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The goal of
this page is to give you some clue as how to
actually play rocket club today. The
word 'play' carries with it some connotations
which may not be entirely justified in this
context, so let's just say "mess around
with." Please don't expect to have any
FUN yet. This is for the curious. Also, it is to
be expected that most of the UI will get re-done
over time, so convince yourself it won't always
be this clunky... yeah, right, I'll make it SUPER
polished someday... yeah...
For more general
issues, you might check out the FAQs and the MIX
forum.
Super Frequently Asked
Questions
MIX Forum
Network Trouble
Shooter
The page is
written while Rocket Club is very much a work in
progress. Please check out the Rocket Club
Development notes on the forum for a historic
perspective on the project.
You can also
read specific instructions for adding new objects to the world.
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WHAT IS
COVERERED HERE
----------------------------------- Getting Started:
Playing:
Being a Rocket
Club Developer
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WHAT IS ROCKET CLUB?
----------------------------------- Rocket Club is (will be)
a multiplayer online game involving exploration,
creation, destruction, and commerce. You can read
more about this on the Rocket Club Forum.
The Rocket Club
universe consists of one or more Galaxies. Each
Galaxy has 4 billion stars in it, enough so that
each player is given their very own Star System.
You always start the game in your home Star
System, but can travel to other Star Systems.
The Hub,
and the Wormhole to Your Personal Star System
At the center of
the Galaxy is The Hub. This is a hyper-massive
black hole. It strains the fabric of the universe
so much that it has formed wormholes between it
and each of the stars in the galaxy.
You use these
wormholes to travel between stars. But they are
capricious and the wormhole to a particular star
may not be open when you want it. (If it closes
while you are visiting the star, you are whipped
back to your home star due to something for which
I do not yet have a metaphorical description.)
Each star system
is a persistent universe of its own, where you
and others can explore, build, and destroy. You
can move seemlessly between interstellar flight,
atmospheric flight, terrain vehicles, water
vehicles, and submarines.
The Rocket Club
universe has conquered matter, and any object may
be 'crystallized' into a dense information
matrix, stored in a 'seed crystal' This is
convenient, since you can carry a large number of
crystals with you. You can also trade crystals
with your friends and enemies.
Likewise, a
crystal may be 'materialized' back into a solid
object at your current physical location. But be
careful -- once an object is lying around where
other people can get at it, it is at risk of
being destroyed, lost, or stolen. Back in your
pocket, it's safe. Useless, but safe.
Your home star
system provides several 'safe' areas where you
can build cities and space stations without fear
of loss, but outside of those areas it is mostly
a free-for-all.
You might from
time to time, materialize a claim beacon. This
declares a sphere of space as belonging to your
club. Clubs represent sub-factions of larger
empires, and there is a dynamic affinity matrix
between these factions. That is to say, you have
both friends and enemies. The more volume a
faction controls, the more powerful it is.
You can
manufacture new crystals out of raw elements that
you mine or buy. You can then sell these crystals
to other players, or to NPCs who may offer you
scriptable missions from time to time.
New crystals are
defined by nanoplan files which describe their
attributes and the minimum required elements for
manufacture.
There are
inevitable comparisons to be made between Rocket
Club and Star Wars Galaxies. However, please
understand that the Rocket Club design spec and
vaporware screen saver have been online for
several years (pre-dating SWG, I mean). I'm
conceptually ahead of my time, but slow to
implement :) I blame my non-existent budget!
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WHERE ARE THE
SERVERS?
----------------------------------- Rocket Club is probably
different from any other game you have played, in
that each player is both a client and
a server.
Any time your
game is running, it is acting as the server for
your home star system. At the same time, it is
acting as a client, connected to possibly some
other star server. (In Solo mode, your client
stays connected to your own server, which does
not make itself available to other players)
There is also
one HUB server, to which all Star Servers report.
When your game is running in hub mode, then the
wormhole to your star is open for everyone.
While there is
only one HUB today (only one Galaxy), the game is
set up to allow multiple hubs. Perhaps your
office tournament wants to run a hub just for
your employees for a week. (The way I have it set
up right now, you would have the same star system
in all Galaxies.. which is a bit odd on the one
hand, but sort of cool in general)
Please note: The
Star Server is BUILT IN. There is no separate
program (a la MIX) to be run.
Rocket Club is a
peer-to-peer game, and does automatic file
transfers between players. These transfers are
100% controlled to be within the Rocket Club
folder and can never be used to automatically
execute code on your PC. So the worst thing
someone can do to you over rocket club is fill
your disk drive with rocket club textures.
However, most of
what you'll see in Rocket Club is using assets
(models and texture images) made by other
players. As such, I cannot guarantee the
suitability of such images. Hence, Rocket Club is
for adult players only.
Having said
that, I insist people use common sense to keep
the Galaxy kid-friendly, and I reserve the right
to suspend play (or not) for any reason I see
fit. I will also fill RC with self-censoring
features to let you have some control over what
you see.
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HOW DO I INSTALL
ROCKET CLUB?
----------------------------------- Pretty much as you might
expect:
- Download
the installer from here.
- Make sure
you are not already running the game.
- Double-click
the installer and follow instructions
- Install it
to the folder of your choice, but NOT the
root of a drive. I mean not to "C:\" but yes to "C:\some\folder\path"
- It will
make a shortcut on your desktop (which
you are free to delete, but pay attention
to where the path to the executable is)
Then you run the
game by double-clicking the shortcut. It will
bring up the world's most exciting menu, from
which you select BLAST OFF!
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WHAT ARE THE
MINIMUM REQUIREMENTS TO PLAY?
----------------------------------- Rocket Club wants to
display an infinite number of cool looking 3D
objects on your screen, so the more powerful a
computer and 3D display care you have, the
better. But here is what you absolutely MUST
have:
- Windows PC
(98SE or later, must be DX9c compatible)
- DirectX 9c
Runtime (or later) (get it from
Microsoft)
- a 3D
Graphics card (DX9c compatible)
- At least
version 2 pixel/vertex shader support
- 256M RAM
(though the more RAM you have, the
happier your computer is)
- 1 GHz CPU
speed (Rocket Club is all about the math)
- 56K
Internet Connection (faster is better)
- 1 G of free
disk space (sure, the download is only
5Meg or so, but RC is gonna swallow
assets automatically from other players)
- A 13 year
old player. Or 14. Whatever the COPPA age
is. I can't guarantee completely what you
will see, so I have to ask that only
players 'of maturity' take part.
