And w00t!

General discussion for players of Oolite.

Moderators: winston, another_commander

Post Reply
User avatar
aegidian
Master and Commander
Master and Commander
Posts: 1161
Joined: Thu May 20, 2004 10:46 pm
Location: London UK
Contact:

And w00t!

Post by aegidian »

In case you missed my LJ post I think I've cracked the collision problems.

To celebrate I took the Tori expansion pack and a fuel-injected Cobra 2X and shot the hoops (flew between the hub and the rings between the pylons). Which can at last be done - and more importantly can't be done if you hit the spokes or rings or hub!

The remaining collision problems are artefacts of the game models (ships being too large - ejection hatches misplaced etc.) I can work on those in turn now.

Maybe it's just the caffeine talking, but I'm very very excited!
"The planet Rear is scourged by well-intentioned OXZs."

Oolite models and gear? click here!
User avatar
Cmdr. Wombat
Deadly
Deadly
Posts: 150
Joined: Mon Jan 31, 2005 6:08 pm
Location: Kentucky

Post by Cmdr. Wombat »

Congrats and w00t indeed!!
It is generally inadvisable to eject over the target you just bombed.
User avatar
Rxke
Retired Assassin
Retired Assassin
Posts: 1760
Joined: Thu Aug 12, 2004 4:54 pm
Location: Belgium

Post by Rxke »

That's great news!

I can imagine it makes you a happy chappy, heh.
User avatar
Draco_Caeles
Dangerous
Dangerous
Posts: 105
Joined: Sat Apr 15, 2006 11:40 pm
Location: North-west England

Post by Draco_Caeles »

Whoo hoo! Way to go, Cmdr Giles! *applauds*

What was the problem, in the end?
User avatar
aegidian
Master and Commander
Master and Commander
Posts: 1161
Joined: Thu May 20, 2004 10:46 pm
Location: London UK
Contact:

Post by aegidian »

Draco_Caeles wrote:
What was the problem, in the end?
To paraphrase Ahruman, Giles's piss poor coding. :lol:


I'd written a long and complicated bit of code to check subentities collisions with ships and other subentities, which I replaced with a much cleaner and easier to understand recursive routine.

The old and complicated code was somehow getting the subentity collision detection wrong (trying to pass through a Flight Training Ring for example just wouldn't happen), the cleaner code doesn't do that.
"The planet Rear is scourged by well-intentioned OXZs."

Oolite models and gear? click here!
ArkanoiD
---- E L I T E ----
---- E L I T E ----
Posts: 452
Joined: Mon Mar 13, 2006 5:46 pm
Location: St Petersburg, Russia
Contact:

Post by ArkanoiD »

aegidian wrote:
Draco_Caeles wrote:
What was the problem, in the end?
To paraphrase Ahruman, Giles's piss poor coding. :lol:


I'd written a long and complicated bit of code to check subentities collisions with ships and other subentities, which I replaced with a much cleaner and easier to understand recursive routine.

The old and complicated code was somehow getting the subentity collision detection wrong (trying to pass through a Flight Training Ring for example just wouldn't happen), the cleaner code doesn't do that.
Is it likely to eliminate "laserproof ships" problem or there is only "material objects" collision routine affected?
User avatar
aegidian
Master and Commander
Master and Commander
Posts: 1161
Joined: Thu May 20, 2004 10:46 pm
Location: London UK
Contact:

Post by aegidian »

ArkanoiD wrote:
Is it likely to eliminate "laserproof ships" problem or there is only "material objects" collision routine affected?
Should already have done that (I forget the idiot thing my code was doing for laser-proof items, but I certainly haven't come a cross one for a few months worth of testing.)
"The planet Rear is scourged by well-intentioned OXZs."

Oolite models and gear? click here!
Keyes
Average
Average
Posts: 12
Joined: Fri Jun 09, 2006 3:23 am
Location: a small blue green planet with primative life forms who think jet fighter are state of the art

Post by Keyes »

sweet, wooooooooorrrrrrrrrrrrt wooooooooooorrrrrrrrrrrrrrt !!!!!

excitment = me + this moment :D
I don't get mad, I get Q-Mine!
User avatar
jonnycuba
Deadly
Deadly
Posts: 233
Joined: Fri May 21, 2004 1:04 pm
Location: Witchspace

Post by jonnycuba »

Nice to see the numbers going your way Cap'n! ;)
Team Zorg are Go!
ArkanoiD
---- E L I T E ----
---- E L I T E ----
Posts: 452
Joined: Mon Mar 13, 2006 5:46 pm
Location: St Petersburg, Russia
Contact:

Post by ArkanoiD »

aegidian wrote:
ArkanoiD wrote:
Is it likely to eliminate "laserproof ships" problem or there is only "material objects" collision routine affected?
Should already have done that (I forget the idiot thing my code was doing for laser-proof items, but I certainly haven't come a cross one for a few months worth of testing.)
rsynced to dev4-575, loolks like even more ships are laserproof now :-(
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

aegidian wrote:
To paraphrase Ahruman, Giles's piss poor coding. :lol:
I’m sure I’d be slightly more diplomatic than that. A little.

For the record, I do very much admire your ability to get code out the door. Perfectionism is a three-edged sword. :-)
Post Reply