From darrellroot at mac.com Wed Jun 3 00:05:05 2020 From: darrellroot at mac.com (Darrell Root) Date: Tue, 2 Jun 2020 22:05:05 -0700 Subject: [netrek-dev] MacOS SwiftUI Netrek client now in beta! Message-ID: netrek-dev, I’m pleased to announce that my updated MacOS Netrek client, using SwiftUI for graphics (as opposed to SpriteKit), is now in beta. Get it here: http://networkmom.net/download/netrek2.0-beta9.zip Binary is notarized by Apple. This requires MacOS 10.15 (Catalina) to run. I’d appreciate Mac users giving it a whirl during Thursday’s 6PM Pacific game. Key question: is it good enough to replace the SpriteKit-based Netrek client that is currently in the MacOS App Store? If you try it out please pop me an email and let me know your opinion. I’m also curious how many of you have iPads with 3-button mice. I suspect a native iPadOS port is possible and am curious regarding the interest level. But I think the game is too complex for an iPhone version. Thanks! Darrell darrellroot AT mac.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From ahn at netrek.org Wed Jun 3 00:34:33 2020 From: ahn at netrek.org (Dave Ahn) Date: Wed, 3 Jun 2020 01:34:33 -0400 Subject: [netrek-dev] MacOS SwiftUI Netrek client now in beta! In-Reply-To: References: Message-ID: On Wed, Jun 3, 2020 at 1:05 AM Darrell Root wrote: > I’m also curious how many of you have iPads with 3-button mice. I suspect > a native iPadOS port is possible and am curious regarding the interest > level. But I think the game is too complex for an iPhone version. > I think a version of Netrek that works on modern day tablets and smartphones could be a game changer. On the one hand, it should make the game really accessible and could lead to a revival of sorts. Netrek doesn't need millions of players but really just hundreds to sustain regular pickup play 24x7. There are surely that many old geezers and enthusiasts. On the other hand, it would involve some serious changes in attitude towards the UI and game mechanics. It's arguable whether this is good for Netrek in its historical form and context (most of us would probably consider it destructive). But at the end of the day, it's compelling to say that some sacrifices should be tolerated for the sake of long term survival. The game is certainly too complex for non-keyboard, non-mouse devices. But if it's possible to use voice as an input to substitute for messaging (macros) and most keyboard actions, it could work. The non-computer players would be at a serious disadvantage vs computer players, so perhaps there would need to be some exploration about creating a reasonable balance if both are in the same game, i.e. handicaps placed on computer players or advantages given to non-computer players. Or, it might make sense to separate them into different servers, classic vs new-gen. Really nice and welcomed work, Darrell. Dave > > Thanks! > > Darrell > darrellroot AT mac.com > > > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev > -------------- next part -------------- An HTML attachment was scrubbed... URL: From karthik at karthik.com Wed Jun 3 01:26:13 2020 From: karthik at karthik.com (Karthik Arumugham) Date: Tue, 2 Jun 2020 23:26:13 -0700 Subject: [netrek-dev] MacOS SwiftUI Netrek client now in beta! In-Reply-To: References: Message-ID: <77D9EC26-A371-4190-84B0-69EE0996F563@karthik.com> > On Jun 2, 2020, at 22:40, Dave Ahn wrote: > >  >> On Wed, Jun 3, 2020 at 1:05 AM Darrell Root wrote: > >> I’m also curious how many of you have iPads with 3-button mice. I suspect a native iPadOS port is possible and am curious regarding the interest level. But I think the game is too complex for an iPhone version. > > I think a version of Netrek that works on modern day tablets and smartphones could be a game changer. On the one hand, it should make the game really accessible and could lead to a revival of sorts. Netrek doesn't need millions of players but really just hundreds to sustain regular pickup play 24x7. There are surely that many old geezers and enthusiasts. On the other hand, it would involve some serious changes in attitude towards the UI and game mechanics. It's arguable whether this is good for Netrek in its historical form and context (most of us would probably consider it destructive). But at the end of the day, it's compelling to say that some sacrifices should be tolerated for the sake of long term survival. > > The game is certainly too complex for non-keyboard, non-mouse devices. But if it's possible to use voice as an input to substitute for messaging (macros) and most keyboard actions, it could work. The non-computer players would be at a serious disadvantage vs computer players, so perhaps there would need to be some exploration about creating a reasonable balance if both are in the same game, i.e. handicaps placed on computer players or advantages given to non-computer players. Or, it might make sense to separate them into different servers, classic vs new-gen. I don’t know that tablet players would necessarily be at a disadvantage. Let’s say we moved all commands to the screen. You tap on the galactic to get info on planets/ships (long press) and lock onto things (short press). You tap on the tactical to set course (short press) and lock onto local things (long press). Tap on a ship with one finger to phaser. Tap with two fingers to fire torps (doesn’t have to be on top of an enemy.) There can be little icons at the bottom of the screen for actions like cloak, drop/pick armies, etc, which can be pressed. I suspect tap-to-phaser would be a significant improvement, even if torping is a little harder. I’d be interested in testing it...I’m on my iPad Pro constantly these days. Of course we’d have a bunch of old-timers crying borg. This should help attract new players as well, as the UI would feel much newer with touchscreen controls and not need clunky keyboard commands to memorize. Might actually get a bunch of new players off the App Store with a modern-feeling touchscreen client. > > Really nice and welcomed work, Darrell. > > Dave > > > >> >> Thanks! >> >> Darrell >> darrellroot AT mac.com >> >> >> _______________________________________________ >> netrek-dev mailing list >> netrek-dev at us.netrek.org >> http://mailman.us.netrek.org/mailman/listinfo/netrek-dev > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev -------------- next part -------------- An HTML attachment was scrubbed... URL: From darrellroot at mac.com Wed Jun 3 14:44:34 2020 From: darrellroot at mac.com (Darrell Root) Date: Wed, 3 Jun 2020 12:44:34 -0700 Subject: [netrek-dev] Which Netrek server packet tells me that I'm being pressored or tractored? Message-ID: <0786078A-5BBE-49B0-9FEB-D0796878855E@mac.com> Netrek-dev, I’ve seen some clients which visually display that a tractor beam or pressor beam is active. I’m trying to add this feature to my MacOS client. Which SP packet from the server tells me that a pressor or tractor is active? I’ve included the packets.h summary and some “suspects” below. I also suspect that you are only “aware” of tractor/pressor beams if they act on your ship, or you act on another ship. I’m familiar with the CP_TRACTOR and CP_PRESSOR packets to request a tractor/pressor. I’m looking for the SP packets from the server which tell you that a pressor/tractor is active. The “tractor” field in the flags_spacket looked possible, but I didn’t see anything other than a 0 in that field while trying out some tractor/pressor beams. I did capture a SP_YOU packet with non-zero numbers in the tractor field, but don’t know how to interpret the number 69: "Received SP_YOU 12 1 hostile 14 war 0 armies 0 tractor 69 flags 46145536 damage 81 shieldStrength 130 fuel 12996 engineTemp 64 weaponsTemp 0 whyDead 2 whodead 3" Darrell struct flags_spacket { char type; /* SP_FLAGS */ char pnum; /* whose flags are they? */ char tractor; char pad2; unsigned flags; }; struct you_spacket { char type; /* SP_YOU */ char pnum; /* Guy needs to know this... * */ char hostile; char swar; char armies; char tractor; char pad2; char pad3; unsigned flags; LONG