So, your
computer not up to snuff? Not to worry, it will
be years before Rocket Club is super fun, and by
then you'll have a good enough computer. In the
meantime, feel free to give it a lookover. Just
don't expect a good frame rate.
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CREATING AN ACCOUNT
----------------------------------- Each time you BLAST OFF,
you will be asked to pick an account to use. You
may have several accounts. Each account gets its
own Star System. If you use up all your
accounts, you will have to delete one before you
can make another. So remember, your account is
YOU (your player avatar) *and* your star system
(owned by that player).
Your account may
optionally include a password, if you don't trust
the other people in your household... But if you
forget your password, I am afraid there is no way
for it to be resurrected. Don't bother asking ME
for your password.
Your little
brother CAN delete your account, even if it is
password-protected, so you still have to be nice
to him.
All Account
files and star system information is held on your
computer. If you need to move to another
computer, you will definitely need to copy all
sixty three gazillion gigbytes of the RocketClub
folder to the new PC. Even then you might end up
with a new Serial Number. We'll cross that bridge
when we come to it.
Right now, in
fact, your accounts will likely get destroyed
with each new release, since I am making
incompatible changes at this point. Eventually I
will start making an effort to upgrade accounts
forward from one release to the next.
Again, all data
is stored ON YOUR PC, not on a master server
somewhere. Backup your Rocket Club folder, if
that worries you.
You can use your
Golden Soul Activation Code (herein referred to
as a GOLDEN STAR, of course) in Rocket Club. But
there is really no advantage in doing so. Other
than to be nice to me, of course.
However, your
serial number is used to identify any assets you
create. So if you add new models or textures to
the RC universe, then they will all have your
serial number in them. This is to Honor You. Take
what you can get :-) This does not prevent people
from copying the actual images, of course. They
are just files. Try not to let it drive you to
distraction.
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PICKING MY STAR
SYSTEM
----------------------------------- After creating your
account, you next need to pick your account's
home star system. Be careful, since you only get
one chance to do this (well, you can delete the
account then recreate it I suppose).
However, the
good news is that all Star Systems are given the
same raw materials to work with (just distributed
differently) so you are really just picking a
star color you like and the layout of planets
which appeals to you.
You just click
the NEXT/PREV buttons until you see a system you
like. Take your time. Enjoy the screen.
Seriously, I insist you do. I spent many hours on
this screen and you will never see it again, so
please admire it as long as possible. Use the
arrow keys to change the view angles, if you
like. Mouse wheel to zoom in/out.
After picking
your Star System, you will define your character.
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PICKING MY CHARACTER
----------------------------------- Eventually,
this is where you will define your empire,
species, faction, starting abilities and basic
appearance.
But
for now, everyone looks like my stikfa biped.
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STEERING MY
CHARACTER
----------------------------------- Your character currently
starts off floating in space, near your home
star, unequipped.
Use the arrow
keys, joystick (or gamepad eventually), to turn
your character to face different directions.
While in space or flight, you have 3 axes of
freedom:
- YAW
(left/right arrows or joystick)
- PITCH
(up/down arrows or joystick)
- ROLL
(INS/DEL keys, or joystick left/right
with button2 pressed)
When you're
walking/driving on the ground, only the YAW
controls work. When not in chat mode, the WASD
keys will also work as arrow keys.
Your Point of
View starts off with the camera in 'chase plane'
mode. The camera is directly behind you, looking
in the same direction as you, so you see the back
of your own head.
The F4 key
toggles you through a list of different camera
modes, though I imagine the chaseplane is the
most fun. [this feature will probably be removed
and you will be stuck with the standard view]
You can move the
chaseplane position by holding down the CTRL key
and using the arrows and joystick.
Special
Mouse Movement
The mouse is
mainly used to point and click on the screen, but
holding the LEFT mouse button down and then
moving the mouse will change the camera angle.
Holding the RIGHT mouse button down and moving
the mouse will turn turn your character
(pitch/yaw). Holding BOTH down, while on planet,
will move you forward at walking speed.
The mouse wheel
can be used to zoom in/out.
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MOVING AROUND
----------------------------------- So far you have just
'pointed' yourself, but you haven't really
started moving yet. You have a couple movement
options:
TRANSLATION
This is where
you 'slide' left/right, front/back, or up/down.
It's useful when micro-positioning things, but
not really the way to explore. You do this by
holding down the SHIFT key and then using the
arrow keys.
FLIGHT
THis is what you
expect. And what will probably change. The
PgUp/PgDn keys can be thought of as your gas
pedal. Each time you click PgUp, your speed (in
the direction you are pointing) goes up a bit. To
stop, you have to click PgDn as many times as you
clicked PgUp.
By clicking PgUp
a lot (say, 20 times), you can go VERY fast.
Which is how you get between planets.
The trick is to
slow down before you need to stop, or you will
fly right past your target. Also, you can only
see things until they get far away. It's possible
to get so far from your home star that you can't
see it any more. Then you're sort of screwed
until you use a wormhole.
Note: eventually
there will be constraints on your max speed,
depending on your current vehicle, but right now
it's more fun to be godlike.
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MOVING
THE CAMERA AROUND
-----------------------------------
I already said this, but hold the
CTRL key down to make camera changes.
- Arrow Keys (joystick) make
the camera 'orbit' the current view
target.
- INS/DEL keys (joystick
with button2) make the camera 'zoom' in
and out
Or
hold down the LEFT mouse button (if you have not
wired it to a trigged) and move mouse to change
camera angle.
This
works whether your target is you, or, say,
something you are in the act of materializing.
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VISITING PLANETS
----------------------------------- Each Star System has a
handful of planets. You fly around to visit them.
You can build colonies in orbit (actually just
'near' the planet -- you can build anywhere you
like in the star system, even off in the boonies
-- good suggestion for making resupply areas in
enemy star systems.. but cloak them)
But if you crash
your character/vehicle right INTO a planet, you
don't explode, you just switch to planetary mode,
high in the atmosphere. Pitch down until you see
the ground below and head on down.
Likewise, you
leave a planet by flying straight up. Once you
get high enough to see the atmosphere darken, the
stars appear, and pop, you're back in
interplanetary flight mode.
