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-   -   DSubs - abstract multiplayer subsim (https://www.subsim.com/radioroom/showthread.php?t=240394)

Boris-Barboris 02-02-20 03:16 PM

v0.0.8
 
https://github.com/Boris-Barboris/ds...ses/tag/v0.0.8


Implemented passive mode for torps, Minoga got a toggle for it in the "Aiming" UI. Keep her active phase speed low, on 29m/s it's legally deaf.
Here's a dump from torp's sensor during Stork (going flank) intercept.

https://i.imgur.com/kJdgiID.png

Thank you, mr(s) Spencer, your tests have induced a couple of crashes and bugs in the acoustics system, that I have fixed. Don't be shy to give feedback here or in PM.

Boris-Barboris 02-09-20 09:46 AM

https://github.com/Boris-Barboris/ds...ses/tag/v0.0.9


Got contact description field/label and word wrap working, made some threading-related improvements on the server side.


https://i.imgur.com/Otkv5bA.png

I will now start working on the scenario and instance system. It occured to me that this monstrosity needs a good tutorial and some interesting campaign that can make use of the acoustics and player's ears.
Tutorial requires rich interactive guides on the client, and campaign requires instancing (personal game world for the player), more database entities (animals, weapons, neutrals, subs), map scenario elements and goal/message system.


This boring stuff will eat about a year of my time, I believe, but that will probably be enough to actually publish the turd.

Boris-Barboris 02-22-20 01:50 AM

Thanks cane, AndiK, BamboozledSandwich, ildifa, sour_candy, maxadmiral, Pigeon and krome.
Fixed the server crashes you have encountered.

Boris-Barboris 02-26-20 01:04 PM

https://i.imgur.com/k6Qbb80.png

Got some very rough replay working, was too curious of what is happening.


https://github.com/Boris-Barboris/ds...es/tag/v0.0.10


  • slider UI control now can be moved by clicking on desired position.
  • simple replay mode, entered from main menu by clicking on "watch replay" button. Replay data is collected every 10 seconds if there is at least one active player on the server. Data is delayed 1 hour from real time. Data is given out in chunks, grouped by day. Day can be entered in top left corner of the screen. Move slider on the bottom of the screen to move through time. Use mouse wheel while hovering over the slider to move time frame by frame. Map is pannable/zoomable, as usual.
  • reduced arena circle shift range in half, noticed that some players just didn't want to swim that far and quit.

AndiK 02-27-20 03:33 AM

Hi Boris,

you might have noticed that I've been enjoying DSubs quite a lot, actually, so here's a great big
THANK YOU
from me. :) Like yourself, I find doing the TMA the most enjoyable part of a subsim, so DSubs is bang on the money (towed arrays ftw!).

I've given the replay function a quick try last night - thanks! However, is there a chance that the replay coordinate system is out of alignment from the main game? When watching myself, I could tell which bit I was looking at, but it somehow seemed the wrong way around.

Cheers! Very much looking forward to seeing it grow in the future. :-)

Andi

Boris-Barboris 02-27-20 03:40 AM

Quote:

Originally Posted by AndiK (Post 2651520)
Hi Boris,

you might have noticed that I've been enjoying DSubs quite a lot, actually, so here's a great big
THANK YOU
from me. :) Like yourself, I find doing the TMA the most enjoyable part of a subsim, so DSubs is bang on the money (towed arrays ftw!).

I've given the replay function a quick try last night - thanks! However, is there a chance that the replay coordinate system is out of alignment from the main game? When watching myself, I could tell which bit I was looking at, but it somehow seemed the wrong way around.

Cheers! Very much looking forward to seeing it grow in the future. :-)

Andi


Glad to hear that.

You are correct, player coordinate system is randomly shifted and rotated for each spawn. I did that because I wanted to make life a bit harder for players that decide to team up against other solo players and would try to verbally communicate using absolute values.

This feature should go when/if I come to missions that are designed for actual coop or team fights, but for a free-for-all quick battle scenario like the one that is running I think it is a good feature.

Gustav 02-28-20 03:41 AM

You Sir are my hero! This is the game of my (admittedly sad) dreams.



Keep up the great work!


:Kaleun_Cheers:

stormrider_sp 03-02-20 02:33 AM

I tried installing it, but my anti virus detected something and sent the file automatically for interrogation.

Boris-Barboris 03-02-20 03:07 AM

Quote:

Originally Posted by stormrider_sp (Post 2652107)
I tried installing it, but my anti virus detected something and sent the file automatically for interrogation.