damage; LONG shield; LONG fuel; unsigned short etemp; unsigned short wtemp; unsigned short whydead; unsigned short whodead; }; /* packets sent from xtrek server to remote client */ #define SP_MESSAGE 1 #define SP_PLAYER_INFO 2 /* general player info not elsewhere */ #define SP_KILLS 3 /* # kills a player has */ #define SP_PLAYER 4 /* x,y for player */ #define SP_TORP_INFO 5 /* torp status */ #define SP_TORP 6 /* torp location */ #define SP_PHASER 7 /* phaser status and direction */ #define SP_PLASMA_INFO 8 /* player login information */ #define SP_PLASMA 9 /* like SP_TORP */ #define SP_WARNING 10 /* like SP_MESG */ #define SP_MOTD 11 /* line from .motd screen */ #define SP_YOU 12 /* info on you? */ #define SP_QUEUE 13 /* estimated loc in queue? */ #define SP_STATUS 14 /* galaxy status numbers */ #define SP_PLANET 15 /* planet armies & facilities */ #define SP_PICKOK 16 /* your team & ship was accepted */ #define SP_LOGIN 17 /* login response */ #define SP_FLAGS 18 /* give flags for a player */ #define SP_MASK 19 /* tournament mode mask */ #define SP_PSTATUS 20 /* give status for a player */ #define SP_BADVERSION 21 /* invalid version number */ #define SP_HOSTILE 22 /* hostility settings for a player */ #define SP_STATS 23 /* a player's statistics */ #define SP_PL_LOGIN 24 /* new player logs in */ #define SP_RESERVED 25 /* for future use */ #define SP_PLANET_LOC 26 /* planet name, x, y */ /* NOTE: not implemented */ #define SP_SCAN 27 /* ATM: results of player scan */ #define SP_UDP_REPLY 28 /* notify client of UDP status */ #define SP_SEQUENCE 29 /* sequence # packet */ #define SP_SC_SEQUENCE 30 /* this trans is semi-critical info */ #define SP_RSA_KEY 31 /* handles binary verification */ #define SP_MOTD_PIC 32 /* motd bitmap pictures (paradise) */ #define SP_SHIP_CAP 39 /* Handles server ship mods */ #define SP_S_REPLY 40 /* reply to send-short request */ #define SP_S_MESSAGE 41 /* var. Message Packet */ #define SP_S_WARNING 42 /* Warnings with 4 Bytes */ #define SP_S_YOU 43 /* hostile,armies,whydead,etc .. */ #define SP_S_YOU_SS 44 /* your ship status */ #define SP_S_PLAYER 45 /* variable length player packet */ #define SP_PING 46 /* ping packet */ #define SP_S_TORP 47 /* variable length torp packet */ #define SP_S_TORP_INFO 48 /* SP_S_TORP with TorpInfo */ #define SP_S_8_TORP 49 /* optimized SP_S_TORP */ #define SP_S_PLANET 50 /* see SP_PLANET */ /* S_P2 */ #define SP_S_SEQUENCE 56 /* SP_SEQUENCE for compressed packets */ #define SP_S_PHASER 57 /* see struct */ #define SP_S_KILLS 58 /* # of kills player have */ #define SP_S_STATS 59 /* see SP_STATS */ /* variable length packets */ #define VPLAYER_SIZE 4 #define SHORTVERSION 11 /* other number blocks, like UDP Version */ #define OLDSHORTVERSION 10 /* S_P2 */ /* #ifdef FEATURE */ #define SP_FEATURE 60 /* #endif */ #define SP_BITMAP 61 From apsillers at gmail.com Wed Jun 3 16:25:59 2020 From: apsillers at gmail.com (Andrew Sillers) Date: Wed, 3 Jun 2020 17:25:59 -0400 Subject: [netrek-dev] Which Netrek server packet tells me that I'm being pressored or tractored? In-Reply-To: <0786078A-5BBE-49B0-9FEB-D0796878855E@mac.com> References: <0786078A-5BBE-49B0-9FEB-D0796878855E@mac.com> Message-ID: It's been a minute since I worked on tractor/pressor stuff, but you can look for "tractor" in my packets.js [1] (which delegates incoming SP packets to the appropriate module, in this case tractor.js [2]). Notably I see `if(tractor & 0x40)` guarding the tractor logic (where `tractor` is from SP_YOU and SP_FLAGS), and in tractor.js I see this.target = world.ships[targetNum & ~0x40]; which says to me that everything but bits in 0x40 is the target. I also see a mask on PFPRESS to decide if it's a pressor or not, where PFPRESS is defined in constants.js as 0x800000. As I recall, I may also have needed to set a flag in a client options packet to receive tractor data at all (you can opt out of tractor info to slim down game data, I guess??). I'm less sure about that part. Andrew [1][https://github.com/apsillers/html5-netrek/blob/master/js/packets.js ] [2][https://github.com/apsillers/html5-netrek/blob/master/js/tractor.js] On Wed, Jun 3, 2020, 3:44 PM Darrell Root wrote: > Netrek-dev, > > I’ve seen some clients which visually display that a tractor beam or > pressor beam is active. I’m trying to add this feature to my MacOS client. > > Which SP packet from the server tells me that a pressor or tractor is > active? > > I’ve included the packets.h summary and some “suspects” below. > > I also suspect that you are only “aware” of tractor/pressor beams if they > act on your ship, or you act on another ship. > > I’m familiar with the CP_TRACTOR and CP_PRESSOR packets to request a > tractor/pressor. I’m looking for the SP packets from the server which tell > you that a pressor/tractor is active. > > The “tractor” field in the flags_spacket looked possible, but I didn’t see > anything other than a 0 in that field while trying out some tractor/pressor > beams. > > I did capture a SP_YOU packet with non-zero numbers in the tractor field, > but don’t know how to interpret the number 69: > > "Received SP_YOU 12 1 hostile 14 war 0 armies 0 tractor 69 flags 46145536 > damage 81 shieldStrength 130 fuel 12996 engineTemp 64 weaponsTemp 0 whyDead > 2 whodead 3" > > Darrell > > struct flags_spacket > { > char type; /* SP_FLAGS */ > char pnum; /* whose flags are they? > */ > char tractor; > char pad2; > unsigned flags; > }; > > struct you_spacket > { > char type; /* SP_YOU */ > char pnum; /* Guy needs to know > this... > * > */ > char hostile; > char swar; > char armies; > char tractor; > char pad2; > char pad3; > unsigned flags; > LONG damage; > LONG shield; > LONG fuel; > unsigned short etemp; > unsigned short wtemp; > unsigned short whydead; > unsigned short whodead; > }; > > > /* packets sent from xtrek server to remote client */ > #define SP_MESSAGE 1 > #define SP_PLAYER_INFO 2 /* general player info not elsewhere */ > #define SP_KILLS 3 /* # kills a player has */ > #define SP_PLAYER 4 /* x,y for player */ > #define SP_TORP_INFO 5 /* torp status */ > #define SP_TORP 6 /* torp location */ > #define SP_PHASER 7 /* phaser status and direction */ > #define SP_PLASMA_INFO 8 /* player login information */ > #define SP_PLASMA 9 /* like SP_TORP */ > #define SP_WARNING 10 /* like SP_MESG */ > #define SP_MOTD 11 /* line from .motd screen */ > #define SP_YOU 12 /* info on you? */ > #define SP_QUEUE 13 /* estimated loc in queue? */ > #define SP_STATUS 14 /* galaxy status numbers */ > #define SP_PLANET 15 /* planet armies & facilities */ > #define SP_PICKOK 16 /* your team & ship was accepted */ > #define SP_LOGIN 17 /* login response */ > #define SP_FLAGS 18 /* give flags for a player */ > #define SP_MASK 19 /* tournament mode mask */ > #define SP_PSTATUS 20 /* give status for a player */ > #define SP_BADVERSION 21 /* invalid version number */ > #define SP_HOSTILE 22 /* hostility settings for a player */ > #define SP_STATS 23 /* a player's statistics */ > #define SP_PL_LOGIN 24 /* new player logs in */ > #define SP_RESERVED 25 /* for future use */ > #define SP_PLANET_LOC 26 /* planet name, x, y */ > > /* NOTE: not implemented */ > #define SP_SCAN 27 /* ATM: results of player scan */ > > #define SP_UDP_REPLY 28 /* notify client of UDP status */ > #define SP_SEQUENCE 29 /* sequence # packet */ > #define SP_SC_SEQUENCE 30 /* this trans is semi-critical info */ > > #define SP_RSA_KEY 31 /* handles binary verification */ > #define SP_MOTD_PIC 32 /* motd bitmap pictures (paradise) */ > > #define SP_SHIP_CAP 39 /* Handles server ship mods */ > > #define SP_S_REPLY 40 /* reply to send-short request */ > #define SP_S_MESSAGE 41 /* var. Message Packet */ > #define SP_S_WARNING 42 /* Warnings with 4 Bytes */ > #define SP_S_YOU 43 /* hostile,armies,whydead,etc .. */ > #define SP_S_YOU_SS 44 /* your ship status */ > #define SP_S_PLAYER 45 /* variable length player packet */ > > #define SP_PING 46 /* ping packet */ > > #define SP_S_TORP 47 /* variable length torp packet */ > #define SP_S_TORP_INFO 48 /* SP_S_TORP with TorpInfo */ > #define SP_S_8_TORP 