While in
planetary mode, you are flying over a fractal
terrain and can land (there is gravity on
planets) and walk around, build things, mine,
blow stuff up, steal stuff, etc.
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USING WORMHOLES
----------------------------------- You might spend all your
time in a single star system. But if you want any
multiplayer action, then at least ONE person will
have to use a wormhole and leave their own home
star and come visit you on yours (or vice versa).
Or a gang of you
can all invade the same system and be nasty
little rebels. (remember, make your glorious
edifices in safe areas, but to advance your
empire you will also need to claim un-safe areas,
which can then be destroyed)
I can't believe
we made it this far down the page before I had to
mention the CONTROLS menu. There are a million
helper dialogs which you currently open via the
CONTROLS menu. Eventually I will have beautiful
little icons along the bottom of the screen.
The WORMHOLE
Dialog gives you a list of all the open wormholes
(i.e. all the active players online right now in
the galaxy). You might notice that each Wormhole
has an ID number (Star ID) next to it. Your home
star has an ID too.. (in fact, you will see it on
this list.) In theory you don't need to know this
number (it's different from your player serial
number), but it is of some major importance to
the game. (whenever a new object is created, it
is assigned a unique ID which is formed in part
by the StarId of the home star of the person who
created it -- not necessarily the Star System it
was born into though...)
This dialog
doesn't offer much yet. Click on a wormhole and
click the warp button and you will head off to
that star system. The dialog shows how many
people are currently visiting each star system.
It might take
some time to travel through the wormhole (in
reality, the star server is downloading any files
you need, but METAPHORICALLY, you are travelling
through a wormhole!).
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USING RADAR
----------------------------------- Space is big, stuff is
small. Your radar is your friend. The current
radar is pretty simple. It has nine range
settings (press F9 to change ranges). For each
object in range it draws a little glyph inside
the radar sphere.
Your ship is in
the center of the sphere, the glyph is then drawn
at the relative 3D location of the object. To
help you resolve the image, a horizontal plane
cuts the sphere in half. The 'shadow' of the
object is then dropped to this plane with either
a green line (it is above the plane) or a red
line (below the plane). A gray line then connects
the shadow to the center.
Thus, to reach a
particular blip, YAW until its gray line is
straight up, then PITCH until its red/green
shadow line goes to zero length.
At that point,
you are aimed straight at the object.
Yes, I should
let SHIFT-F9 toggle the other way through the
ranges.
I also plan to
add some selector buttons to filter the various
glyphs, and make the currently selected target
blink or something. Little warpath diamonds
represent other players. little white boxes are
'stuff'
Pointing at a
glyph might show you its name. When in freespace,
planet glyphs are shown to help you navigate.
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MINING ELEMENTS
----------------------------------- The Rocket Club universe
has 255 elements in it. Atomic numbers 1-127 are
rserved for their 'real world' equivalents (in
this way RC is educational, teaching you The
atomic symbol and weight of many useful elements)
The other
elements are reserved for 'humorous' elements
(like "Killium", "Armorium",
and "Strengthium")
Each element has
multiple attributes like how much it contributes
to speed, power, or health restoration. The
Element Inventory has a guide built in which will
tell you what you need to know about individual
elements.
Crystals (and
hence objects) are made out of elements. So a
piece of pizza made with a large amount of Helium
will HEAL (get it?) you more than one with less
Helium in it.
An Individual
crystal can contain no more than six (four?)
different elements, so as a designer you need to
pick the perfect combination of elements for your
needs. (why use Killium when you can use
Plutonium instead, which has both electrical
power AND damage attributes)
Each Element
then has a 'Fair Market Value' based on its
particular combination of attributes. When you
sell or buy elements, the FMV is shown and you
can decide if you are getting a good price or not
(FMV does not include labor, of course).
The ELEMENT
INVENTORY control panel (from the CONTROLS menu)
is sort of your General Purpose Electronic
Shovel. You use it to:
- Read about
elements and their attributes
- See how
many Kg you have of each, if any
- Select what
to mine, and mine it.
- Right-Click
on some and see whom you can offer to
sell it to.
Mining is pretty
simple still. Just click on the element you want
to mine, then press the MINE button. Every few
seconds another load will appear in your
inventory.
You can mine
anything anywhere, but the local concentration of
the element determines how much you actually get.
I have written the code which allocates the
element concentrations, but for some reason am
not actually using it yet, so for the time being
you always get 10Kg. A good deal! Then again, you
will lose it all the next time the game is
upgraded, so don't put too much heart and soul
into mining yet.
Some elements
can not be mined, but must be transmuted from
other elements. (details to be added).
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INTEGRATING CRYSTALS
----------------------------------- So, you have a bunch of
elements in your Element Inventory, but you
notice you also have a CRYSTAL inventory (and
it's empty!) so what do you do about it?
Well, you need
to assemble some of those elements into useful
crystals. You use your CRYSTAL INTEGRATOR for
that (another CONTROL MENU option). This consist
of:
- Selecting a
Nano PLAN file
- Coming up
with the minimum required elements
- Adding any
bonus elements
- Pressing
the integration button
Voila, a few
seconds later you have a new crystal in your
CRYSTAL INVENTORY (a separate, but equally-named,
CONTROL MENU option)
DISINTEGRATION
You might decide
you don't want a crystal anymore. Well, just
select it in your CRYSTAL INVENTORY and then opt
to disintegrate it. You will then get back the
raw elements used to create it. Or some of them,
at least, depending on your disintegration skills
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MATERIALIZING
CRYSTALS
----------------------------------- A crystal in your pocket
is all fine and well, but you need to bring it
out into the world before it does you much good.
This is called Materialization (and I am
obscenely proud of this metaphor).
Just select it
in your CRYSTAL INVENTORY, then press MATERIALIZE
and it will appear some distance in front of you.
At this point it is still caught in your
materialization beam.
You can thus
'steer' the object around using the same movement
and camera controls which usually pilot your own
character. When you have it where you want it,
press ENTER and control returns to your
character.
Alternatively
press ESCAPE to abort the materialization and
return the crystal to your pocket.
Note that after
materializing an object, it is NO LONGER IN YOUR
INVENTORY. Hence if you forget where you left it,
or are unable to return there, it is gone.
