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This project forked from endless-sky/endless-sky

5.0 5.0 0.0 400.67 MB

Space exploration, trading, and combat game. Rapid Development and Experimentation fork.

Home Page: https://endless-sky.github.io/

License: GNU General Public License v3.0

Shell 0.38% C++ 96.68% Python 1.78% C 0.11% PowerShell 0.04% CMake 0.86% Roff 0.16%

endless-sky-delta's Introduction

Endless Sky

Explore other star systems. Earn money by trading, carrying passengers, or completing missions. Use your earnings to buy a better ship or to upgrade the weapons and engines on your current one. Blow up pirates. Take sides in a civil war. Or leave human space behind and hope to find some friendly aliens whose culture is more civilized than your own...


Endless Sky is a sandbox-style space exploration game similar to Elite, Escape Velocity, or Star Control. You start out as the captain of a tiny spaceship and can choose what to do from there. The game includes a major plot line and many minor missions, but you can choose whether you want to play through the plot or strike out on your own as a merchant or bounty hunter or explorer.

See the player's manual for more information, or the home page for screenshots and the occasional blog post.

Installing the game

Official releases of Endless Sky are available as direct downloads from GitHub, on Steam, and on Flathub. Other package managers may also include the game, though the specific version provided may not be up-to-date.

System Requirements

Endless Sky has very minimal system requirements, meaning most systems should be able to run the game. The most restrictive requirement is likely that your device must support at least OpenGL 3.

Minimum Recommended
RAM 750 MB 2 GB
Graphics OpenGL 3.0 OpenGL 3.3
Storage Free 350 MB 1.5 GB

Building from source

Development is done using CMake to compile the project. Most popular IDEs are supported through their respective CMake integration. SCons was the primary build tool up until 0.9.16, and some files and information continue to be available for it.

For full installation instructions, consult the Build Instructions readme.

Contributing

As a free and open source game, Endless Sky is the product of many people's work. Contributions of artwork, storylines, and other writing are most in-demand, though there is a loosely defined roadmap. Those who wish to contribute are encouraged to review the wiki, and to post in the community-run Discord beforehand. Those who prefer to use Steam can use its discussion rooms as well, or GitHub's discussion zone.

Endless Sky's main discussion and development area was once Google Groups, but due to factors outside our control, it is now inaccessible to new users, and should not be used anymore.

Licensing

Endless Sky is a free, open source game. The source code is available under the GPL v3 license, and all the artwork is either public domain or released under a variety of Creative Commons (and similarly permissive) licenses. (To determine the copyright status of any of the artwork, consult the copyright file.)

endless-sky-delta's People

Contributors

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endless-sky-delta's Issues

Incorrect logic in Ship::Move breaks Command::STOP

Is there an existing issue for this?

  • I have searched the existing issues

Describe the bug

When the AI decides to stop the ship, sometimes it can't. This happens due to an error in the new thrusting logic. Sometimes, the code will ignore dragAcceleration, which is the variable Ship::Move uses to implement Command::STOP when the ship is almost stopped. This prevents ships from boarding, landing, assisting, and a variety of other things, if they happen to be moving at just the right speed. That's why the integration tests are failing.

Steps to Reproduce

Run the integration tests a few times on Ubuntu 20 or 22 using GL. Watch Capture Uncapturable With Capturable Override fail.

Expected Behavior

Ships can stop. All integration tests should pass.

Screenshots

No response

Link to save file

No response

Operating System

Ubuntu 22

Game Source

Built from source

Game Version

e1004d1

Additional Information

This is the fix:

diff --git a/source/Ship.cpp b/source/Ship.cpp
index 61d4b668c..47fa1f485 100644
--- a/source/Ship.cpp
+++ b/source/Ship.cpp
@@ -2249,7 +2249,7 @@ void Ship::Move(vector<Visual> &visuals, list<shared_ptr<Flotsam>> &flotsam)
                                if((aNormal > 0.) != (vNormal > 0.) && fabs(aNormal) > fabs(vNormal))
                                        dragAcceleration = -vNormal * angle.Unit();
                        }
-                       if(velocity.Length() > MaxVelocity() || velocity.Length() < 0.1)
+                       if(commands.Has(Command::STOP) || velocity.Length() > MaxVelocity() || velocity.Length() < 0.1)
                                velocity += dragAcceleration;
                        else
                                velocity += acceleration;

I don't want to do a PR until the conflicts between master and experimental are resolved.

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