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  Analyzed about 1 month ago based on code collected about 1 month ago.
 
Posted over 1 year ago by mithro
Ken kind looks a little like +Richard Jones http://ken-jennings.com/blog/archives/3305 Posted via Google+
Posted about 3 years ago by Lee
This release merges last year's GSoC projects of refactoring and MTSec, along with many bug fixes,
BattleXML support, media support in Minisec and tidyer libltdl support.

TPServer-cpp 0.7.0 is on the [downloads page][1] and will be on ... [More] our SF downloads page soon. The GIT
repo is tpserver-cpp (branch master) and the tag is TPSERVER_CPP_0_7_0. Feedback and suggestions
are always welcome.

[1]: http://www.thousandparsec.net/tp/downloads.php?category=server [Less]
Posted about 3 years ago by Lee
New version to catch up with compilers and changes in the last 3 years. Mostly small things but ezod
has rewritten the tokenizing to work better. All 0.1.x releases should be interface compatible.
Hopefully documentation makes it in ... [More] soon.

Libtprl 0.1.3 is on the downloads page and will be on alternative hosting shortly. The Git repo is
libtprl and the tag is LIBTPRL_0_1_3. Feedback and suggestions are always welcome. [Less]
Posted over 3 years ago by Lee
We've been a bit busy. Time for Thousand Parsec's wrap up for GSoC 2009.

Overall, GSoC went well, and lots of exciting work was done. We have a working webclient, a 3D
battle viewer, big improvements to the main client, big improvements ... [More] to the main server, MTSec
ruleset working, and big improvements to the secondary python protocol library.

Individual project details are below, in no particular order.

### tpclient-pywx improvements

Greywhind worked on improvements to tpclient-pywx. This include tp04 media parameter support,
resource overlay updates for tp04, download threading fixes and improvements, design window now
works correctly, much nicer object properties window and orders window. Some of the improvements
involved changes to libtpclient-py and libtpproto-py.

See [ Greywhind's final report in his blog][1] for more

[1]: http://greywhind.wordpress.com/2009/08/19/gsoc-2009-final-report/

### 3D battleviewer

Landon has done an awesome job on creating a 3D battleviewer. It has all sorts of cool effects,
including firing and explosions.

There are [ screenshots on Landon's blog][2] and, more appropriately, a video of the battleviewer
on YouTube.

[2]: http://blog.lfowles.org/archives/2009/08/02/index.php

### MTSec

The MTSec ruleset in tpserver-cpp wasn't much more than stubs before GSoC. Alanp spent his time
making it into a proper working game. This includes much design and component work, importing them
from XML file.

Alanp has a more details in his [final report on MTSec][3] in his blog.

[3]: http://alanp.ca/blog/2009/08/23/gsoctp-final-report/

### Webclient

tote developed a webclient for Thousand Parsec, which me was able to get it working enought to play
Minisec. This included log in and out, star/planet map, orders, messages and object details. Very
impressive.

### libtpproto2-py

libtpproto2-py is a different python implementation of the TP protocol, its most significant
feature is that the protocol objects are generated from the XML description of protocol. cherez made
a number of significant improvements to the library, including updating it for parameter groups and
TP04. He also developed an extensive unit test suite for the library.

### tpserver-cpp refactoring

This was a big project and epyon worked hard to refactor tpserver-cpp to make it more maintainable
. This gives a smaller core to tpserver-cpp, using more boost and STL, and hopefully setting up
other improvements in future such as ASIO.

### Parsek client update

A bonus, thanks to the KDE project. mhilmi worked on updating Parsek to use the latest (pre-release
) version of libtpproto-cpp. This flushed out a few bugs in the library, and greatly improved the
Parsek client. It is certainly a lot closer to being usable, including the new libtpproto-cpp
asynchronous support.

[Screenshots and more info about Parsek][4] are available on mhilmi's blog.

[4]: http://www.marwanhilmi.com/2009/08/18/judgement/

### The future

Most of the code changes made this year in GSoC have been merged to the mainline of the various
code modules. We are actively working on merging the others. Just about all will be included in the
next release versions of the various components.

Google has annouced Summer of Code for 2010. We are intending to apply again as mentoring
organisation, so now is a good time to get involved (as is any time
). [Less]
Posted over 3 years ago
At LCA yesterday I sat in on a miniconf presentation on memcached. It has inspired me to rewrite part of tpserver-cpp, to gut the Manager objects and use memcached instead.