CRYSTALLIZATION
The opposite of
materialization is crystallization. A
materialized object will have a crystal handle on
it when you are close enough. Click on this
handle to get a menu of possible things you can
do with that object, one of which is to
crystalize it, at which point it is removed from
the universe and returned to your inventory.
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EQUIPPING CRYSTALS
----------------------------------- Another form of
materialization, where a crystal is manifest into
the world as a physical object, but in this case
that object is glued to some other object.
First off, not
all crystals are EQUIPMENT crystals, and only
EQUIPMENT can be equipped. Each piece of
equipment has a defined "bone name" to
which it can be attached. (it's defined in the
nano plan file used to make the crystal)
Your character,
vehicles and other objects have 'skeletons' made
up of 'bones' with names like "hand0"
(right hand), "foot1" (left foot),
"foot3" (left rear foot),
"foot5" (left rearmost of 6 legged
animal), etc.
(Note: your
character CAN have two, or more, left feet!)
While most bones
related to an obvious feature (head, engine,
door, etc.) some exist merely as attachment
points for equipment.
But the cool
thing is that ANY bone can be used as an
equipment attachment point (though only 'saddle'
equipment can be hooked to a 'saddle' bone, for
example) SO you can have a gun that mounts on a
vehicle, an add-on engine package, a pair of
wings that works on you or your horse, etc.)
ANYWAY, The way
you equip something is to select it in your
CRYSTAL INVENTORY and push the EQUIP button. If
there is more than one choice (a "hand"
equipment can be used in any hand, while a
"hand0" equipment can only be used in
the right front-most hand)
An Equipped
crystal still appears in your inventory. If you
want to equip a vehicle, you must first be
driving the vehicle, then the EQUIP button
applies to the vehicle and not you.
UNEQUIP
Um, no UI for
that yet, sorry. I also have to wire in the
triggers so that you can intelligently manipulate
one of your several pieces of equipment (fire
weapon 3, turn off shield 2, etc.)
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HOW TO CHAT
----------------------------------- There is
currently a form of global chat. Click in the
main window (i.e. get focus off of any dialog
box) and type ENTER to get a chat prompt. Then
type a line of chat and hit ENTER again. This
goes to everyone in the galaxy (obviously a
problem in the long run, so expect this to
change) and appears in the main screen briefly.
But
mostly you will probably chat via an IM window.
Open
the PLAYER LIST from the CONTROLS menu,
double-click on a player name and an IM window
opens.
This
is a conventional text chat window, with the
following extra features:
- Links to DIARY where you
remember info about other players
- Supports VIDEO/IMAGE
transmission (Use CAMERA option in
CONTROLS menu)
- Remembers last few hundred
lines of chat with this player (forever).
- Supports hyperlinks (type
http://...)
- Auto-makes hyperlinks for
any video or files sent, so you can
replay later
- Has Audio chat (currently
broken, but same as Arcadia)
- Has 'Cooperative Asset
Development' feature (for
texture/plan/model designers)
Like
all my games, RC is really a thinly disguised
excuse to chat.
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TRADE CONTRACTS
----------------------------------- There is an option in the
CONTROLS menu to open a contract page. Do NOT use
that. It's just to help me develop. The CORRECT
way to start a contract is to right-click on an
item in your CRYSTAL INVENTORY or in your ELEMENT
INVENTORY.
You will then
see a menu of everyone to whom you have an open
IM (or any NPCs willing to buy stuff), and can
opt to open a contract with them.
You see the
Contract window open first, with the product
defined. You can modify the quantity you are
offering for sale, and the price you would like
to get.
When you like
your offer, you click the SELLER AGREES checkbox.
This locks the contract (you cannot change it),
and then it is up to the BUYER to review the
offer.
The Buyer may
change the price or quantity (to less), and then
presses the BUYER AGREES checkbox, which locks
the contract again, but removes the SELLER AGREES
checkbox (any change does that).
Anyway, you do
this back and forth for awhile until there comes
a point where you are both in agreement. At that
time the buyer can commit the exchange (or abort
it) and money and goods change hands.
Eventually, the
HUB will sell items on consignment for you. You
basically give them to the hub (they are gone
from your inventory), and later the HUB gives you
money.
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THE BANK,
BORROWING MONEY
----------------------------------- You pretty much need some
cash to get started, so the Bank (CONTROLS menu
option) is how you borrow some.
You have a line
of credit, based on your assets, which sets your
maximum indebtedness. You can repay at any time.
While you are in
debt, however, some portion of your income from
sales (from your profit) goes to the bank to pay
off the loan balance.
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CHAT MACROS
----------------------------------- The MACROS control panel
lets you create typing shortcuts. You can also
create them on the fly by typing SLASH
<macroName> <SPACE> <text of
macro> ENTER
Once defined you
can then cause the macro to be emitted by typing:
<SLASH> <macroName> ENTER.
|
VIDEO CHAT
----------------------------------- If you have a camera
attached to your computer, then you can open the
CAMERA window (from the CONTROLS menu) which
gives you a preview of what your camera is
seeing.
When you press
the SEND button, a snapshot is taken and then
sent to all your open comm windows. It then
appears in player's IM windows both as a graphic,
and as a text 'url' in the chat area. People can
review old images (weeks later, even) by clicking
on those urls.
If you resize
the IM window, you will notice that it actually
shows the 'last N images' viewed.
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PLAYER DIARY
----------------------------------- Each time you encounter a
new player in the game, a page is added to your
Diary with information about that player.
You can use this
diary to write private notes, access old
conversation logs, or view images sent from that
player.
You can also
give them a 'buddy hat' a la WoS. Please note the
scroll bar on the name list. This allows you to
sort by name or player serial number.
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SKILL SYSTEM
----------------------------------- content
|
CLUBS, FACTIONS,
AND EMPIRES
----------------------------------- content
|
OPTIONS
----------------------------------- content
|
GOLDEN STARS
----------------------------------- For now (and I do not
anticipate changing this, but I am hedging my
bets at this time), your regular Golden Soul
activation code will also work with Rocket Club..
Same code, but a different name. Still a 'GS' but
here that means "Golden Star"
Presently, there
is absolutely ZERO advantage to you in having a
Golden Star. No donation is required to play the
game.
Yes, if I can
see a way to charge you a penny an hour to play
this game, I would probably jump at the chance.
