On Dec 10, 8:01 pm, "[Jongware]" <IdontWantS...@[EMAIL PROTECTED]
> wrote:
> <MICHAEL.MCA...@[EMAIL PROTECTED]
> wrote in message
>
>
news:6e5251a0-7cfa-4b17-97bb-7ac42458b0ca@[EMAIL PROTECTED]
>
>
>
>
>
> > On Dec 10, 11:28 am, "[Jongware]" <sorry@[EMAIL PROTECTED]
> wrote:
> > > <MICHAEL.MCA...@[EMAIL PROTECTED]
> wrote in message
>
> >
>news:83b99dea-962a-4d24-92b6-63ad32978ecc@[EMAIL PROTECTED]
>
> > > > On Dec 7, 1:18 am, MICHAEL.MCA...@[EMAIL PROTECTED]
wrote:
> > > > Excellent, you were correct the rotl etc were not working
corectly.
> > > > Now i have the correct names I have discovered another problem
> > > > (typical eh?) the generate_sector code is not producing the
correct
> > > > number of stars in a sector.
> > > > I have been testing in a small sector: Sector 3,1. This is ment to
> > > > have two stars Adaze and Ayarlia in. The code is returning 7 stars
in
> > > > that sector. I am calling it correctly:
> > > > Cordx = 5914;
> > > > Cordy = 5413;
> > > > galaxyScale=0;
>
> > > > I am guessing the galaxy map itself is incorrect, how do you get
from
> > > > the map on the website down to the map that is ment to be in the
game?
> > > > I thought i did it correctly (its 8bit grayscale (flipped
vertically)
> > > > RAW file 16KB in size), did i miss something?
>
> > > Uh-oh -- theoretically, that shoulda worked exactly right, or at
least, I've
> > > bin counting on that.
> > > Are the first 2 stars in your sector named Adaze & Ayarlia? They
should be,
> > > even if the count is off.
> > > If so, I'll slap my head, because this has been up for a couple o'
years now
> > > and I never though it to be a problem.
>
> > > If it's allright to send private mail to your reply-to, I'll contact
you in
> > > person later today (by now my email address is so obscured against
spam, not
> > > even humans can work it out).
>
> > Thats great thanks,
> > The two star names are correct, the sector count is just wrong :\
> > feel free to contact me. Hopefully its just something simple wrong!
>
> That /does/ sound as if the Milky Way data is wrong. Perhaps providing
it in the
> form of a GIF wasn't such a brill idea at all. It is possible to extract
the
> exact data from either FE2 (one of the many data files) or FFE, but
locating it
> is no mean task. (It's even possible to extract the entire star map algo
out of
> these -- oh wait, I already did that.)
>
> "Put the data on my site": another post-it on my screen. Pending that,
I've
> mailed Mike the data file, so he can get on with his work :-)
>
> [Jongware]- Hide quoted text -
>
> - Show quoted text -
You help has been greatly appreciated but unfortunately this still
isn't going right, I included your Milkyway (thanks again for
providing me with it) and I've boiled the entire program down to a
very simple turbo c++ app written specifically to test the output
number of stars. Unfortunately it is still producing the incorrect
numbers of stars! The name generation code is working well on the
plus side though.
When I scale this program up to c# I get the same error as well.
I'm either beginning to believe I'm somehow being incredibly stupid or
it must be the compiler. Which compiler etc are you using to build
your app? I'm using good old Borland Turbo C++ Version 3.0 dated 1992.


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