rem0te's TW Visual Map helper reveal!
I agree.. looks very nice.. wonder if it's possible to fill the whole screen with the display?
SD doesn't appear to have a Back Door? is that accurate, or am I'm not seeing it?
_________________ ---------------------------- -= QUANTUM Computing 101: 15 = 3 x 5 ... 48% of the time. -= There are 10 types of people in the world: Those that understand Binary and those who do not -= If Oil is made from Dinosaurs, and Plastic is made from Oil... are plastic Dinosaurs made from real Dinosaurs? -= I like to keep my friends and my enemies rich, and wait to see which is which - Tony Stark (R.I.P.)
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Wed Jul 06, 2011 6:11 am |
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: rem0te's TW Visual Map helper reveal!
It does look very nice. This game has a lot of one-ways and I'm not seeing that in your map. Keep working on it! I think you have something there 
_________________
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Wed Jul 06, 2011 7:02 am |
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rem0te
1st Sergeant
Joined: Fri May 27, 2011 9:20 am Posts: 45
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 Re: rem0te's TW Visual Map helper reveal!
LoneStar wrote: I agree.. looks very nice.. wonder if it's possible to fill the whole screen with the display? Yes, the windows is resizable, and there is a zoom bound to mousewheel. The slider in the top right control the number of warp the renderer go through before stopping. It is totally possible to display the whole universe at once tho it would look like a mess  LoneStar wrote: SD doesn't appear to have a Back Door? is that accurate, or am I'm not seeing it? I did a pretty basic ZTM on swath when I started, but I don't use it anymore (trial expired). I never fully explored the universe either. Currently it can only populate on the fly (as you travel) or throught CIM warp info. Thats why the backdoor doesnt show. I do plan on parsing ZTM, importing TWX at one point, as well as saving the data for persitence between session. Cruncher wrote: It does look very nice. This game has a lot of one-ways and I'm not seeing that in your map. I havent got around displaying one way warp, thats why  However I already store the information in a way that I can easily determine where they are so its just a matter impleting a different draw method for them.
_________________ -=[ rem0te ]=- I'm an Insane-Cyber-Techno-Evil-Gothic-TradeWars-Freak 
My TW Visual Map Helper
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Wed Jul 06, 2011 8:11 am |
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rem0te
1st Sergeant
Joined: Fri May 27, 2011 9:20 am Posts: 45
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 Re: rem0te's TW Visual Map helper reveal!
oh btw, is there a way to have attachement show as thumbnail rather then full size?
_________________ -=[ rem0te ]=- I'm an Insane-Cyber-Techno-Evil-Gothic-TradeWars-Freak 
My TW Visual Map Helper
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Wed Jul 06, 2011 8:20 am |
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Micro
Ambassador
Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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 Re: rem0te's TW Visual Map helper reveal!
The problem with most mappers is that the map will get more confusing as you zoom out further.
_________________ Regards, Micro Website: http://www.microblaster.net TWGS2.20b/TW3.34: telnet://twgs.microblaster.net:2002
ICQ is Dead Jim! Join us on Discord: https://discord.gg/zvEbArscMN
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Wed Jul 06, 2011 10:55 am |
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Thorindude
Sergeant Major
Joined: Sun Jun 26, 2011 5:29 am Posts: 69
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 Re: rem0te's TW Visual Map helper reveal!
Very nice, it's good to see someone working on pieces with more visual appeal. I'm glad to see your progress. Ditto on what the other commentators said about using the ZTM data and backdoors. 
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Wed Jul 06, 2011 11:08 am |
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rem0te
1st Sergeant
Joined: Fri May 27, 2011 9:20 am Posts: 45
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 Re: rem0te's TW Visual Map helper reveal!