But I don't see any viable way of doing that...
yet.
If you feel like
making a voluntary donation, however, I will
cheerfully accept your money here.
|
DEBUG MENU
----------------------------------- Presently, there is still
a DEBUG menu option with a large number of
entries on it. Most of these will shoot you in
the foot, if you are trying to play multiplayer.
And maybe I don't feel up to documenting them all
at this time.
Some of the more
important ones are:
- turn off
oceans. (makes some z-fighting issues go
away)
- turn on
gravity (makes it more fun to walk on
planets. turn it off to leave planet)
|
|
BE A ROCKET CLUB
DEVELOPER!
----------------------------------- Much of the game consists
of trading objects between players. And YOU can
add new objects to the game! That makes you a
DEVELOPER!
To be clear, if
a 'green chair' object already exists, you don't
have to be a developer in order to integrate a
couple our of raw elements, materialize them on
some planet, and then blow them up.
You just need to
be a developer to add a brand new KIND of thing
to the world... like.. a red chair.
Ultimately, you
will be able to design:
- Physical
Objects (chairs, fences, buildings)
- New Animals
(rabbits, horses, monsters)(yes,
ride-able animals)
- New Player
Species (Klingons, Ditt)
- New
Vehicles (hovercar, submarine, spaceship,
sailboat, killStar(tm))
- NPC
Characters (with scripting to make them
mission generators)
Things which I
currently think you will NOT be the designer of
- Major
Empires
- Elements
- Skill/Technology
system (though I hope you can)
Being a 3D game,
a 'new thing' generally consists of the following
pieces:
- a 3D
'model' [requires 3D modeller skillz]
- 'materials'
(aka textures) painted on those models
[requires 2D art skills]
- special
attributes and behaviours [requires mad
scripting skills]
|
ASSET MANAGEMENT
----------------------------------- Models and Textures are
both examples of 'assets' and always have a
'creator' (the person who drew them, created
them. The artist. The designer. You!) A single
object may be composed of a handful of individual
assets, but each asset is exactly one file on
your disk drive.
You create your
assets using tools not included in the game
itself. (I recommend MilkShape for models, and
PaintShop Pro for 2D graphics).
You keep your
original files around in your own special folder,
outside the game, which you regularly backup.
Only copies of those files end up going into the
game, and those copies are not direct copies, but
special compressed copies, so that the assets can
be efficiently shared with other players (also so
your 3D accelerator card memory is used
efficiently)
After creating
your new model or texture, you must IMPORT it
into the game by using the ASSET BROWSER in the
game itself (you can do this in SOLO mode, or you
can collaborate with other artists by doing it on
line... The Asset Browser lets you send copies of
asset files manually, just like you send video
images.)
If you resize
this window, you will see that it has a previewer
panel on the far right.
Note that each
asset names starts with an 8 digit number. That's
the PLAYER SERIAL NUMBER of the player who
created the asset (00000001 means it came from
ME, which might or might not mean I actually drew
it.... just that it probably came standard with
the game)
When you add
assets to the Rocket Club universe, you are
giving all your fellow rocketeers the right to
re-use your work within the context of Rocket
Club (but not outside that context). If you can't
live with that, then don't add assets to Rocket
Club :-)
|
FILE SYSTEM LAYOUT
----------------------------------- If you rummage around
inside of your installed copy of Rocket Club, you
will see that it has a lot of sub-folders. The
two most important folders in this context are:
- ASSETS,
where all the individual asset files are
stored
- HUB, where
all the knowledge about what things are
in which star systems is stored
The ASSETS
folder has within it, more folders! It has one
folder per designer! So if you create any new
assets, you put them in your very own subfolder,
based on your player serial number.
For example,
let's say you create both a model and a texture,
and then import them. And that your serial number
is 12345678. Those files will end up in the
following locations:
rc\assets\12345678\models\12345678.myModel.txt
rc\assets\12345678\textures\12345678.myTexture.dds
Note that your
serial number is used both as a folder name, AND
as a prefix on the filename itself. This is just
so that we remember who made each individual
file, even if they get dragged to some other
folder temporarily. However, you should NEVER
have a 12345678 asset in a subfolder of some
other player's serial number. If you aren't
changing the file, just leave it alone and where
you found it. We don't want people to have to
keep multiple copies of files around.
The HUB
folder probably doesn't need to much explanation,
since you should never be fiddling with these
files manually. But I know all the curious
hackers need to know this stuff anyway!
Inside the HUB
folder is a subfolder for each HUB (Galaxy) you
have played in. For the foreseeable future, that
is just hub 0 -- mine.
Inside the hub 0
folder is a subfolder for each STAR you have
visited in that galaxy. This starts out just
knowing about your own home star, but gets bigger
after you start warping around the galaxy. Please
understand that each star has its own STAR ID.
The Star ID of yuor Home Star is NOT the same as
your Player Serial Number. (for one thing, each
of your accounts gets its own StarId, but they
all share the same Player Serial Number.)
If you get a
Golden Star, by the way, that becomes your new
Player Serial Number. (which means assets you
make after that point will end up in a new assets
folder, but that's OK.)
Inside of an
individual star's folder, are files for each of
the objects which were 'integrated by the owner
of that star system.' This is probably confusing,
so I will let you think about it for a moment.
As a DESIGNER,
you will recall, you create brand new ASSETS
(models, textures, and plans) which get tagged
with your player serial number and stored in the
related ASSETS folder. That is for your glory.
But when someone
just MAKES one of the things that you DESIGN
(they integrate it out of raw elements, following
your plan file), well, that's different. That's
just an INSTANCE of the object which you
designed. There might be 50 billion red chairs
made. By 20 billion different people. Each
individual red chair needs a unique id so we can
tell which one of them we just sat in, or blew
up.
So, when YOU
make a red chair, I give it a unique name based
on your HOME STAR ID and an index number which
basically increments each time you make
something. I could have used your player serial
number instead of your home star ID, but I wanted
to remember this separately for each of your
accounts. (each account gets its own star id,
remember?)
Isn't that
great?
So, an INSTANCE
ID of 3e45f332.37 is "the 37th thing ever
made by the account whose home star id is
3e45f332.