But first I needed a library to make using memcached easier. The ... [More] normal approach for C is to use libmemcached, but using C++ there are a few other options. Consistent with the development direction of tpserver-cpp, I was looking for a C++ library that is using boost, and especially boost::asio. I found two libraries, a better maintained one that doesn't do asynchronous networking and calls (memcache++, and one that does do asynchronous but hasn't been updated in over a year(memcacheasio). So for now, I'm going to use memcache++ with a short timeout, which should give an option of going to async in future. [Less]
Posted over 3 years ago by mithro
As it’s only a couple of weeks till another Linux.conf.au is underway, I thought I better post this draft from the last one! This year LCA is in Wellington, New Zealand, sadly I didn’t get my act together enough to make a proper holiday of it. I’m definitely looking forward to catching up with all the cool [...]
Posted about 4 years ago by mithro
I have recently been watching and really enjoying a little known series called Starhunter. At first I thought it was an enjoyable rip off of Firefly, so i was surprised to find out that it was made first.
It has so many of the same elements, the quirky ship mechanic, the captain who doesn’t play by [...]
Posted about 4 years ago by Mithro
As you probably read from [my previous post][1], Thousand Parsec had quite a successful Summer of
Code last year. Unlike previous years, where we have concentrated on getting new stuff developed,
this year we have decided to concentrate on ... [More] building on the work of our [previous years students][2]

[1]: http://www.thousandparsec.net/tp/news.php/2009-03-31-2300
[2]: http://www.thousandparsec.net/tp/news.php/2008-10-16-1400

With the deadline looming, some of the ideas on our [ideas page][3] have already had lots of
attention, but there are a number of ideas which have yet to have any applications. I would like to
point out these ideas because we think they are very important and have a good chance to be accepted!

[3]: http://www.thousandparsec.net/wiki/Ideas_for_Programmers

Some of the most important ideas have to deal with our coolest looking last Summer of Code project
last year, [Eugene Tan's new 3d client][4].

[4]: http://www.zdnetasia.com/news/software/0,39044164,62052477,00.htm

* Adding single player support to the 3d client.
As [mentioned here][1] we have just release single player support in our 2d client. We would
like to see this extended to support our other major client.

Most of the code for this support is in the libtpclient-py support library that is already
shared between both the 3d and 2d clients, so it should be significantly easier then Ezod's own task.

* Create a "Simple 3d ship designer".
Spore has shown us that it is possible to give people non-professional 3d artists, the ability
to create cool looking models. With a little bit of prefabed art work and some easy transforms, even
programmers don't have to be scared anymore.

We would like to see a similar ability added to Thousand Parsec. It can be developed as part of
the 3d client or as a stand alone program.

Another project we think is really important, is to continue the efforts to improve single player
support. These include,

* Adding support for saving and restoring games.
Having to play a complete game in one sitting is a real pain, specially since some of the
Thousand Parsec games can requires many hours to play. The jist of this idea would be to add save/
load support found in most game types.

This would require adding saving/loading support to a number of back end projects like our
primary server (tpserver-cpp) and daneel-ai.

* Adding support for single player "scenario" mode.
In some ways, this is related to the previous idea but a little simpler. This would be similar
to the "missions" you get in other normal games.

An example would be something like "King Unorganised has run our intergalactic empire into the
ground, we have put you in charge of restoring us to our former glory.
"

* Extending single player support to include "set up your own multiplayer game".
Single player support has also paved the way towards adding support for simple wizard set up of
games to be played with friends. Much of the procedure is the same and we already have an auto-
discovery process created.

Getting started with the single player development should be very easy, it only takes 6 commands
!
git clone git://git.thousandparsec.net/git/tpclient-pywx.git
git clone git://git.thousandparsec.net/git/daneel-ai.git
git clone git://git.thousandparsec.net/git/tpserver-cpp.git
cd tpserver-cpp; ./autogen.sh; ./configure; make; cd..
cd tpclient-pywx
./tpclient-pywx

If you are interested, I suggest that [you jump on IRC][5] and chat with our wonderful bunch of
mentors. It is also recommended that you put in an application (even if only a draft) as soon as
possible, as we are happy to help you with your application and provide feedback.

[5]: irc://irc.freenode.org/#tp [Less]
Posted about 4 years ago by Mithro
[Thousand Parsec][1] is pleased to announce our
[first release that includes single player support][2]. Now all of our players can easily enjoy the
game at anytime, whether or not they can find other interested players. We've made several ... [More] other
improvements with this release, but this feature is the most significant change for 0.3.2. Binaries
are currently available for Windows and will soon be available for other systems (but you can always
grab the code from our repository!
).

[1]: http://www.thousandparsec.net/
[2]: http://www.thousandparsec.net/tp/downloads.php?category=client#tpclient-pywx

Single player support is a huge step forward for us, as it gives players a quick way to get
involved with minimal fuss. We have strived to hammer out this functionality for the past 3 years.
Better still, contributions from [Google Summer of Code][3] students have allowed us to reach this
goal.

[3]: http://code.google.com/soc/

The story of this release is long, and has its beginnings back in [2008][4] when
[Thousand Parsec joined][5] Google Summer of Code for the second time. The previous year's GSoC had
been very successful, and we were looking to achieve even more success in round two.

