And w00t!
Moderators: winston, another_commander
- aegidian
- Master and Commander
- Posts: 1161
- Joined: Thu May 20, 2004 10:46 pm
- Location: London UK
- Contact:
And w00t!
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!
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!
- Cmdr. Wombat
- Deadly
- Posts: 150
- Joined: Mon Jan 31, 2005 6:08 pm
- Location: Kentucky
- Draco_Caeles
- Dangerous
- Posts: 105
- Joined: Sat Apr 15, 2006 11:40 pm
- Location: North-west England
- aegidian
- Master and Commander
- Posts: 1161
- Joined: Thu May 20, 2004 10:46 pm
- Location: London UK
- Contact:
To paraphrase Ahruman, Giles's piss poor coding.Draco_Caeles wrote:What was the problem, in the end?
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.
-
- ---- E L I T E ----
- Posts: 452
- Joined: Mon Mar 13, 2006 5:46 pm
- Location: St Petersburg, Russia
- Contact:
Is it likely to eliminate "laserproof ships" problem or there is only "material objects" collision routine affected?aegidian wrote:To paraphrase Ahruman, Giles's piss poor coding.Draco_Caeles wrote:What was the problem, in the end?
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.
- aegidian
- Master and Commander
- Posts: 1161
- Joined: Thu May 20, 2004 10:46 pm
- Location: London UK
- Contact:
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.)ArkanoiD wrote:Is it likely to eliminate "laserproof ships" problem or there is only "material objects" collision routine affected?
-
- ---- E L I T E ----
- Posts: 452
- Joined: Mon Mar 13, 2006 5:46 pm
- Location: St Petersburg, Russia
- Contact:
rsynced to dev4-575, loolks like even more ships are laserproof nowaegidian wrote: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.)ArkanoiD wrote:Is it likely to eliminate "laserproof ships" problem or there is only "material objects" collision routine affected?
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
I’m sure I’d be slightly more diplomatic than that. A little.aegidian wrote:To paraphrase Ahruman, Giles's piss poor coding. :lol:
For the record, I do very much admire your ability to get code out the door. Perfectionism is a three-edged sword. :-)
E-mail: [email protected]