Spa[IS] Posted April 1 Report Posted April 1 Has anyone attempted to rebuild travel mate with the latest travel to the "new" sectors. I cannot make heads or tails from it. Tried e-mailing the player who made it, no reply and no source code. Quote
Doctor Posted April 1 Report Posted April 1 IDK how good of a programmer you are, but this is a very trivial program. I solved this problem for EVE: Online (which had 6000+ systems at the time) back when I was still an absolutely shit programmer during college. What you do is create 'pairs' of gates. A CSV with a 'from' and 'to' column would work. For Shepard, as an example, you'd have an entry like: Shepard, Carpenter Shepard, Grissom Carpenter, Shepard Grissom, Shepard Grissom, Black Beard's Wake Grissom, Planet Grissom Cooper, Grissom How you store that in memory is up to you. There are better and worse data structures, but eventually you end up with a loop that is something like: def findPath(starting_sector, end_sector, path=None): current_sector = starting_sector if path is None: path = [] path.append(starting_sector) if starting_sector == end_sector: return path if starting_sector not in graph: return None for neighbor in graph[starting_sector]: # path.copy() prevents revisiting sectors in the current path (preventing cycles) if neighbor not in path: result = findPath(neighbor, end_sector, path.copy()) if result: return result # If no path was found, return None return None Actually...that exact loop would work. This could be made into a commandline utility *very* easily. Like...20-30 minutes of work. Making a UI for it would take (me) a lot longer. It's not the most efficient or 'best' way. But maybe you can see how to expand it to include things like faction gates. Quote
Spa[IS] Posted April 14 Author Report Posted April 14 Found the thread that has the updated ini file, all good now EnBTravelMate.ini Quote
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