Mutliple jump connections possible?
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I never knew this, but I just found out there are two sets of jump holes connecting Hamburg (Rh02) and Frankfurt (Rh04)
The entries from Rh04.ini:
[Object] nickname = Rh04_to_Rh02_hole ids_name = 260783 pos = -28116, 0, -33754 rotate = 0, -90, 0 Archetype = jumphole msg_id_prefix = gcs_refer_system_Rh02 ids_info = 66146 jump_effect = jump_effect_hole visit = 0 goto = Rh02, Rh02_to_Rh04_hole, gate_tunnel_bretonia [Object] nickname = Rh04_to_Rh02_holeb ids_name = 260783 pos = -32167, 0, -46628 rotate = 0, -90, 0 Archetype = jumphole msg_id_prefix = gcs_refer_system_Rh02 ids_info = 60212 jump_effect = jump_effect_hole visit = 128 goto = Rh02, Rh02_to_Rh04_holeb, gate_tunnel_bretonia ```I was under the assumption that such a double set of jump holes (or jump gates) could mess up the _'find shortest path'_ function? At least, I read this in a thread years ago; it made sense to me and it stuck in my mind. But apparently, it's not a problem. Anyone having experience with connecting two systems by multiple gates or holes? Is there a limit at all?
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Moonhead wrote:
I never knew this, but I just found out there are two sets of jump holes connecting Hamburg (Rh02) and Frankfurt (Rh04)The entries from Rh04.ini:
[Object] nickname = Rh04_to_Rh02_hole ids_name = 260783 pos = -28116, 0, -33754 rotate = 0, -90, 0 Archetype = jumphole msg_id_prefix = gcs_refer_system_Rh02 ids_info = 66146 jump_effect = jump_effect_hole visit = 0 goto = Rh02, Rh02_to_Rh04_hole, gate_tunnel_bretonia [Object] nickname = Rh04_to_Rh02_holeb ids_name = 260783 pos = -32167, 0, -46628 rotate = 0, -90, 0 Archetype = jumphole msg_id_prefix = gcs_refer_system_Rh02 ids_info = 60212 jump_effect = jump_effect_hole visit = 128 goto = Rh02, Rh02_to_Rh04_holeb, gate_tunnel_bretonia ```I was under the assumption that such a double set of jump holes (or jump gates) could mess up the _'find shortest path'_ function? At least, I read this in a thread years ago; it made sense to me and it stuck in my mind. But apparently, it's not a problem. Anyone having experience with connecting two systems by multiple gates or holes? Is there a limit at all?
Storyline only jumphole? (locked in normal game?).
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I know this case, but not too much. I know it will work as long as the destinations match and as long as there are not more then 3 jumps to same system (or it was from same system… Don’t remember exactly). Jumpholes don’t count in “short path” because they are considered as “illeagal_path”.
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Oh, just a thought, the shortest path just links to systems in series - not the objects within the system.
Most likely it finds the object based upon the line of “goto”.
I don’t know if anyone knows the algorithm behind the shortest path within the system (which will be to the jump objects). You could try changnig the order in which the jump holes appear in the file, and see if it is dependant upon that (but highly unlikely!).Strictly speaking it should be able to handle many of them, and plot the course between the closest jump points to traverse across.
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Chips wrote:
Oh, just a thought, the shortest path just links to systems in series - not the objects within the system.
Most likely it finds the object based upon the line of “goto”.
I don’t know if anyone knows the algorithm behind the shortest path within the system (which will be to the jump objects). You could try changnig the order in which the jump holes appear in the file, and see if it is dependant upon that (but highly unlikely!).Strictly speaking it should be able to handle many of them, and plot the course between the closest jump points to traverse across.
That is all reassuring, and promising! When I get to it, I might report back in this thread (if relevant).
Btw Chips, and off topic. years ago you made a great mod. I remember a beautifully weird system with cascading trade lanes. Did you continue that project?
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Moonhead wrote:
Chips wrote:
Oh, just a thought, the shortest path just links to systems in series - not the objects within the system.
Most likely it finds the object based upon the line of “goto”.