49 /* optimized SP_S_TORP */ > #define SP_S_PLANET 50 /* see SP_PLANET */ > > /* S_P2 */ > #define SP_S_SEQUENCE 56 /* SP_SEQUENCE for compressed packets */ > #define SP_S_PHASER 57 /* see struct */ > #define SP_S_KILLS 58 /* # of kills player have */ > #define SP_S_STATS 59 /* see SP_STATS */ > > /* variable length packets */ > #define VPLAYER_SIZE 4 > #define SHORTVERSION 11 /* other number blocks, like UDP Version */ > #define OLDSHORTVERSION 10 /* S_P2 */ > > /* #ifdef FEATURE */ > #define SP_FEATURE 60 > /* #endif */ > > #define SP_BITMAP 61 > > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev > -------------- next part -------------- An HTML attachment was scrubbed... URL: From xyzzy at speakeasy.org Wed Jun 3 17:33:16 2020 From: xyzzy at speakeasy.org (Trent Piepho) Date: Wed, 3 Jun 2020 15:33:16 -0700 Subject: [netrek-dev] Which Netrek server packet tells me that I'm being pressored or tractored? In-Reply-To: <0786078A-5BBE-49B0-9FEB-D0796878855E@mac.com> References: <0786078A-5BBE-49B0-9FEB-D0796878855E@mac.com> Message-ID: I don't remember exactly, it's been decades, but I think there isn't one. You don't get to see other ship's tractors in Bronco, so that information is not sent. I think the tractor field in the you packet is the target of your tractor. Only Paradise displayed tractors of other ships. It split from the bronco codebase before SP2. So I think it's a paradise specific packet or one of the non-SP large packets that give full enemy info that allows this. It would be possible to mostly deduce tractors from ship motion. On Wed, Jun 3, 2020 at 12:44 PM Darrell Root wrote: > Netrek-dev, > > I’ve seen some clients which visually display that a tractor beam or > pressor beam is active. I’m trying to add this feature to my MacOS client. > > Which SP packet from the server tells me that a pressor or tractor is > active? > > I’ve included the packets.h summary and some “suspects” below. > > I also suspect that you are only “aware” of tractor/pressor beams if they > act on your ship, or you act on another ship. > > I’m familiar with the CP_TRACTOR and CP_PRESSOR packets to request a > tractor/pressor. I’m looking for the SP packets from the server which tell > you that a pressor/tractor is active. > > The “tractor” field in the flags_spacket looked possible, but I didn’t see > anything other than a 0 in that field while trying out some tractor/pressor > beams. > > I did capture a SP_YOU packet with non-zero numbers in the tractor field, > but don’t know how to interpret the number 69: > > "Received SP_YOU 12 1 hostile 14 war 0 armies 0 tractor 69 flags 46145536 > damage 81 shieldStrength 130 fuel 12996 engineTemp 64 weaponsTemp 0 whyDead > 2 whodead 3" > > Darrell > > struct flags_spacket > { > char type; /* SP_FLAGS */ > char pnum; /* whose flags are they? > */ > char tractor; > char pad2; > unsigned flags; > }; > > struct you_spacket > { > char type; /* SP_YOU */ > char pnum; /* Guy needs to know > this... > * > */ > char hostile; > char swar; > char armies; > char tractor; > char pad2; > char pad3; > unsigned flags; > LONG damage; > LONG shield; > LONG fuel; > unsigned short etemp; > unsigned short wtemp; > unsigned short whydead; > unsigned short whodead; > }; > > > /* packets sent from xtrek server to remote client */ > #define SP_MESSAGE 1 > #define SP_PLAYER_INFO 2 /* general player info not elsewhere */ > #define SP_KILLS 3 /* # kills a player has */ > #define SP_PLAYER 4 /* x,y for player */ > #define SP_TORP_INFO 5 /* torp status */ > #define SP_TORP 6 /* torp location */ > #define SP_PHASER 7 /* phaser status and direction */ > #define SP_PLASMA_INFO 8 /* player login information */ > #define SP_PLASMA 9 /* like SP_TORP */ > #define SP_WARNING 10 /* like SP_MESG */ > #define SP_MOTD 11 /* line from .motd screen */ > #define SP_YOU 12 /* info on you? */ > #define SP_QUEUE 13 /* estimated loc in queue? */ > #define SP_STATUS 14 /* galaxy status numbers */ > #define SP_PLANET 15 /* planet armies & facilities */ > #define SP_PICKOK 16 /* your team & ship was accepted */ > #define SP_LOGIN 17 /* login response */ > #define SP_FLAGS 18 /* give flags for a player */ > #define SP_MASK 19 /* tournament mode mask */ > #define SP_PSTATUS 20 /* give status for a player */ > #define SP_BADVERSION 21 /* invalid version number */ > #define SP_HOSTILE 22 /* hostility settings for a player */ > #define SP_STATS 23 /* a player's statistics */ > #define SP_PL_LOGIN 24 /* new player logs in */ > #define SP_RESERVED 25 /* for future use */ > #define SP_PLANET_LOC 26 /* planet name, x, y */ > > /* NOTE: not implemented */ > #define SP_SCAN 27 /* ATM: results of player scan */ > > #define SP_UDP_REPLY 28 /* notify client of UDP status */ > #define SP_SEQUENCE 29 /* sequence # packet */ > #define SP_SC_SEQUENCE 30 /* this trans is semi-critical info */ > > #define SP_RSA_KEY 31 /* handles binary verification */ > #define SP_MOTD_PIC 32 /* motd bitmap pictures (paradise) */ > > #define SP_SHIP_CAP 39 /* Handles server ship mods */ > > #define SP_S_REPLY 40 /* reply to send-short request */ > #define SP_S_MESSAGE 41 /* var. Message Packet */ > #define SP_S_WARNING 42 /* Warnings with 4 Bytes */ > #define SP_S_YOU 43 /* hostile,armies,whydead,etc .. */ > #define SP_S_YOU_SS 44 /* your ship status */ > #define SP_S_PLAYER 45 /* variable length player packet */ > > #define SP_PING 46 /* ping packet */ > > #define SP_S_TORP 47 /* variable length torp packet */ > #define SP_S_TORP_INFO 48 /* SP_S_TORP with TorpInfo */ > #define SP_S_8_TORP 49 /* optimized SP_S_TORP */ > #define SP_S_PLANET 50 /* see SP_PLANET */ > > /* S_P2 */ > #define SP_S_SEQUENCE 56 /* SP_SEQUENCE for compressed packets */ > #define SP_S_PHASER 57 /* see struct */ > #define SP_S_KILLS 58 /* # of kills player have */ > #define SP_S_STATS 59 /* see SP_STATS */ > > /* variable length packets */ > #define VPLAYER_SIZE 4 > #define SHORTVERSION 11 /* other number blocks, like UDP Version */ > #define OLDSHORTVERSION 10 /* S_P2 */ > > /* #ifdef FEATURE */ > #define SP_FEATURE 60 > /* #endif */ > > #define SP_BITMAP 61 > > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From darrellroot at mac.com Wed Jun 3 18:04:38 2020 From: darrellroot at mac.com (Darrell Root) Date: Wed, 3 Jun 2020 16:04:38 -0700 Subject: [netrek-dev] Which Netrek server packet tells me that I'm being pressored or tractored? In-Reply-To: References: <0786078A-5BBE-49B0-9FEB-D0796878855E@mac.com> Message-ID: (Resending with smaller screenshot to avoid moderator…apologies if duplicated) Success! Thank you Andrew and Trent. My development version now has visible tractor (green) and pressor (blue) beams with a cool SwiftUI animation…at least for _my_ pressors and tractors. The fact that only my tractors are visible means I don’t need to implement the other case. Attaching screenshot of current version including active tractor beam. Darrell -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: netrek-tractor.png Type: image/png Size: 760974 bytes Desc: not available URL: From darrellroot at mac.com Fri Jun 5 11:26:42 2020 From: darrellroot at mac.com (Darrell Root) Date: Fri, 5 Jun 2020 09:26:42 -0700 Subject: [netrek-dev] Netrek v2.0 for MacOS 10.15 now live in the MacOS App Store, next game Thursday 6/11 6PM Pacific Message-ID: netrek-dev, Next Netrek pickup game: Thursday 6/11 6PM Pacific. I’m pleased to announce that Netrek v2.0 for MacOS 10.15 is now live in the MacOS App Store as a free download. Those of you who downloaded via the App Store should get this as an automatic update. I suggest you delete all alpha/beta versions. In addition to using SwiftUI for graphics, this has other improvements: 1) Better logic for auto-selecting an eligible team 2) A “helpful netrek hint” each time you are killed (can be turned off in preferences) 3) Windows can be resized 4) Your tractor/pressor is visible with a cool animation 5) “Focus follows mouse” is better than v1.3, although left-clicking is still necessary in each window before right-clicking or center-clicking is responsive. 