And since that
object is defined by a file, and that file has to
go somewhere, I stick it in your home star's HUB
folder. So that red chair ends up being a file
with this name:
rc\hub\0\3e45f332\3e45f332.00000037.ini
I pad the
zeroes, and I implied 37 was a decimal number,
when really it is hexadecimal, but you get the
idea.
So, now that you
know how the directory is laid out, try not to
ever touch it directly. I will provide tools
(like the IMPORT command) to let you get things
added correctly. I don't want you having to type
the star ids correctly. Note: you are only the
AUTHORITY over files in YOUR folders. So you
can't hijack someone elses asset and deliver it
under their name (well, you can, but not
permanently so). For example, if you have a copy
of the asset I need, even though it came from a
3rd party, I will accept your copy. But if I
later run into that third party, I will get the
'official' version from them.
|
MAKING MILKSHAPE
MODELS
----------------------------------- You don't HAVE to use MilkShape, you just have to come
up with a file of exactly the right format. And
trust me, MilkShape is the easiest way of doing
that.
However, I
strongly urge you to run out and get MilkShape if
you are at all interested in being a 3D modeller
and are an honest person like me who would never
consider using a warez copy of 3D Studio Max.
I'm serious. I
don't feel it is right to use warez. I've heard
all the explanations pro and con and I leave it
to the individual to decide what's right for
themselves. But my reaction to the argument that
"3D Studio Max and PhotoShop are
overpriced!" is "Yes they are, so use
cheaper tools which do basically the same
thing"
And MilkShape
does everything I need a modelling program to do,
for a lot less money than 3D Studio Max. It's not
COMPLETELY free. You get 30 days or so (don't
install it until just before you need it, and
watch the cool tutorial movies first) and then
you really HAVE to buy it. I forget how much it
costs... $25 or so. It's worth it. If I were
really nice, and could prove it, I would give you
a free GS if you paid for MS. (Of course, I would
simply lose money on the deal, so I would never
actually do that. But it's a nice thought.)
That being said,
making models is a bit like making a world for
Well of Souls. It's harder than it first seems it
should be. Especially when your model starts to
get a bit complicated. It can be hard to grab
onto just the vertex you want (hint: use the cool
'hide mesh' feature)
What Mete did
(author of MS, and someone who I feel a high
degree of kindred spiritedness with) was
integrate an AVI file maker into MS itself. Yes,
MS can make 'movies' which you can then play back
with media player. You might think: Oh, well he
did this so that I could make a movie of my model
spinning around, or going through its animation
paces... and yeah.. sure.. you could do that.
But what you can
REALLY use it for is to MAKE TUTORIALS. So you
just start recording, then talk into the
microphone and describe what you're doing. The
video is then the MS program, complete with mouse
cursor and menus popping up as you perform the
tasks you are training someone to do.
As a result, it
is so easy to make tutorials, that there are a
ton of tutorials! And some (not all) are really
good. Plus, since they are just AVI files, you
can download and watch them before you install
MilkShape.
So, I'm not
prepared to walk you through the creation of a
model here, and there ARE some Rocket Club
specifics (for example bones and animations)
which you need to know about it. But also some of
that is still being cast in stone so anything I
say here now might change.
OVERVIEW:
- A single
MODEL is composed of a SKELETON and
multiple MESHES
- A SKELETON
is a set of BONES which are used to POSE
the model in an animation. People don't
actually see the skeleton when they are
playing the game.
- Each MESH
is some logical part of the whole model.
A head. A foot, an upper arm. Anything
which you might want to bend by itself as
part of an animation.
- A MESH is
made up of a bunch of points (VERTEXES..
aka vertices) and is bound to a single
bone. When that bone moves (is posed by
an animation), all the vertices bound to
it move with it, so the whole mesh
follows the bone.
- The MESH
VERTICES are grouped in threes to form
triangles (always triangles, never
squares. A square is made out of 2
triangles). A single vertex might be a
corner of any number of triangles in its
mesh. but each triangle has exactly 3
vertices.
- These
triangles are also called FACEs. (and
sometimes FACETS because they really are
like the facets on a diamond.. assuming
the diamond is cut with all triangular
facets, of course!)
- It is these
triangles which are painted with a bit of
your 2D texture image. MilkShape has a
special tool which lets you line the
triangles up with your texture image.
Visualize little cookie cutter triangles
which can be dropped on the giant texture
sheet of cookie dough (which you have
somehow already painted a picture on.)
- If you
think of a single triangle, with its
three vertices... those vertices each
have to define two different things. A
position in 3-space (the location in the
3d world of that vertex), and a position
in 2-space (the spot on the cookie dough
where that vertex needs to be to draw the
correct triangular bit of the texture
image on top of that triangle)
- If the 3d
coordinates of the vertex are considered
to be (x,y,z) then the 2d texture
coordinated are called (u,v)
It's OK for your
head to hurt a little bit at this point.
Especially when you start to realize that the
shape of the triangle itself doesn't have to be
the same in 3space as in 2space. You might have a
perfect little isolateral triangle in 3space
mapped onto a skinny little wedge of the texture,
since that's where the eyeball got drawn on the
cookie dough. Of course, if they are NOT the same
shape, then there will be some smooshing of the
image as seen in the 3D world. but sometimes you
have to Smoosh it for it to look normal.
HOW A 3D DISPLAY
CARD WORKS
Here is a really
simplified view of how your model magically gets
drawn on the screen. In the context of MilkShape
there is exactly one texture image per mesh, and
I will imply that here.
- Your
program makes a list of all the models it
wants to draw
- From that
it makes a list of all the MESHES it
needs to draw
- For
efficiency, it then sorts that list for
various reasons, let's say it sorts it so
that all the meshes that use the same
texture are grouped together (it is
expensive to copy texture pictures from
your computer's main memory up into the
3D card's memory, and your 3D card
doesn't have enough memory to hold ALL
the textures you want.)
- Those
MESHES have all their 3d and 2d vertex
data in them, as described above, but the
coordinates are all in 'model space' (a
special magical land where coordinate
(0,0,0) is in the center of the model,
and the model is facing, say, north.)
- We want to
actually draw the model at an arbitrary
spot in the world, facing an arbitrary
direction. Enter the world of math. It
turns out that you can describe this
'world position and orientation' in the
form of a MATRIX. And that once you have
this matrix, you just MULTIPLY the matrix
times the model-space point, to get the
correct world-space equivalent. And you
can use the same matrix to move
ALL the points of your mesh. Generally
each mesh needs its own matrix, however,
since not only is the model being placed
in the world, the individual meshes are
probably being 'posed' by the animation
and therefore have slightly different
orientations than the model overall.