Reasonable behaviour from an AV, but I won't be signing the binary any time soon. I'm afraid you'll have to add an exception.

Ildifa 03-05-20 03:44 AM

Hi!


I am a longtime fan of your "AtmosphereAutopilot" mod for Kerbal Space Program, so when I first saw that this little submarine game was made by you, I was sure it was gonna be great :D


I think you had a great idea making DSubs more fast-paced than the usual sim, every round I played was always exciting!
My congratulations (and hopes to see it grow) to you :Kaleun_Cheers:


To show my appreciation, I made an icon for DSubs in the same minimalist art style, hope you like it:


P.S.: Is it possible to sometime hear music on the hydrophone, or am I hallucinating things? :hmmm:

Boris-Barboris 03-05-20 03:57 AM

Quote:

Originally Posted by Ildifa (Post 2652619)
Hi!

I am a longtime fan of your "AtmosphereAutopilot" mod for Kerbal Space Program, so when I first saw that this little submarine game was made by you, I was sure it was gonna be great :D

I think you had a great idea making DSubs more fast-paced than the usual sim, every round I played was always exciting!
My congratulations (and hopes to see it grow) to you :Kaleun_Cheers:
To show my appreciation, I made an icon for DSubs in the same minimalist art style, hope you like it:


P.S.: Is it possible to sometime hear music on the hydrophone, or am I hallucinating things? :hmmm:


Thank you. Very impressive torp dodges on March the 2nd, Ildifa, and yes, there is a music thing. Just wanted an easter egg of sorts to swim around.

I'll try to include the icon in the binary, looks sharp and fitting, though I'll probably tune the color if you don't mind. Well, at least until the title changes for some reason, but that will not come soon.

ottoatom 03-07-20 02:14 PM

This will sound like a stupid question (because it is) but any VR planned for this?.. :D

lol ok, I am actually being kind of serious :P. let me explain, back in subcommand/cold waters days I found the external views ridiculous, as pretty as they could be (which they werent.. :-? at all) and never used them, so yeah, pretty much sensors, maps and targetting solutions made the game for me.

But that doesn't mean I don't like cool 3d graphics, on the contrary, graphic realism improves immersive gameplay by a lot, at least for me. The only game I play nowadays is DCS in VR. for anyone that hasn't tried that yet, you're in for a treat. There's no point going back, just doesn't make sense to me.

So I would love to have a subsim game (or space game for that matter, pretty much the same thing I guess) that would recreate the inside of a real or fictional ship with high fidelity with battle station consoles, sensor stations, engineering, weapons etc. in a "non-condescending" way, without fisher-price style interfaces and game mechanics.

Does that make sense to anyone?.. I'm not talking about the work that would require which would be considerable of course but I think this could maybe be of interest to a greater public that you might think. DCS can be very technical and you do have a decent amount of people playing it.

You say the game core is what matters, the bells and whistles can come later. Couldn't agree with you more, how difficult would it be to "attach" those screens you have been coding to an actual 3d model? using unreal or unity there are pretty amazing and smart things that can be made..

Anyway, don't hate me for this comment. I just found this post a few days ago for the first time and really love the idea and game. Great job man, hope you keep at it.

Boris-Barboris 03-07-20 02:46 PM

Quote:

Originally Posted by ottoatom (Post 2653053)
This will sound like a stupid question (because it is) but any VR planned for this?.. :D

lol ok, I am actually being kind of serious :P. let me explain, back in subcommand/cold waters days I found the external views ridiculous, as pretty as they could be (which they werent.. :-? at all) and never used them, so yeah, pretty much sensors, maps and targetting solutions made the game for me.

But that doesn't mean I don't like cool 3d graphics, on the contrary, graphic realism improves immersive gameplay by a lot, at least for me. The only game I play nowadays is DCS in VR. for anyone that hasn't tried that yet, you're in for a treat. There's no point going back, just doesn't make sense to me.

So I would love to have a subsim game (or space game for that matter, pretty much the same thing I guess) that would recreate the inside of a real or fictional ship with high fidelity with battle station consoles, sensor stations, engineering, weapons etc. in a "non-condescending" way, without fisher-price style interfaces and game mechanics.

Does that make sense to anyone?.. I'm not talking about the work that would require which would be considerable of course but I think this could maybe be of interest to a greater public that you might think. DCS can be very technical and you do have a decent amount of people playing it.

You say the game core is what matters, the bells and whistles can come later. Couldn't agree with you more, how difficult would it be to "attach" those screens you have been coding to an actual 3d model? using unreal or unity there are pretty amazing and smart things that can be made..