6) Torpedos now have a small red detonation Open Source at https://github.com/darrellroot/Netrek-SwiftUI (note: different repository than the 1.3 version) For those of you running MacOS 10.14, I’m leaving an old version 1.3 (SpriteKit based) binary available at http://networkmom.net/netrek/ Two ways to help: 1) You can add “help tips” via a Github pull request to the bottom of the file https://github.com/darrellroot/Netrek-SwiftUI/blob/master/Netrek2/Model/Help.swift (I’ll take help tips via email too). 2) You can provide a positive review on the MacOS App store. The more downloads and positive reviews, the more visibility Netrek gets. I’m going to take a break and then see if a native iPadOS version is workable. Darrell -------------- next part -------------- An HTML attachment was scrubbed... URL: From darrellroot at mac.com Sun Jun 7 15:36:26 2020 From: darrellroot at mac.com (Darrell Root) Date: Sun, 7 Jun 2020 13:36:26 -0700 Subject: [netrek-dev] netrek.org, including metaservers, are down Message-ID: <746048B9-144A-4903-AA52-B58CA4D12954@mac.com> Netrek-dev, A heads up that www.netrek.org , as we’ll as metaserver.netrek.org and metaserver.eu.netrek.org , appear down. I’m not sure who maintains those systems. Happened around 1:15PM Pacific Sunday. Fortunately, my MacOS client version 2.0 has “what to do if the metaserver is down” code. Now looks like an excellent time to implement that for the iPad version under development ;-) Darrell -------------- next part -------------- An HTML attachment was scrubbed... URL: From ahn at netrek.org Sun Jun 7 16:23:53 2020 From: ahn at netrek.org (Dave Ahn) Date: Sun, 7 Jun 2020 17:23:53 -0400 Subject: [netrek-dev] netrek.org, including metaservers, are down In-Reply-To: <746048B9-144A-4903-AA52-B58CA4D12954@mac.com> References: <746048B9-144A-4903-AA52-B58CA4D12954@mac.com> Message-ID: There was a short outage. Netrek.org is back up. On Sun, Jun 7, 2020 at 5:18 PM Darrell Root wrote: > Netrek-dev, > > A heads up that www.netrek.org, as we’ll as metaserver.netrek.org and > metaserver.eu.netrek.org, appear down. I’m not sure who maintains those > systems. > > Happened around 1:15PM Pacific Sunday. > > Fortunately, my MacOS client version 2.0 has “what to do if the metaserver > is down” code. Now looks like an excellent time to implement that for the > iPad version under development ;-) > > Darrell > > > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev > -------------- next part -------------- An HTML attachment was scrubbed... URL: From darrellroot at mac.com Sun Jun 7 18:09:08 2020 From: darrellroot at mac.com (Darrell Root) Date: Sun, 7 Jun 2020 16:09:08 -0700 Subject: [netrek-dev] First playable Netrek version on iPad! Message-ID: <9A46A531-2461-4729-8173-FBBE40D94049@mac.com> Apologies for the spam, but I need to share a significant milestone today. The "first playable version" is now running on iPad! Screenshot below. The end of a drag gesture specifies your new direction. The magnitude of the drag gesture specifies your new speed. For example, dragging half the screen commands speed 12 (in addition to the course change to wherever the drag gesture ended). A very short drag gesture (tap) is interpreted as firing a torpedo. I’m hoping to make a double-tap gesture mean firing phaser (there are SwiftUI issues here). I expect to have a row of buttons at the right side for other commands and communication stuff. At this time I can’t even turn my shields off, much less repair ;-) Interestingly, CPU usage is _far_ lower on iPad than on MacOS. So far dogfighting is pretty hard with your finger, but iPads also have bluetooth mouse support. Instead of a “strategic” screen, I’m thinking of directional signposts at the edge, indicating direction and distance to players and “interesting” planets. Darrell PS: Thanks to Dave for fixing the metaservers. Fortunately it let me implement and test the “no metaservers available” code ;-) -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: IMG_0068.PNG Type: image/png Size: 306575 bytes Desc: not available URL: From karthik at karthik.com Sun Jun 7 18:49:12 2020 From: karthik at karthik.com (Karthik Arumugham) Date: Sun, 7 Jun 2020 16:49:12 -0700 Subject: [netrek-dev] First playable Netrek version on iPad! In-Reply-To: <9A46A531-2461-4729-8173-FBBE40D94049@mac.com> References: <9A46A531-2461-4729-8173-FBBE40D94049@mac.com> Message-ID: <6103C2C1-D41B-4266-A0FC-8EA1B2852F98@karthik.com> Very nice! This is a pretty exciting development, as far as supporting a new generation of device that we’ve never had (and a new input method by necessity.) How about mapping phaser to a keyboard modifier + tap as an option? Is that doable? (Maybe ctrl or cmd-click already works?) I have the Magic Keyboard with built-in trackpad for my iPad Pro, and it’d be nice to make use of the additional input devices for things like that. I can also plug in a USB mouse; that would be a great option to feel like the classic version of the controls. Players might also want to put some controls on various keys. I’m really curious what the most optimal configuration is between touchscreen+keyboard+USB mouse. (The trackpad could even have a role since I can reach it with a thumb while typing, but probably not.) Maybe touchscreen+keyboard and no mouse at all? Only time will tell, but the screen input method could be more optimal than a mouse. Using both hands on the screen at the same time is another option...these devices can individually register more simultaneous touch points than you have fingers. (I’m happy to help test.) - Karthik > On Jun 7, 2020, at 16:09, Darrell Root wrote: > >  > Apologies for the spam, but I need to share a significant milestone today. > > The "first playable version" is now running on iPad! Screenshot below. > > The end of a drag gesture specifies your new direction. > > The magnitude of the drag gesture specifies your new speed. For example, dragging half the screen commands speed 12 (in addition to the course change to wherever the drag gesture ended). > > A very short drag gesture (tap) is interpreted as firing a torpedo. > > I’m hoping to make a double-tap gesture mean firing phaser (there are SwiftUI issues here). > > I expect to have a row of buttons at the right side for other commands and communication stuff. At this time I can’t even turn my shields off, much less repair ;-) > > Interestingly, CPU usage is _far_ lower on iPad than on MacOS. > > So far dogfighting is pretty hard with your finger, but iPads also have bluetooth mouse support. > > Instead of a “strategic” screen, I’m thinking of directional signposts at the edge, indicating direction and distance to players and “interesting” planets. > > Darrell > > PS: Thanks to Dave for fixing the metaservers. Fortunately it let me implement and test the “no metaservers available” code ;-) > > > > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev From ahn at netrek.org Sun Jun 7 19:35:17 2020 From: ahn at netrek.org (Dave Ahn) Date: Sun, 7 Jun 2020 20:35:17 -0400 Subject: [netrek-dev] First playable Netrek version on iPad! In-Reply-To: <9A46A531-2461-4729-8173-FBBE40D94049@mac.com> References: <9A46A531-2461-4729-8173-FBBE40D94049@mac.com> Message-ID: On Sun, Jun 7, 2020 at 7:09 PM Darrell Root wrote: > I expect to have a row of buttons at the right side for other commands and > communication stuff. At this time I can’t even turn my shields off, much > less repair ;-) > > So far dogfighting is pretty hard with your finger, but iPads also have > bluetooth mouse support. > I would support a bluetooth mouse or stylus to make this version playable against people on computers. The finger is just too inaccurate on such a small screen. Also, instead of buttons on right, I'd place status and buttons on the left and align the tactical to the right. Messages can overlay inside the tactical like on the Paradise client (maybe COW has this, too). > Instead of a “strategic” screen, I’m thinking of directional signposts at > the edge, indicating direction and distance to players and “interesting” > planets. > You could allow one to toggle (zoom in/out) of