- AND, you
don't even have to do the multiplication
yourself since the 3D card does it for
you! What you do is make the matrix and
then tell the 3D card which matrix to
use. It will multiply every point it sees
by that matrix until you tell it to use a
new one. That's how the 3D card works in
general. You tell it to use something (a
matrix, a texture, a light) and it just
keeps using it until you tell it
something different.
- So, you
tell it the lighting, the texture, and
the matrix, and then you feed it all the
vertex information (including those uv
coordinates) for all the meshes which
share that lighting, texture and matrix.
Then you switch to a new light, texture
or matrix, and feed it the next group of
meshes. You do this until you have fed
all your models into the 3D card.
- The 3D card
has not actually drawn anything to the
screen yet however. It has an invisible
screen in memory where it is composing
the picture. Only when you tell it you
have fed it all your meshes does it copy
that picture to the actual screen. (Until
then the screen continues showing the
previous picture... which is why you
don't see a bunch of flickering)
- Another
cool thing the 3D card does for you is
keep track of which triangles are in
front of other triangles from the point
of view of the camera. (Because you want
close up things to block the image of
distant things, and not vice versa)
- The most
common way of doing this is by using a
'z-buffer' which is just another
invisible screen, just like the one the
picture is being composed on. Only
instead of drawing pixels of color, it
just remembers "how far away is the
pixel I drew at this spot." So, for
each colored pixel it has drawn on that
composition screen, it has recorded the
distance (in 3space) from the camera to
the spot on the triangle that provided
the texture information for that pixel.
That way when some other triangle wants
to paint a color on the same pixel, the
3D card can say: "wait a minute,
your pixel is actually further away than
the one I already drew on that spot, so
no, go fish"
And there you
go. You need know nothing more. Go out and be
dangerous! Please note that the above may be
riddled with errors and oversimplifications. Just
take solace in the fact that you don't really
have to know any of that. You just have to make
your models and textures.
STEPS TO MAKING
A MODEL
- Plan your
model, check for any special bone things
your model must have (for example, if
people can ride it, it should have a SEAT
bone or two). If you want to be able to
equip it with things, it may need some
equipment mounting slot bones like
"EngineUpgrade" or
"killCannon"
- Draw the
Skeleton First. I think that's a good
idea. Maybe I am wrong.
- Draw the
individual meshes, position them near the
bones that pose them.
- Define the
materials (textures) to be used for each
mesh
- Save your
work frequently, changing the file name
as necessary so you can get back a few
steps if you make some horrible mistake
- Save your
work to your special master copy folder
(NOT inside a rocket club folder). Here
you are saving .ms3d files, the official
MilkShape file format
- After your
model looks great and you are sure you
have defined all your bones, and you have
glued your meshes to those bones, and
your materials to those meshes.. and you
have saved a copy. THEN, do your
animation keyframes. It's a major pain to
redo animations after changing bones, so
do the animation last. (NOTE: Your
animations are not arbitrary. I expect
you to provide certain keyframes which I
think will use automatically as I see
fit. So don't do ANY animation without
knowing exactly what is expected of you.)
- Save your
work one last time.
- Then use
the MilkeShape EXPORT feature to save the
same model as a .txt file in the
milkshape 'ascii' format. It will try to
give it some other extenstion, but I want
you to make it a .txt file. Do it for the
gipper. You save that file in your same
master copy folder, not in rocket club.
- Repeat for
as long as you enjoy making models. If
you need to tweak a model later, you will
will edit it as above, save the master
file again, and export a new ascii file.
Remember what you call the ascii files.
They should be simple names like
"butterfly2.txt"
RocketClub Asset
File Names CAN ONLY USE ENGLISH LETTERS AND
NUMBERS. If you use something 'goofy' like
"1337{<<freek>>}" it will
not be usable in RocketClub.
Now, to add one
of your files to the game:
- Run Rocket
Club and log on with one of your accounts
- Open the
ASSET BROWSER and select the 'model'
asset type. It will display a list of all
the models in your personal rocket club
asset folder. (based on your Player
Serial Number, so it will be common for
all your accounts)
- Press the
IMPORT ASSET button (you may have to wait
for a newer copy of Rocket Club before
you see that button)
- Use the
file browser to find the
"butterfly.txt" file you
exported from milkshape into your master
copy folder.
Bango Bingo,
Rocket club will add your serial number to the
file name, and copy the file to your rocket club
asset folder, as in:
rc\assets\12345678\models\12345678.butterfly2.txt
Congratulations,
you have added a model asset!
|
MAKING MATERIALS/TEXTURES
----------------------------------- I tend to use material
and texture to mean the same thing, when they
really are not. The texture is just the 2D image
that you drew with your paint program.
A material is
both a texture image AND some extra data about
it. This extra data is defined inside of
milkshape as part of the material definition you
had to make to bind a material to a mesh.
The extra data
describes how the texture will reflect light (or
maybe even that it glows, is transparent, etc.)
There are different KINDs of light in the 3D
world (diffuse, ambient, specular, and um.. the
other one). Diffuse is the 'normal' kind. ambient
is pretty normal but represents light that is
just bouncing around from all directions, as
opposed to coming from a directional light
source. Specular is for things like 'glints' and
shiny spots. Basically you specify how your
material reacts to each kind of light. So a scene
might have lots of ambient light in it, but you
made your brownie model using a material which
doesn't reflect ambient light. So it doesn't show
up (well, it is black), while the plate you made
is set to brightly reflect ambient light, so it
does. I'm not sure how close to reality this is,
but it's how 3D cards are set up, so we can
assume it has practical uses (and/or it was just
the easiest math to do)
The person who
made the model already defined these material
properties for you, though you can override them
in you PLAN file later. Hopefully they also gave
you an example texture file which works with that
model.
Note: a model
might have several texture files associated with
it, as many as one per mesh in the model. Or it
might only have one with all the meshes being
laid out on the same texture. In that case you
need some sort of guide to tell you that the FOOT
texture needs to be drawn in the lower left
corner of the picture, and the EYEBALL image in
the upper right, but sort of on its side.. etc.
