Progress
Moderators: winston, another_commander
Re: Progress
Thanks. I've fixed it so that if the marker's on the home system when you jump it moves along, but otherwise stays where you put it.
- Redspear
- ---- E L I T E ----
- Posts: 2687
- Joined: Thu Jun 20, 2013 10:22 pm
- Location: On the moon Thought, orbiting the planet Ignorance.
Re: Progress
I have 20 odd strings ready to go (more or less) once I work out how to let planet description = planet description + "..." (can't be too hard I'd have thought).Cody wrote:F7 is really crying-out for more system info/background - even if it's only padding.
Examples (itailicised text is variable):
- Zaonceian culture values cleanliness above all else.
Laveians pride themselves on being sophisticated whilst most outsiders consider them to be annoying.
Did you know that in Isbaenian culture it is considered extremely amourous to offer a tax return to a traffic warden?
Never, ever mention interior decorating to a Riedquatian, for fear of incontinence.
Highly recommended to the first time visitor is the underrated Isinorian platter - an experience you'll never wish to repeat.
The word pools are just big enough to create entries that appear serious, others silly and even some that are contrary but they all add something for me.
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: Progress
Finally got a moment to check out the F7 screen changes - I love them! Top work, guys! A quick question, though: is there anyway to tell if the player has just changed system on the F7 screen? The guiScreenChanged event doesn't fire, so I was wondering if some other event was raised?
Re: Progress
Not currently. I'll look into adding one, though.
Re: Progress
The event infoSystemChanged is now emitted when you move the cursor along the ANA route. I've also added the property player.ship.infoSystem, which is read/write - if you set this while in the chart it'll scroll the system into view, and in F7 it'll change the system. The system doesn't have to be on the ANA route.
Re: Progress
Oh yeah, the parameters of the infoSystemChanged event are (from, to), the id's of the old and new info systems.
- Wildeblood
- ---- E L I T E ----
- Posts: 2453
- Joined: Sat Jun 11, 2011 6:07 am
- Location: Western Australia
- Contact:
Re: Progress
Slideshow OXP to cycle through them all, someone, please, thank you. It should be trivial to make.kanthoney wrote:I've also added the property player.ship.infoSystem, which is read/write - if you set this while in the chart it'll scroll the system into view, and in F7 it'll change the system.
In your heart, you know it's flat.
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: Progress
That's great! Thanks for the quick turnaround!kanthoney wrote:The event infoSystemChanged is now emitted when you move the cursor along the ANA route. I've also added the property player.ship.infoSystem, which is read/write
Um, I don't mean to be picky, but given that thekanthoney wrote:Oh yeah, the parameters of the infoSystemChanged event are (from, to), the id's of the old and new info systems.
alertConditionChanged
event puts the new condition first, old condition second, and both the guiScreenChanged
and guiScreenWillChange
events put the new screen ID first, the old one second, could perhaps the new infoSystemChanged
event could follow the same pattern? Maybe? Pretty-please?Also, I've just been running some tests on the current code, and noticed something odd with the
infoSystem
property when accessed in the infoSystemChanged
event. I used this code:Code: Select all
this.infoSystemChanged = function(from, to) {
log(this.name, "infoSysChanged from = " + from + ", to = " + to + ", curr = " + player.ship.infoSystem);
}
from
and to
are displaying the correct system ID's, but player.ship.infoSystem
is reading the "from" ID, not the "to" ID when accessed at this point. Is the event occurring before the infoSystem
property is updated?Re: Progress
Good spot - both of those should be fixed.
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: Progress
Wait, wha?! Already?!
*ahem*
In the words of William Shakespeare: "You da man!"
*ahem*
In the words of William Shakespeare: "You da man!"
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Progress
Authorized? <scratches head>
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
Re: Progress
What do you know, this thread dropped to second page, we must be going slow with features, it seems.
Anyway, just wanted to let you know that from tonight's nightly we will have the new atmosphere shaders in the game for everyone to enjoy.
The new shader is available at the highest detail level, while the effect we had till now is still available at detail levels below that. The generated effect fades out when diving into the atmosphere or when moving far away from the planet and both its fade in/out distance and rate are planet radius dependent.
Let us know if you discover any issues with it. Below you can see a couple of pictures of the new atmosphere effect on Lave (with Povray Planets OXP) and pics during the test runs have already been posted here, here, here, here and here.
Full credit and thanks to Commander_X for this contribution.
Anyway, just wanted to let you know that from tonight's nightly we will have the new atmosphere shaders in the game for everyone to enjoy.
The new shader is available at the highest detail level, while the effect we had till now is still available at detail levels below that. The generated effect fades out when diving into the atmosphere or when moving far away from the planet and both its fade in/out distance and rate are planet radius dependent.
Let us know if you discover any issues with it. Below you can see a couple of pictures of the new atmosphere effect on Lave (with Povray Planets OXP) and pics during the test runs have already been posted here, here, here, here and here.
Full credit and thanks to Commander_X for this contribution.
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Progress
Aye, kudos to Commander_X - very nice work.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Progress
Is it possible to extract the relevant shader files from the dev version and inject them in my installation (1.84)?
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Progress
It requires the new trunk nightly
.exe
to work.I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!