the tactical to the galactic with a touch button. Or the toggle could halve the size of the tactical and do a semi-transparent overlay over the full galactic so the player always has a tactical view - you can be smart about positioning it in 3rd space by default, perhaps even make the floating tactical movable. Nice work. Dave -------------- next part -------------- An HTML attachment was scrubbed... URL: From netrek at gmail.com Mon Jun 8 14:09:44 2020 From: netrek at gmail.com (Zachary Uram) Date: Mon, 8 Jun 2020 15:09:44 -0400 Subject: [netrek-dev] First playable Netrek version on iPad! In-Reply-To: References: <9A46A531-2461-4729-8173-FBBE40D94049@mac.com> Message-ID: Very cool. This could be a game changer, bringing in a whole new generation of players! Zach Virus-free. www.avast.com <#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2> -------------- next part -------------- An HTML attachment was scrubbed... URL: From netrek at gmail.com Thu Jun 11 23:15:44 2020 From: netrek at gmail.com (Zachary Uram) Date: Fri, 12 Jun 2020 00:15:44 -0400 Subject: [netrek-dev] weird behavior Message-ID: During our hockey game tonight we noticed odd behavior such as people not being able to see each other on the galactic, puck shooting without anyone touching it, seeing torps fired yet their ship is invisible. This happened during T mode. It's speculated that players declaring war could have caused this behavior in Vanilla. I'm running the latest Vanilla with no changes. Zach -- http://www.fidei.org Virus-free. www.avast.com <#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2> -------------- next part -------------- An HTML attachment was scrubbed... URL: From darrellroot at mac.com Sun Jun 14 23:49:41 2020 From: darrellroot at mac.com (Darrell Root) Date: Sun, 14 Jun 2020 21:49:41 -0700 Subject: [netrek-dev] Netrek for iPad is now in testflight! Message-ID: <0D37A65F-05A6-471E-8258-00765FEB7A32@mac.com> Netrek-dev, My iPad native Netrek App is now available for beta! Version 1.0 build 5 is now in TestFlight (Apple’s beta process for iOS apps). I hope to have an approved version in the iPadOS App Store in a few days. To run it: 1) Get an iPad 2) Install the TestFlight App from the iOS App Store 3) Join the Netrek on iPad test at this link: https://testflight.apple.com/join/xZfEZftV Netrek for iPadOS is Open Source at https://github.com/darrellroot/Netrek-SwiftUI . I’ve attached a screenshot. Here’s the user interface details: Tap on the screen to fire a torpedo. Drag on the screen to set course (to the end of the drag) and speed (based on the duration of the drag). While you are dragging, the speed you will set shows up on tactical. Tap on an enemy ship once per second to fire a phaser. Additional taps on the enemy ship (or taps while the enemy is out of phaser range) will fire a torpedo. Tap on a planet to lock on for orbit. A single-button mouse (or using your finger) is supported. Apple’s developer conference is next week and I’m hoping multi-button mouse support will be a new iPadOS SwiftUI feature. I have not done any testing with a keyboard or an Apple Pencil. Note the “circle” of planet and player abbreviations on the tactical screen. That’s your strategic scan data. Players with kills are bold. Planets with armies are bold. The opacity is based on the distance. Maximum distance 3 times the tactical range. Cloaked vessels are visible on the map at 10% opacity with their location updated once per second. To “exit” click the “Captain self destruct” AND “first officer self destruct” buttons ;-) You can send messages at the top. The most recent incoming message shows up at the bottom. When you are dead you see more old messages. We also have convenient “ESCORT” and “MAYDAY” buttons. Messages can go to “all” or to “my team” (the escort/mayday always go to your team). Sending messages to individuals is not supported. No support for tractors, pressors, or playing starbases. I’m thinking about “tractor nearest enemy” and “pressor nearest enemy” buttons. I do not recommend playing hockey with this client. Prior feedback credits: Buttons on left instead of right (Dave Ahn). Hints from Windows client added (Bill Balcerski) Also thanks to Karthik Arumugham for keyboard suggestions. I’ll get there. Darrell -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: Simulator Screen Shot - iPad Pro (12.9-inch) (4th generation) - 2020-06-14 at 16.09.37.png Type: image/png Size: 373662 bytes Desc: not available URL: From karthik at karthik.com Mon Jun 15 00:44:53 2020 From: karthik at karthik.com (Karthik Arumugham) Date: Sun, 14 Jun 2020 22:44:53 -0700 Subject: [netrek-dev] Netrek for iPad is now in testflight! In-Reply-To: <0D37A65F-05A6-471E-8258-00765FEB7A32@mac.com> References: <0D37A65F-05A6-471E-8258-00765FEB7A32@mac.com> Message-ID: <53F9215A-23D7-4AEE-B775-A0665A2E238D@karthik.com> I just tried this out for a bit against some bots...awesome work. This is a pretty amazing leap in client technology. The controls are a little hard to use, but far more intuitive than the default trek controls. I had trouble speeding up and slowing down while dfing as I would on a regular computer, and also had trouble firing torps when phasers were available (esp at the periphery of phaser distance.) But I was able to df with bots in an acceptable fashion after a little practice. Using my magic keyboard (with trackpad), the trackpad worked the same as a finger on the screen as you might expect. It might be nice if the trackpad/mouse could only set course during combat and not fire weapons if desired, because then I could use one hand on the trackpad to steer and the other hand on the screen for weapons. The Apple Pencil also works the same, it’s like using your finger on the screen or clicking the trackpad. It might be cool if the pressure sensor in the pen could do something, but I don’t know that it’s worth spending energy on pencil support. Are you planning on implementing a galactic map? I’ll try out the ipad client in the next pickup game! - Karthik >> On Jun 14, 2020, at 21:50, Darrell Root wrote: >  > Netrek-dev, > > My iPad native Netrek App is now available for beta! Version 1.0 build 5 is now in TestFlight (Apple’s beta process for iOS apps). > I hope to have an approved version in the iPadOS App Store in a few days. > > To run it: > > 1) Get an iPad > > 2) Install the TestFlight App from the iOS App Store > > 3) Join the Netrek on iPad test at this link: https://testflight.apple.com/join/xZfEZftV > > Netrek for iPadOS is Open Source at https://github.com/darrellroot/Netrek-SwiftUI. > I’ve attached a screenshot. > > Here’s the user interface details: > > Tap on the screen to fire a torpedo. > Drag on the screen to set course (to the end of the drag) and speed (based on the duration of the drag). While you are dragging, the speed you will set shows up on tactical. > Tap on an enemy ship once per second to fire a phaser. > Additional taps on the enemy ship (or taps while the enemy is out of phaser range) will fire a torpedo. > Tap on a planet to lock on for orbit. > > A single-button mouse (or using your finger) is supported. Apple’s developer conference is next week and I’m hoping multi-button mouse support will be a new iPadOS SwiftUI feature. > > I have not done any testing with a keyboard or an Apple Pencil. > > Note the “circle” of planet and player abbreviations on the tactical screen. That’s your strategic scan data. Players with kills are bold. Planets with armies are bold. The opacity is based on the distance. Maximum distance 3 times the tactical range. > > Cloaked vessels are visible on the map at 10% opacity with their location updated once per second. > > To “exit” click the “Captain self destruct” AND “first officer self destruct” buttons ;-) > > You can send messages at the top. The most recent incoming message shows up at the bottom. When you are dead you see more old messages. We also have convenient “ESCORT” and “MAYDAY” buttons. Messages can go to “all” or to “my team” (the escort/mayday always go to your team). Sending messages to individuals