I don’t know if anyone knows the algorithm behind the shortest path within the system (which will be to the jump objects). You could try changnig the order in which the jump holes appear in the file, and see if it is dependant upon that (but highly unlikely!).Strictly speaking it should be able to handle many of them, and plot the course between the closest jump points to traverse across.
That is all reassuring, and promising! When I get to it, I might report back in this thread (if relevant).
Btw Chips, and off topic. years ago you made a great mod. I remember a beautifully weird system with cascading trade lanes. Did you continue that project?
About the jumps, it all depends upon locked gates too - it may ignore them, so if they’re a storyline gate and locked in MP, it’ll never look at it (I assume).
Regarding the mod - hah! Good memory, it was years ago that - I think we stopped proper work in Feb 2005, although we sort of changed the odd file here and there until November 2006 (which was when the last actual changes were made to 129.17). I think we released 1.30 sometime around early 2006 as a stop gap…it wasn’t supposed to be a release, 129.17 was the real work, it just fixed most big issues and got released due to public pressure However, last year I did tinker with the Romanov systems, as they were never fully finished off… if I get free time at some point, I may continue it. It wouldn’t compete with modern mods, but it’d be nice just to have it “done” (although it will never have the mechanoids as PantherX never finished. Now those models were seriously bad-assed, the textures with the glows were awesome - just never converted into the game).
Strangely enough, the maze system seemed to be the one most remember… I remember hate mail when people docked on the base we had in there, and then couldn’t get out of the maze again
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Chips wrote:
About the jumps, it all depends upon locked gates too - it may ignore them, so if they’re a storyline gate and locked in MP, it’ll never look at it (I assume).
Hmm… the Rh02 <-- Rh04 jump holes do indeed occur in the locked gates section in InitialWorld…
I always use some sort of OpenSP. Does that work like SP or MP in this matter. Well I can simply try that out of course But not now, it’s 0:30 here.
Chips wrote:
Strangely enough, the maze system seemed to be the one most remember… I remember hate mail when people docked on the base we had in there, and then couldn’t get out of the maze again
:lol: I don’t think I ever went in that… Now you mention them, I do remember the russian theme you used for some systems.
And those cascading trade lanes… I had experimented with trade lanes out of the 2D plain, by slightly rotating the rings vertically. That looked nice when going up, but tilted the ship weirdly when going down. So I thought your solution was quite nice, although it was a bit weird the ship ‘jumped up’ right before the tl ring, instead of ascending gradually.
I must admit I haven’t looked at any recent mods, “recent” here being defined as anything newer than Mace_166’s Frontierspace. Shame on me, I guess, but when I have a FL period, I prefer to build my own systems (and never finishing them, sofar :roll: :lol: )
Oh btw Chips, can you remember the nice little Nomad systems mod some guy made? Was about the same time as your mod (seems like ages ago. well 5 years is a long time). In this mod, when ya docked at a base, you didn’t see Trent at a bar / deck, but instead the player ship hanging in a kusari- / sigma-like skysphere. You could still click the equipment dealer and launcher though. A piece of clever and early .thn editing.
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Moonhead wrote:
Oh btw Chips, can you remember the nice little Nomad systems mod some guy made? Was about the same time as your mod (seems like ages ago. well 5 years is a long time). In this mod, when ya docked at a base, you didn’t see Trent at a bar / deck, but instead the player ship hanging in a kusari- / sigma-like skysphere. You could still click the equipment dealer and launcher though. A piece of clever and early .thn editing.
Oooh, no, don’t remember that.
However, I wish I still had access to the aborted Evo storyline. If you wished to see great thn editing, Accushot was the master.
We had cutscenes in space (at the start, Trent gets ambushed whilst flying a cargo run - and is killed by new ships acquired by the Liberty Rogues), followed by character cutscenes on Manhatten - such as Juni, Trent’s dead body, and a few other characters “talking” (only silence as no voices, but the gesticulations etc were there).
It’s a shame he moved on - in a couple of days he wrote a new storyline mission and some impressive cut scenes (circa 2005)…