Anyway, don't hate me for this comment. I just found this post a few days ago for the first time and really love the idea and game. Great job man, hope you keep at it.


I have thought about it too, it seemed to me a natural counter to my lack of graphical competence and resources: a snappy feel of an unusual VR interface. After some consideration I've put the idea on hold. The main causes of my disenchantment were:

1). The 3 main mechanics that I value the most, TMA, waterfall and active sonar, are well covered by inherently 2D interfaces (tactical map, waterfall, active sonar wavefront image). Keyboard and mouse are optimal interaction methods for these interfaces. VR looks like a detriment here, not an improvement. You will effectively spend 95% of the time in the views that do nothing for VR experience, and, in fact, are better off without it.
2). VR is strong at character immersion, which needs character and his environment. For subsim it means at least a detailed bridge and the controls on it +- characters. I certainly do not have a skill nor do I have time for such a system.
3). It should be possible to add VR to Wolfpack IMHO. I think the best chance to have a live experiment on whether VR is viable or not in a subsim is to keep pushing it's devs towards it. Their possible refusal to do it would be a great result in it's own: it would mean that the effort is not justified in current the market.

To conclude, I think VR is good for "cockpit" experience. Subsims are not a cockpit experience. Flight and racing sims are.

ottoatom 03-07-20 04:37 PM

wow, you did think about it.. all valid points, I stand corrected. The only closest thing to what I was saying would be startrek bridge commander (with better graphics, because that thing is hideous..) with your sensor style systems

I guess emulating an existing sub in a game is not great in VR. In light of what you say, the sensors would have to be tailored for VR, much like what they have done for elite dangerous so probably a fictional ship either under the sea or in space with a well thought out interface would work best.

You are onto something though, a missing part in most games around. Im sure something great will come out of it.
Cheers,
Otto

Aktungbby 03-07-20 07:36 PM

Welcome aboard!
 
ottoatom!:Kaleun_Salute:

Caseck 03-24-20 07:05 PM

lol, awesome! Talk about "Immersion!"

Great sound!

Althar93 04-02-20 04:28 PM

Just wanted to say, awesome little project you've got there. I am terrible at Dangerous Waters but this is just great fun to play.

I have only played against bots but I can definitely see the potential ; I love the ability to have multiple instances running on several screens.

Are there any plans to add surface ships or perhaps just "neutrals" that players can use to hide behind? Similarly, and since you are not going for full realism, would there be different water biomes / zones that could have different acoustic properties?

Looking forward to future progress/updates!

Boris-Barboris 04-03-20 08:44 AM

Quote:

Originally Posted by Althar93 (Post 2659557)
Just wanted to say, awesome little project you've got there. I am terrible at Dangerous Waters but this is just great fun to play.

I have only played against bots but I can definitely see the potential ; I love the ability to have multiple instances running on several screens.

Are there any plans to add surface ships or perhaps just "neutrals" that players can use to hide behind? Similarly, and since you are not going for full realism, would there be different water biomes / zones that could have different acoustic properties?

Looking forward to future progress/updates!


Thanks, yeah, love the windowing myself.

Neutrals is a good idea, though I'll need to teach AI not to cheat when observing the surroundings. Signal strength is fair, but merged contact discrimination is cheaty atm.
Surface probably will not happen.

Biomes and currents are a good flavor thing, probably will make it later.

Boris-Barboris 04-11-20 01:12 PM

Thanks, Mike, you've crashed the server and exposed an interesting bug. I understood your point about the chat.

Boris-Barboris 04-24-20 04:04 AM

Quote:

Originally Posted by Mikemaknonovitch (Post 2665735)
I can't figure out how to do the multiple window thing, it would be really useful.


When you've spawned in your submarine, you launch dsubs_client second time and press connect to another window - it will join the first dsubs_client.



Quote:

Originally Posted by Mikemaknonovitch (Post 2665735)
last week i played a bunch, just learning the game and stuff. yesterday or the day before i tried playing but it was choppy. it kept skipping, only resuming in intervals of 2 seconds or something. i think that was my side not connecting right. my internet was gay or something.


Yeah, this is Internet being slow. You're far away, problems may arise.



Quote:

Originally Posted by Mikemaknonovitch (Post 2665735)
I think it can't handle more than 3 people at once or soemthing.


It definetly can, no worries, probably something lagged.


Thanks for feedback and your time. Makes me wish I could do more development.


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