is not supported. > > No support for tractors, pressors, or playing starbases. I’m thinking about “tractor nearest enemy” and “pressor nearest enemy” buttons. I do not recommend playing hockey with this client. > > Prior feedback credits: > > Buttons on left instead of right (Dave Ahn). > Hints from Windows client added (Bill Balcerski) > Also thanks to Karthik Arumugham for keyboard suggestions. I’ll get there. > > Darrell > > > > > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev -------------- next part -------------- An HTML attachment was scrubbed... URL: From quozl at laptop.org Mon Jun 15 03:05:45 2020 From: quozl at laptop.org (James Cameron) Date: Mon, 15 Jun 2020 18:05:45 +1000 Subject: [netrek-dev] Netrek for iPad is now in testflight! In-Reply-To: <0D37A65F-05A6-471E-8258-00765FEB7A32@mac.com> References: <0D37A65F-05A6-471E-8258-00765FEB7A32@mac.com> Message-ID: <20200615080545.GJ22777@laptop.org> Static review based on your narrative and screenshot. Overall, looks great, and I like the control mapping. We will get attacks on third space planets. These could be guided by showing at peace planets differently on strategic scan. Also suggest you show defended (armies > 4) planets differently on strategic scan. May I suggest an outline box to start with, as if shields. If you will use it, I will relicense my achievements system from Gytha. It gives guidance for new college school players that worked well at summer camps. Please look through the list. https://github.com/quozl/gytha/blob/ec57dc209fc0d58453df85e5f8ce019697ea3a0b/gytha/__init__.py#L5205 It gives achievement messages as dismissable panels during play. State is preserved in local storage. List of yet to be done achievements can be shown. Look for ac_done or ac_deliver for detection methods. On Sun, Jun 14, 2020 at 09:49:41PM -0700, Darrell Root wrote: > Netrek-dev, > > My iPad native Netrek App is now available for beta! Version 1.0 build 5 is now in TestFlight (Apple’s beta process for iOS apps). > I hope to have an approved version in the iPadOS App Store in a few days. > > To run it: > > 1) Get an iPad > > 2) Install the TestFlight App from the iOS App Store > > 3) Join the Netrek on iPad test at this link: https://testflight.apple.com/join/xZfEZftV > > Netrek for iPadOS is Open Source at https://github.com/darrellroot/Netrek-SwiftUI . > I’ve attached a screenshot. > > Here’s the user interface details: > > Tap on the screen to fire a torpedo. > Drag on the screen to set course (to the end of the drag) and speed (based on the duration of the drag). While you are dragging, the speed you will set shows up on tactical. > Tap on an enemy ship once per second to fire a phaser. > Additional taps on the enemy ship (or taps while the enemy is out of phaser range) will fire a torpedo. > Tap on a planet to lock on for orbit. > > A single-button mouse (or using your finger) is supported. Apple’s developer conference is next week and I’m hoping multi-button mouse support will be a new iPadOS SwiftUI feature. > > I have not done any testing with a keyboard or an Apple Pencil. > > Note the “circle” of planet and player abbreviations on the tactical screen. That’s your strategic scan data. Players with kills are bold. Planets with armies are bold. The opacity is based on the distance. Maximum distance 3 times the tactical range. > > Cloaked vessels are visible on the map at 10% opacity with their location updated once per second. > > To “exit” click the “Captain self destruct” AND “first officer self destruct” buttons ;-) > > You can send messages at the top. The most recent incoming message shows up at the bottom. When you are dead you see more old messages. We also have convenient “ESCORT” and “MAYDAY” buttons. Messages can go to “all” or to “my team” (the escort/mayday always go to your team). Sending messages to individuals is not supported. > > No support for tractors, pressors, or playing starbases. I’m thinking about “tractor nearest enemy” and “pressor nearest enemy” buttons. I do not recommend playing hockey with this client. > > Prior feedback credits: > > Buttons on left instead of right (Dave Ahn). > Hints from Windows client added (Bill Balcerski) > Also thanks to Karthik Arumugham for keyboard suggestions. I’ll get there. > > Darrell > > > > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev -- James Cameron http://quozl.netrek.org/ From darrellroot at mac.com Tue Jun 16 00:08:37 2020 From: darrellroot at mac.com (Darrell Root) Date: Mon, 15 Jun 2020 22:08:37 -0700 Subject: [netrek-dev] Netrek v1.0 is now in the iPadOS App Store Message-ID: <1837CDBF-F34F-4D52-9515-F15EFDEF1FA6@mac.com> Netrek-dev, Netrek v1.0 is approved and now in the iPadOS App Store! Having completed this “development sprint”, I’ll be taking a break from Netrek client development for at least a couple weeks. I’m always happy to get suggestions to make the MacOS and iPadOS clients better, even if they go on a “list” for after the break. I’m tempted to work on a “dogfighting only” iPhone version. But I think I need to improve the speed/direction controls (for better dogfighting) in the iPad version first. Stuff I’m thinking about: 1) Vertical slider bar on right side for controlling speed (rather than drag magnitude). 2) “set course” zone near perimeter of tactical screen. Taps in that zone will set course. Darrell James wrote: > Also suggest you show defended (armies > 4) planets differently on strategic scan. They already show up as bold, but it’s hard to tell the difference. I’ll increase the boldness in the next version to make it obvious. James wrote: > If you will use it, I will relicense my achievements system from Gytha Not at this time. But I’ll consider it in the future after my client is more mature. Karthik wrote: > I had trouble speeding up and slowing down while dfing as I would on a regular computer, Acknowledged. This is the key weakness of my iPadOS client. Possible solutions discussed above. Karthik wrote: > Are you planning on implementing a galactic map? I don’t think I have the space to display it. I’m hoping the “circular scan” stuff will work out as people get used to it. Especially when I’ve increased the boldness for kills/armies. From darrellroot at mac.com Fri Jun 19 15:33:19 2020 From: darrellroot at mac.com (Darrell Root) Date: Fri, 19 Jun 2020 13:33:19 -0700 Subject: [netrek-dev] Netrek v1.1 for iPhone! Plus UI improvements for Netrek for iPad Message-ID: netrek-dev, Netrek version 1.1 for iOS is out! First, let me talk about UI improvements: - Abandoned “drag to set course and speed”. It doesn’t work well for dogfighting. + Speed is set by a stepper in the bottom-right + Course is set by tapping near the edge of the tactical screen. + Tapping near the middle of the tactical screen fires torps. + The first tap each second on an enemy ship within laser range fires lasers. + Any other taps on enemy ships fires torpedos. + Increased the “boldness” of planets with armies and ships with kills in the “long range scan circle”. o Tapping on a planet continues to lock on to the planet. ++ Pinch-to-zoom tactical screen! You can zoom out to see the whole galaxy or zoom in to a very close tactical view in real-time while fighting! Possible improvements for future: o When tactical screen zooms out to the whole galaxy, change to a “strategic” view, rather than the current “big tactical view”. Currently you can zoom out to see the whole galaxy, but each planet/ship is too small to be useful. o I should add a “tractor nearest enemy” and “pressor nearest enemy” buttons on the left. But for now you cannot play Hockey with Netrek for iOS. o I may bring the “zoom” feature to the MacOS version. Next lets talk about iPhone support: It works. I hope we will get more players as a result. It’s very helpful to be able to search on “Netrek” in the iPhone App store and see a result. I plug http://www.netrek.org in the App Store description. But the reality is that Netrek on iPhone is not much fun. Netrek is designed to be played on a larger screen with a 3-button mouse. iPad, especially