Different color for non hostiles with bounty?
Moderators: winston, another_commander
Different color for non hostiles with bounty?
Hi,
I just made some very easy update to my scanner, took three lines.
Now it does use an additional color (orange) to help distinguish between non hostile "clean" ships and those with a bounty on their head: The clean stay yellow while those with a bounty are shown in orange.
Could even get some easy tweak to show "fugitives" in another color
Anyone interested?
TBD: use a different color than orange? It's not that bright...but already makes decisions very much easier
Screet
I just made some very easy update to my scanner, took three lines.
Now it does use an additional color (orange) to help distinguish between non hostile "clean" ships and those with a bounty on their head: The clean stay yellow while those with a bounty are shown in orange.
Could even get some easy tweak to show "fugitives" in another color
Anyone interested?
TBD: use a different color than orange? It's not that bright...but already makes decisions very much easier
Screet
Re: ..
It should be easy to check for "advanced scanner" equipment or add it to bounty scanner functionality.Lestradae wrote:Would it be possible to create an oxp/patch that delivered this option as equipment?
Screet
- pagroove
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Yes make it buyable
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https://soundcloud.com/p-a-groove
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- Quite Grand Sub-Admiral
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That's why I asked wether people are interested in this. I'm not the one to make changes to the codebase yet, but I'd gladly tell which modification I did. Currently only three linesanother_commander wrote:Eh... guys, you need to have a modified exe to be able to use it, even in OXP form.
The change is really a minimal and easy one, yet something I've missed all the time
I suggest to add it, if more people like it...and I also suggest to make it eq dependant, although I don't yet know entirely how to do that. Currently, it simply changes the common visual feedback.
OT: Vista just reinstalled...now going for all the drivers and configuration. Funny thing is that when I tried to make a first test boot of the board, it did even boot up the old Vista installation, although that was for a different MoBo/CPU combination!
Screet
- Diziet Sma
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Well Screet.. I'm very interested.. anything that makes the scanner more useful has got to be good..
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Surely interesting, but might be a bit more difficult - as that would require further checks on what is shown.El Viejo wrote:I'd like to see a different colour for Escape Pods. In a cloud of debris it can be difficult to pick out the pod.
Currently, I only had to modify the default non-hostile ship handling by adding an if for a ships bounty and a color that would be used
MSI Eclipse SLI and Core i7 - that's why I was so astonished that after removing the Asus M3A / AMD Phenom 9500 Vista did boot at all!El Viejo wrote:OT. Do tell, Screet. Which Mobo/CPU?
The old combo had some problem which rapidly grew: It was causing hardware based blue screens and the sound output had been affected with electric noise, especially when the CPU was in use. I was able to stabilize it by increasing the Mobo voltage to over 30% above specs (I did not OC that machine!) but that did result in even more noise on sound output. The power sensors all did report normal operation, thus there must be something wrong behind those sensors...and last year the power supply of my old computer blew up because of faulty components - the room still smells. Given that it was an early stepping of the Phenom with a nasty bug that leads (via a non optional OS update) to 50% reduced CPU power, I did not like to simply replace the board and continue, thus I finally did rid myself of this AMD crap. While the Asus board had cheaper parts which can also blow up (which I was afraid of) the MSI Eclipse does not have that sort of "technology". Really feels better now...
Still configuring this system...but Vista was even functional without additional drivers
Screet
OK, I've had quite some time with it and I won't want to miss it anymore.
Here's the change required to draw non-hostile ships with bounty on them in a different color:
and add this to the color definitions above that method:
I really can recommend this change. It helps very much to understand the situation one is in. Should this be added, it might well be a good idea to link this to a required scanner enhancement.
Screet
Here's the change required to draw non-hostile ships with bounty on them in a different color:
Code: Select all
ShipEntity.m
- (GLfloat *) scannerDisplayColorForShip:(ShipEntity*)otherShip :(BOOL)isHostile :(BOOL)flash
[...]
default :
if (isHostile)
return hostile_color;
else if (bounty > 0)
return bounty_color;
Code: Select all
static GLfloat bounty_color[4] = { 1.0, 0.66, 0.0, 1.0}; // orange
Screet
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- Quite Grand Sub-Admiral
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Re: ..
In order for this to be oxp-able, we need on a silver platter the code that makes it a)an equipment piece and b)visible to JS as well.Lestradae wrote:I would second this change as an oxp-able core game option.
Imo it's interesting, not overpowering, would add to the game and Screet served it on a silver platter
L
- Lestradae
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Re: ..
Screet? Pretty please?another_commander wrote:In order for this to be oxp-able, we need on a silver platter the code that makes it a)an equipment piece and b)visible to JS as well.Lestradae wrote:I would second this change as an oxp-able core game option.
Imo it's interesting, not overpowering, would add to the game and Screet served it on a silver platter
Re: ..
If you do want it then, I'll write a bit more code for itanother_commander wrote:In order for this to be oxp-able, we need on a silver platter the code that makes it a)an equipment piece and b)visible to JS as well.
Screet