[4]: http://code.google.com/soc/2008
[5]: http://www.thousandparsec.net/tp/news.php/2007-03-16-0157

[Ezod][6] is our first Summer of Code student. He was pivotal in making this new release possible.
At the start of the summer, he proposed an interesting project,
" [Add single player support to Thousand Parsec][7]". Little did he know what he was getting into
!

[6]: http://ezod.livejournal.com/
[7]: http://code.google.com/soc/2008/parsec/appinfo.html?csaid=7731B9B4B375E2E5

To the naive, this may have seemed like a simple project; all it needed to do was start up the
server and an AI or two in the background. The proposal actually meant that Ezod would have to touch
almost every part of the code base and project infrastructure, from the servers, through the AIs, to
the clients. Thousand Parsec was never really designed to work in this way, as everything designed
to run standalone.

We had no qualms about Ezod's skill having already started submitting patches and packaging
Thousand Parsec for Gentoo, but the extent of the changes needed for the proposal to work still
raised some skepticism. To make things tougher, we had received a large number of quality
applications, meaning that we had plenty to choose from.

Luckily, Google blessed us with more slots then we could manage (we ended up giving back two) and
it was decided to take a risk. By the end of the summer Ezod had not disappointed -- he had the
basics working -- but it would take another 9 months and integrating the work of two other students
before we would reach the release we have today.

One problem we faced was that a game is not fun if you don't have any competition. This is were our
second Summer of Code student joins us.

Iwanowitch put in a proposal for creating a [rule-based AI][8] for Thousand Parsec. His proposal
was one of the two AI projects accepted as part of the 2008 Summer of Code.

[8]: http://code.google.com/soc/2008/parsec/appinfo.html?csaid=AD885F56FE726D6C

The AI originally targeted the RFTS ruleset, which was developed as part of our first
[Summer of Code][9]. While functionally complete, it ended up having a number of show stopping bugs
for AI development. This only became clear halfway through the summer with the mid-term evaluations
coming up.

[9]: http://code.google.com/soc/2007

The mentors put their heads together, and the best solution we could come up with was for the AI to
switch to a different ruleset. This decision would later decide which ruleset Ezod would support in
single player mode.

Thanks to a good design, by the final evaluation, Iwanowitch had his AI competing against the
second AI being developed over the summer. Ezod then worked with Iwanowitch to integrate the AI into
the single player mode, and it has now become the major opponent that everyone who tries out
Thousand Parsec will play against.

So which ruleset did they switch to, you ask? Well, that is where our third summer of code student
comes in.

Jphr proposed (and was accepted) to create a [new ruleset][10] for Thousand Parsec. Not having any
C experience at all, he choose the ambitious goal of developing a modified version of the risk
board game for the C server. He charged through the development, and by the mid-term evaluation
the core rules had already been well developed and he was working on more advanced features such as
custom maps.

[10]: http://code.google.com/soc/2008/parsec/appinfo.html?csaid=5B1B1C8E204530AD

It made sense for us to suggest that the AI guys target this ruleset. It had already been shown to
be solid and it helped relieve some of the painful process of finding bugs. This also meant that
with Ezod's help, Jphr's ruleset has gone on to be the first to be fully supported by single player
mode.

So that is the story of how three students' work came together to produce this release. Both
Iwanowitch and Ezod will be joining Thousand Parsec as Summer of Code mentors this year. These were
not our only successful projects for Google Summer of Code 2008 -- in fact, all of our projects
achieved success that year and more can be [read about the others on our website][11].

[11]: http://www.thousandparsec.net/tp/news.php/2008-10-16-1400

Sound like everything for Thousand Parsec has already been finished? Far from it! We are glad to be
participating in [GSoC once again][12], and I hope this story has inspired you to be part of Google
Summer of Code and part of the Open Source community.

[12]: http://www.thousandparsec.net/wiki/Google_Summer_of_Code [Less]
Posted about 4 years ago by Lee
Hot on the heals of 0.6.1 comes 0.6.2 release of tpserver-cpp. The main reason for this release is
to update the single player support files which changed since the last release. Single player client,
etc are coming real soon now. Also in the ... [More] release are the quickstart conf files, shave support (nice
build messages), and clearer TurnTimers split out into separate ones, basic, players finished and
threshold timers. 14 patches by 3 people. 47 files changed, 3363 insertions, 1480 deletions (thanks
libltdl update
).

TPServer-cpp 0.6.2 is on the [downloads page][1] and will be on our SF downloads page soon. The GIT
repo is tpserver-cpp (branch master) and the tag is TPSERVER_CPP_0_6_2. Feedback and suggestions
are always welcome.

[1]: http://www.thousandparsec.net/tp/downloads.php?category=server [Less]
 

 
 

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