with a 1-button mouse, works ok. Playing on iPhone with small screen and tap-only is just not as fun. But I’m still glad to have done the port. I even got some kills and dropped two armies on an enemy planet with Netrek for iPhone during yesterday’s 6PM t-mode game. But from a dogfighting standpoint I’m sure my opponents were saying I was “free beer”. Other notes: Apple’s developer conference is Monday. I’m hoping we’ll get improved multi-button support for iPad. As always, the binaries are free in the Apple App Stores. Code is open source at https://github.com/darrellroot/Netrek-SwiftUI I’d appreciate downloads, positive App Store reviews, and GitHub stars. Each of those improves Netrek visibility to new players. I’d suggest that any of you who signed up for Apple TestFlight to delete those versions and use App Store release versions. Code is now mature enough that I do not expect to run further TestFlights. Partially related question: I’m looking for a cloud Linux server/provider with both IPv4 and IPv6 connectivity that includes a Swift compiler. If any of you have any suggestions, please email me. Darrell Root darrellroot AT mac.com -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: Simulator Screen Shot - iPhone Xs Max - 2020-06-18 at 11.16.41.png Type: image/png Size: 259569 bytes Desc: not available URL: From ahn at netrek.org Fri Jun 19 16:57:18 2020 From: ahn at netrek.org (Dave Ahn) Date: Fri, 19 Jun 2020 17:57:18 -0400 Subject: [netrek-dev] Netrek v1.1 for iPhone! Plus UI improvements for Netrek for iPad In-Reply-To: References: Message-ID: On Fri, Jun 19, 2020 at 4:33 PM Darrell Root wrote: > *Next lets talk about iPhone support:* > > It works. I hope we will get more players as a result. It’s very helpful > to be able to search on “Netrek” in the iPhone App store and see a result. > I plug http://www.netrek.org in the App Store description. > Plug reciprocated. > But the reality is that Netrek on iPhone is not much fun. Netrek is > designed to be played on a larger screen with a 3-button mouse. > Netrek on smartphones should really become its own separate game experience that leverages what these phones are capable of (and incapable of). If there is enough traction with the Netrek iPhone app, we can always set up a dedicated server for mobile players that rejects desktop clients. Dave -------------- next part -------------- An HTML attachment was scrubbed... URL: From ahn at netrek.org Fri Jun 19 22:32:51 2020 From: ahn at netrek.org (Dave Ahn) Date: Fri, 19 Jun 2020 23:32:51 -0400 Subject: [netrek-dev] Updates to metaserver.netrek.org Message-ID: We are making some changes to the metaserver deployments. metaserver.netrek.org will soon begin to return two active IPs in RR. metaserver1.netrek.org and metaserver2.netrek.org resolve to each IP now. metaserver.us.netrek.org and metaserver.eu.netrek.org will be deprecated and should not be used but will remain active and point to metaserver.netrek.org. Players should use metaserver.netrek.org in their config. Server admins should point their servers to both metaserver1 and metaserver2 so that they are listed correctly. The metaserver maintainers can be reached via email at /metaserver/ at netrek.org. -------------- next part -------------- An HTML attachment was scrubbed... URL: From toumaltheorca at gmail.com Sat Jun 20 07:47:02 2020 From: toumaltheorca at gmail.com (Toumal Rakesh) Date: Sat, 20 Jun 2020 14:47:02 +0200 Subject: [netrek-dev] Netrek v1.1 for iPhone! Plus UI improvements for Netrek for iPad In-Reply-To: References: Message-ID: Looks great! I found a little bug, when you enter your name, password and username in preferences, go back to the main menu, and then back into the menu, the username and password field contents are swapped. As long as you don't press save again however things seem to be working fine. -Toumal On Fri, Jun 19, 2020 at 11:57 PM Dave Ahn wrote: > On Fri, Jun 19, 2020 at 4:33 PM Darrell Root wrote: > >> *Next lets talk about iPhone support:* >> > >> It works. I hope we will get more players as a result. It’s very >> helpful to be able to search on “Netrek” in the iPhone App store and see a >> result. I plug http://www.netrek.org in the App Store description. >> > > Plug reciprocated. > > >> But the reality is that Netrek on iPhone is not much fun. Netrek is >> designed to be played on a larger screen with a 3-button mouse. >> > > Netrek on smartphones should really become its own separate game > experience that leverages what these phones are capable of (and incapable > of). If there is enough traction with the Netrek iPhone app, we can always > set up a dedicated server for mobile players that rejects desktop clients. > > Dave > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev > -------------- next part -------------- An HTML attachment was scrubbed... URL: From darrellroot at mac.com Sat Jun 20 15:27:08 2020 From: darrellroot at mac.com (Darrell Root) Date: Sat, 20 Jun 2020 13:27:08 -0700 Subject: [netrek-dev] Netrek v1.1 for iPhone! Plus UI improvements for Netrek for iPad In-Reply-To: References: Message-ID: Toumal: Thank you for the bug report! Turns out that affected both the iOS and Mac versions. I fixed it in my development copy, but I will wait until Tuesday before submitting new versions for review. Darrell > On Jun 20, 2020, at 5:47 AM, Toumal Rakesh wrote: > > Looks great! I found a little bug, when you enter your name, password and username in preferences, go back to the main menu, and then back into the menu, the username and password field contents are swapped. As long as you don't press save again however things seem to be working fine. > > -Toumal > > On Fri, Jun 19, 2020 at 11:57 PM Dave Ahn > wrote: > On Fri, Jun 19, 2020 at 4:33 PM Darrell Root > wrote: > Next lets talk about iPhone support: > > It works. I hope we will get more players as a result. It’s very helpful to be able to search on “Netrek” in the iPhone App store and see a result. I plug http://www.netrek.org in the App Store description. > > Plug reciprocated. > > But the reality is that Netrek on iPhone is not much fun. Netrek is designed to be played on a larger screen with a 3-button mouse. > > Netrek on smartphones should really become its own separate game experience that leverages what these phones are capable of (and incapable of). If there is enough traction with the Netrek iPhone app, we can always set up a dedicated server for mobile players that rejects desktop clients. > > Dave > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev -------------- next part -------------- An HTML attachment was scrubbed... URL: From netrek at gmail.com Sun Jun 21 18:54:13 2020 From: netrek at gmail.com (Zachary Uram) Date: Sun, 21 Jun 2020 19:54:13 -0400 Subject: [netrek-dev] Updates to metaserver.netrek.org In-Reply-To: References: Message-ID: I just updated my xtrekrc file for Netrek XP Mod 4.4.0.4 to use metaserve metaserver.netrek.org and when I launch I only see pickled and continuum in the metaserver window. I also upgraded my hockey server's metaservers file per your specifications so why isn't that showing up either? Zach Virus-free. www.avast.com <#DAB4FAD8-2DD7-40BB-A1B8-4E2AA1F9FDF2> On Fri, Jun 19, 2020 at 11:33 PM Dave Ahn wrote: > We are making some changes to the metaserver deployments. > > metaserver.netrek.org will soon begin to return two active IPs in RR. > metaserver1.netrek.org and metaserver2.netrek.org resolve to each IP now. > > metaserver.us.netrek.org and metaserver.eu.netrek.org will be deprecated > and should not be used but will remain active and point to > metaserver.netrek.org. > > Players should use metaserver.netrek.org in their config. > > Server admins should point their servers to both metaserver1 and > metaserver2 so that they are listed correctly. > > The metaserver maintainers can be reached via email at /metaserver/ at > netrek.org. > > > > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev > -- http://www.fidei.