I hear this gets
easier with practice, and that there is some
skill and artistry in deciding how to lay these
things out. I'm not that good with it yet myself.
- Know the
format/layout needs of the texture you
are going to draw
- Use your
favorite painting program (PaintShop Pro
is nice)
- Use
high-resolution file formats like 24 bit
BMPs or TIFF files. These are your master
copies which you might want to edit again
later, not what will actually end up in
the game
- Save your
work frequently to your MASTER COPY
folder, which is completely separate from
Rocket Club. Save your work with a high
resolution format, don't bother to use
JPEG to save memory, for example (well,
unless you disk drive is full or
something). Compressed image formats are
lossy and will get ugly the more you go
back and edit them.
- Test your
work somehow. I guess I will probably add
something to rocket club to make it
easier for you to see how your texture
looks right now on a particular model.
With bonus points for it changing in real
time. Dream on!
- Save your
final copy. Make backups of your master
copy folder as you feel the need. Your
texture should have some easy name like
"butterfly.bmp"
At this point,
you have crafted a huge fat and beautiful texture
image. But rocket club has no idea that it
exists. If you subsequently edit the master copy,
you will need to repeat the following to get the
new version into RC.
- Run Rocket
Club and log on with one of your accounts
- Open the
ASSET BROWSER and select 'textures' as
the asset type. This displays a list of
all the textures in your personal RC
assets folder (which is NOT the same as
your MASTER COPY folder)
- Press the
IMPORT ASSET button (assuming it exists).
- Use the
file browser to find your master copy
folder and select 'butterfly.bmp' and
press OK
- At this
point the game will read in your
original, then save it back out with a
new name into your assets folder AND WILL
COMPRESS IT into a .DDS file (the
preferred format for graphics cards) This
is why you didn't need to compress it in
advance, coz I do it FOR you (actually
you can thank DirectX 9 for doing the
actual work).
Congratulations
texture designer, you have added a new texture to
the rocket club universe. You will find it in
this file:
rc\assets\12345678\textures\12345678.butterfly.dds
Unless you have
a nicer paint program than I do, you probably
can't actually look at the dds file yourself. But
it should work in the game just fine. DDS is a
lossy compression algorithm so you wouldn't want
to edit it directly anyway.
Now some of you
are thinking 'cool! I can add images which people
cannot copy!" and while that is practically
true, it is wrong-think all the same. When you
add an asset to the RocketClub universe, you are
giving everyone free right to re-use your work,
within the context of rocket club. That's just
the way it is.
|
MAKING 'FACE' AND
'HEAD' TEXTURES
----------------------------------- Models which are intended
to be used for player characters should include a
couple special meshes, named 'head' and 'face.'
You can look in an existing file to see what I
mean, but basically it works like this. Imagine
the character has a head which is a sphere, and
the front bit of the sphere (about a quarter of
the total sphere area) on the front is called the
face. You would then break the sphere into two
separate meshes, called 'face' and 'head' (head
being the entire sphere MINUS the 'face' mesh).
You have to use
these special names, since the code will treat
those meshes in a special way. The texture image
that you apply to these meshes is assumed to be a
square, divided into pieces, like this:
file:
rc\assets\12345678\textures\12345678.creepyFace.dds
The big chunk in
the upper left is the texture which will be
applied to the 'head' mesh. The image should be a
side view of the head, and will be mirrored on
both the left and right sides of the head. It
should have a blank 'flesh' color where the face
would go.
Each of the
little chunks is a separate image of just the
face (colors should match to make it smooth.)
Each little face will convey a different emotion,
mood or state. User's will be able to pick their
mood, which is then reflected in the 3D world,
but also moods will be chosen automatically for
game-related reasons (you get hurt, you eat some
pizza, you speak, whatever. Just like Arcadia :-)
When these
things get glued together, you get something that
looks like this:
Only I hope
yours looks even better :-) Note that the
'geometry' of the head and face come from the
model, not the texture image. So I have pulled
out a bit of a nose in the geometry and then made
it line up somewhat with the texture.
The model is
also where you define the 'mapping' of the
geometry to the texture, so unless you made the
model, you are stuck with the job of sliding your
texture around until it lines up. Note that for a
texture to look good when wrapped on a 3D model,
it doesn't necessarily look good as a 2D texture
image. It might look all stretched out in 2D,
when it looks great in 3D.
|
MAKING NEW NANO
PLAN FILES
----------------------------------- For now, this is a manual
operation. Eventually I will make a tool for
this. For information on the file format, check
out the comments in this file:
rc\assets\00000001\plans\stikfas.txt
Or if that
doesn't work, rummage around in the 00000001
plans in general.
|
WHAT PORTS DOES
ROCKET CLUB USE?
----------------------------------- This is easy. As of this
writing, Rocket Club uses port 21000. The Hub
uses port 20999. Rocket Club may use TCP or UDP
on these ports. You will definitely need to open
21000 through your firewall for both TCP and UDP, and forward it through your router, if you have one. You
will get both incoming and outgoing connections
on these ports.
Chances are you
won't need to do anything special for 20999, but
if I am wrong, well, just do the same thing that
you did for 21000.
If you run two
copies of RC at once... well.. you won't have
control over the other ports. Don't do that. It's
crossing the streams.
Also, RC hopes
to use port 21001 as a sort of mini-web-server
for your star system, such that someone with your
IP address and that port number could open the
page with their browser and see.. I dunno what.
Something like your tournament/usage stats, a
message from you, something. It could be really
cool.
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WHAT
SCRIPTING LANGUAGE DOES ROCKET CLUB USE?
----------------------------------- Many objects are/will be
scriptable in rocket club, using the rocket club
API (which I am not prepared to document at this
time, being still in flux). But basically this is
how you will add 'quests' to your star system,
and embue objects with 'behaviour'. It will also
be an important aspect of how the buttons work.
Anyway, like
most games (except WoS, of course), RC uses
lua. You can hone your lua scripting chops with TurnAbout in the meantime.
Like the
TurnAbout API, the Rocket Club API is
sufficiently neutered so as to be incapable of
causing any mischief outside of your Rocket Club
folders. But algorithmically it is very powerful
(so powerful that RC imposes some resource
limitations so that your script can't go insane
and lock up the game in some infinite loop -- or
so I hope!)
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