Traveller High Society


An RPG Blog


The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977 - 2017 Far Future Enterprises.
Traveller is a registered trademark of Far Future Enterprises.

Tuesday, October 31, 2017

Vue is Becoming My Go-To Traveller Illustrator


Trying out some of Vue Infinite's small spherical planetoids. Took me awhile to re-learn how such objects get generated, because technically they are still ground planes.

Thursday, October 26, 2017

More Azun


Someone might know what the floating ball is all about. Having not read the magazine in 30 years, I'd guess it is a... I have no idea what it is. Will have to read up on Azun again.

Wednesday, October 25, 2017

Rendered World Images for Subsectors


I made world images last night for displaying in subsectors. They were rendered in Vue Infinite at 48x48 before MapGen scaled them to their various world sizes. Lunar Cell helped with the generic hydrographics images. My plan is to customize some of them for certain types of worlds still.

Here is the region near Earth. Now known as Terra.


Saturday, October 21, 2017

TRAVELLER RPG: Subsector Test (8X zoom)


I spent the last two days straight, and a lot of Pandora listening, coding the 8X zoom routine for my map generator. Lots of mental gymnastics involved in keeping track of (x, y) coordinates and +/- directions for sector and subsector and parsec traversing. Lots of it. It took me back though to my FORTRAN days, writing Star Trek games that needed sector and quadrant scans and galactic maps generated.

One thing I have learned during this whole process is that a lot of answers posted on Stack Overflow are worthless. People that have asked the questions I've had myself were pointed in the wrong direction, or shown code that was functional instead of procedural. Function code, in my book, is useless. Because it is a one-trick pony, or a black box that no one knows how it works. Of course, the guy that wrote the functional code thinks it is the best, most efficient, way to program. But one change made to the code, and its broken.



Another thing I have learned in the last week with this project is that YouTube is still king when it comes to finding solutions to most computer program problems. Someone somewhere is bound to have had a programming problem that I've run into, and posted a video on YouTube showing a solution. Since I'm not inventing anything new, it means that someone else has run into the same problems before.

Sometimes, I think of posting a video showing how to solve a programming issue. But then I see that there are already lots of videos on the subject already. YouTube even has better answers than Wiki does. I rarely go to Wiki anymore for answers to things.



I think the next part to work on for this app will be the voice recognition. I already have the code in mind that I'll use. Just have to figure out where it'll plug in.


Tuesday, October 17, 2017

TRAVELLER RPG: Map Zooms 1 - 4X



Got the zoom working for my Traveller map display. Next will be to zoom down to subsector level. That will be more "involved" Python coding, than what I've done over the weekend with it so far.


I was looking for worlds with Red Zones. Seems the Zhodani have some. But why? Hmmm... I see that my Spinward Marches had none.

ADDED:
Turned out that only really hi-pop worlds were having their zones breathed over.

Fixed.


Saturday, October 14, 2017

Coding MapGen for Traveller's Known Space


Spent the day roughing out some of Traveller's known space in Python 2.5 using PyGame 1.9.1 (aka SDL 1.2.13). The big dots are high population worlds. The yellow dot is Reference. Just need to make labels for the sectors, and work on the scroll/zoom bit.

ADDED:


Got my labels going now.

I haven't loaded any Zhodani sectors yet. You can see a blue world or two in the corner so far. I was curious if anyone else thought it was weird how the Zhodani use the same mapping scheme as the Imperium?

Thursday, October 12, 2017

AHL Near World 2


An AHL, back in the day. Modeled in Hexagon 1.21. Rendered in Vue 9.5 Infinite. The Ramparts were modeled in Amapi 7.51 Pro. Postwork in CameraBag 2.8.01.

Friday, October 6, 2017

TRAVELLER RPG: Data Entry for Making Maps


So it looks like red names, and capital names are explained in the back of the book.

Cool.