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From quozl at laptop.org Tue Jun 30 21:51:37 2020 From: quozl at laptop.org (James Cameron) Date: Wed, 1 Jul 2020 12:51:37 +1000 Subject: [netrek-dev] Where's BRMH commit history? Message-ID: <20200701025137.GF8017@laptop.org> There's a 2.4.1 with commit history between 2000 and 2001 in https://github.com/netrek/netrek-client-brmh There's a 2.5 unpacked from a tarball with commit history between 2017 and 2020 in https://github.com/hyperyoda/netrek-client-brmh The repositories are disassociated. Where's the history between 2001 and 2017? -- James Cameron http://quozl.netrek.org/ From ahn at netrek.org Tue Jun 30 23:24:01 2020 From: ahn at netrek.org (Dave Ahn) Date: Wed, 1 Jul 2020 00:24:01 -0400 Subject: [netrek-dev] Where's BRMH commit history? In-Reply-To: <20200701025137.GF8017@laptop.org> References: <20200701025137.GF8017@laptop.org> Message-ID: As I recall, Karthik maintained BRMH during that period. Karthik, do you still have your old repo? On Tue, Jun 30, 2020 at 11:18 PM James Cameron wrote: > There's a 2.4.1 with commit history between 2000 and 2001 in > https://github.com/netrek/netrek-client-brmh > > There's a 2.5 unpacked from a tarball with commit history between 2017 > and 2020 in > https://github.com/hyperyoda/netrek-client-brmh > > The repositories are disassociated. > > Where's the history between 2001 and 2017? > > -- > James Cameron > http://quozl.netrek.org/ > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev > -------------- next part -------------- An HTML attachment was scrubbed... URL: From darrellroot at mac.com Wed Jun 3 17:56:20 2020 From: darrellroot at mac.com (Darrell Root) Date: Wed, 03 Jun 2020 22:56:20 -0000 Subject: [netrek-dev] Which Netrek server packet tells me that I'm being pressored or tractored? In-Reply-To: References: <0786078A-5BBE-49B0-9FEB-D0796878855E@mac.com> Message-ID: <1217E51E-13AE-4124-941B-83FEF7C36281@mac.com> Success! Thank you Andrew and Trent. My development version now has visible tractor (green) and pressor (blue) beams with a cool SwiftUI animation…at least for _my_ pressors and tractors. The fact that only my tractors are visible means I don’t need to implement the other case. I’ll try to attach a screenshot, although I’m not sure if the email group allows that. Darrell > On Jun 3, 2020, at 2:25 PM, Andrew Sillers wrote: > > It's been a minute since I worked on tractor/pressor stuff, but you can look for "tractor" in my packets.js [1] (which delegates incoming SP packets to the appropriate module, in this case tractor.js [2]). > > Notably I see `if(tractor & 0x40)` guarding the tractor logic (where `tractor` is from SP_YOU and SP_FLAGS), and in tractor.js I see > > this.target = world.ships[targetNum & ~0x40]; > > which says to me that everything but bits in 0x40 is the target. > > I also see a mask on PFPRESS to decide if it's a pressor or not, where PFPRESS is defined in constants.js as 0x800000. > > As I recall, I may also have needed to set a flag in a client options packet to receive tractor data at all (you can opt out of tractor info to slim down game data, I guess??). I'm less sure about that part. > > Andrew > > [1][https://github.com/apsillers/html5-netrek/blob/master/js/packets.js ] > [2][https://github.com/apsillers/html5-netrek/blob/master/js/tractor.js ] > > > > > On Wed, Jun 3, 2020, 3:44 PM Darrell Root > wrote: > Netrek-dev, > > I’ve seen some clients which visually display that a tractor beam or pressor beam is active. I’m trying to add this feature to my MacOS client. > > Which SP packet from the server tells me that a pressor or tractor is active? > > I’ve included the packets.h summary and some “suspects” below. > > I also suspect that you are only “aware” of tractor/pressor beams if they act on your ship, or you act on another ship. > > I’m familiar with the CP_TRACTOR and CP_PRESSOR packets to request a tractor/pressor. I’m looking for the SP packets from the server which tell you that a pressor/tractor is active. > > The “tractor” field in the flags_spacket looked possible, but I didn’t see anything other than a 0 in that field while trying out some tractor/pressor beams. > > I did capture a SP_YOU packet with non-zero numbers in the tractor field, but don’t know how to interpret the number 69: > > "Received SP_YOU 12 1 hostile 14 war 0 armies 0 tractor 69 flags 46145536 damage 81 shieldStrength 130 fuel 12996 engineTemp 64 weaponsTemp 0 whyDead 2 whodead 3" > > Darrell > > struct flags_spacket > { > char type; /* SP_FLAGS */ > char pnum; /* whose flags are they? */ > char tractor; > char pad2; > unsigned flags; > }; > > struct you_spacket > { > char type; /* SP_YOU */ > char pnum; /* Guy needs to know this... > * > */ > char hostile; > char swar; > char armies; > char tractor; > char pad2; > char pad3; > unsigned flags; > LONG damage; > LONG shield; > LONG fuel; > unsigned short etemp; > unsigned short wtemp; > unsigned short whydead; > unsigned short whodead; > }; > > > /* packets sent from xtrek server to remote client */ > #define SP_MESSAGE 1 > #define SP_PLAYER_INFO 2 /* general player info not elsewhere */ > #define SP_KILLS 3 /* # kills a player has */ > #define SP_PLAYER 4 /* x,y for player */ > #define SP_TORP_INFO 5 /* torp status */ > #define SP_TORP 6 /* torp location */ > #define SP_PHASER 7 /* phaser status and direction */ > #define SP_PLASMA_INFO 8 /* player login information */ > #define SP_PLASMA 9 /* like SP_TORP */ > #define SP_WARNING 10 /* like SP_MESG */ > #define SP_MOTD 11 /* line from .motd screen */ > #define SP_YOU 12 /* info on you? */ > #define SP_QUEUE 13 /* estimated loc in queue? */ > #define SP_STATUS 14 /* galaxy status numbers */ > #define SP_PLANET 15 /* planet armies & facilities */ > #define SP_PICKOK 16 /* your team & ship was accepted */ > #define SP_LOGIN 17 /* login response */ > #define SP_FLAGS 18 /* give flags for a player */ > #define SP_MASK 19 /* tournament mode mask */ > #define SP_PSTATUS 20 /* give status for a player */ > #define SP_BADVERSION 21 /* invalid version number */ > #define SP_HOSTILE 22 /* hostility settings for a player */ > #define SP_STATS 23 /* a player's statistics */ > #define SP_PL_LOGIN 24 /* new player logs in */ > #define SP_RESERVED 25 /* for future use */ > #define SP_PLANET_LOC 26 /* planet name, x, y */ > > /* NOTE: not implemented */ > #define SP_SCAN 27 /* ATM: results of player scan */ > > #define SP_UDP_REPLY 28 /* notify client of UDP status */ > #define SP_SEQUENCE 29 /* sequence # packet */ > #define SP_SC_SEQUENCE 30 /* this trans is semi-critical info */ > > #define SP_RSA_KEY 31 /* handles binary verification */ > #define SP_MOTD_PIC 32 /* motd bitmap pictures (paradise) */ > > #define SP_SHIP_CAP 39 /* Handles server ship mods */ > > #define SP_S_REPLY 40 /* reply to send-short request */ > #define SP_S_MESSAGE 41 /* var. Message Packet */ > #define SP_S_WARNING 42 /* Warnings with 4 Bytes */ > #define SP_S_YOU 43 /* hostile,armies,whydead,etc .. */ > #define SP_S_YOU_SS 44 /* your ship status */ > #define SP_S_PLAYER 45 /* variable length player packet */ > > #define SP_PING 46 /* ping packet */ > > #define SP_S_TORP 47 /* variable length torp packet */ > #define SP_S_TORP_INFO 48 /* SP_S_TORP with TorpInfo */ > #define SP_S_8_TORP 49 /* optimized SP_S_TORP */ > #define SP_S_PLANET 50 /* see SP_PLANET */ > > /* S_P2 */ > #define SP_S_SEQUENCE 56 /* SP_SEQUENCE for compressed packets */ > #define SP_S_PHASER 57 /* see struct */ > #define SP_S_KILLS 58 /* # of kills player have */ > #define SP_S_STATS 59 /* see SP_STATS */ > > /* variable length packets */ > #define VPLAYER_SIZE 4 > #define SHORTVERSION 11 /* other number blocks, like UDP Version */ > #define OLDSHORTVERSION 10 /* S_P2 */ > > /* #ifdef FEATURE */ > #define SP_FEATURE 60 > /* #endif */ > > #define SP_BITMAP 61 > > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev > _______________________________________________ > netrek-dev mailing list > netrek-dev at us.netrek.org > http://mailman.us.netrek.org/mailman/listinfo/netrek-dev -------------- next part -------------- An HTML attachment was scrubbed... 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