MicroBlaster wrote: The problem with most mappers is that the map will get more confusing as you zoom out further. indeed. Force-Based algorithm help a bit but it quickly get unable to produce anything as it struggle to compare all the sector together. There is interesting technique to speed this up that I might try implementing. Also clustering algorithm might help with that, so I will look into it at some point. Its a nice challendge to try to map the un-mapable, and we might have to wait TWv4 with "real universe" bigbang option, but I'll keep trying until then 
_________________ -=[ rem0te ]=- I'm an Insane-Cyber-Techno-Evil-Gothic-TradeWars-Freak 
My TW Visual Map Helper
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Wed Jul 06, 2011 12:21 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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 Re: rem0te's TW Visual Map helper reveal!
I'm struggling against the urge to just enable realspace for v3. I mean, really, it's just a Bigbang toggle.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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Wed Jul 06, 2011 12:34 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 Re: rem0te's TW Visual Map helper reveal!
Is that where we have more than 6 warps per sector? If so, that would break a lot of stuff.
If it's where you have 6 warps per sector by default, that would make it really difficult to build bases and keep them hidden. It would also make it very easy for me to find ppl.
Changes to the universe can have some pretty profound data mining implications.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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Wed Jul 06, 2011 1:40 pm |
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Micro
Ambassador
Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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 Re: rem0te's TW Visual Map helper reveal!
rem0te wrote: Its a nice challendge to try to map the un-mapable, and we might have to wait TWv4 with "real universe" bigbang option, but I'll keep trying until then  I have actually been thinking about this a lot lately. What happens if you start with the outer edge of the universe and place all the sectors 40-45 warps from SOL on the edge of a grid and try to uncross the paths that lead out to them? Maybe play with a smaller universe at first, and a max course length of 15-20.
_________________ Regards, Micro Website: http://www.microblaster.net TWGS2.20b/TW3.34: telnet://twgs.microblaster.net:2002
ICQ is Dead Jim! Join us on Discord: https://discord.gg/zvEbArscMN
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Wed Jul 06, 2011 2:17 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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 Re: rem0te's TW Visual Map helper reveal!
Singularity wrote: Is that where we have more than 6 warps per sector? If so, that would break a lot of stuff.
If it's where you have 6 warps per sector by default, that would make it really difficult to build bases and keep them hidden. It would also make it very easy for me to find ppl.
Changes to the universe can have some pretty profound data mining implications. It's a hex-grid universe with many wormholes that can carry you to a distant sector. So it's not as bad as a true flat map where you have to move from sector to sector across the entire map. You can still keep maximum travel distance below a target threshold. And you can still have lots of interesting structure like bubbles, tunnels, dead-ends, etc. It doesn't have to be flat and open like real space. This was prototyped in about 1997 in several games and had a favorable response. I lost track of the code and reimplemented it recently. Sure, it would change things quite a bit, but change isn't necessarily bad, just different. Variety is good. That's what options are for. I'm not saying replace the current Bigbang algorithm, just provide an alternative. Now, maybe TWv4 would be only flat maps, making it possible to always graph them out. BTW, if you go back to the origins of the game, with the original TW, TW100, TW500, etc, they were always flat maps. See the maps at this link from early TW games, for example: http://wiki.classictw.com/index.php?tit ... ector_MapsMy tests suggest that the algorithm I'm using is playable, but of course we'd do plenty of testing before opening it up.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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Wed Jul 06, 2011 2:47 pm |
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rem0te
1st Sergeant
Joined: Fri May 27, 2011 9:20 am Posts: 45
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 Re: rem0te's TW Visual Map helper reveal!
John Pritchett wrote: I'm struggling against the urge to just enable realspace for v3. I mean, really, it's just a Bigbang toggle. I'd be really curious to see how my code handle a realspace bigbang... would you be able to put one up on the server?
_________________ -=[ rem0te ]=- I'm an Insane-Cyber-Techno-Evil-Gothic-TradeWars-Freak 
My TW Visual Map Helper
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Wed Jul 06, 2011 4:00 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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 Re: rem0te's TW Visual Map helper reveal!
Sure, I could do that. Not right this second, but soon.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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Wed Jul 06, 2011 4:01 pm |
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