The Feudal States
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I'm in the middle of scripting the Cascade event - things are working OK but it needs a bit of polish. Hopefully some of you guys can help me out on some questions:
1. In amongst an asteroid field I have things that need to be scooped, but I want to be able to identify them on the scanner. Would I be right in thinking only objects with a scanClass of CLASS_ROCK or CLASS_CARGO can be scooped?
2. I tried borrowing some asteroids from Asteroid Storm OXP and they have a nice slow rotation to them. The buoys do the same kind of thing. How is this done? I can get an object to rotate around a certain axis but it always goes as the same speed, no matter what I do to the pitch/roll, thrust or the rotational velocity quarternion.
3. I believe in 1.73 it's possible to use all the various oolite font icons in the ASC. What do you need to enter in the shipdata.plist to use these as beacon icons? Are there specific codes or something?
1. In amongst an asteroid field I have things that need to be scooped, but I want to be able to identify them on the scanner. Would I be right in thinking only objects with a scanClass of CLASS_ROCK or CLASS_CARGO can be scooped?
2. I tried borrowing some asteroids from Asteroid Storm OXP and they have a nice slow rotation to them. The buoys do the same kind of thing. How is this done? I can get an object to rotate around a certain axis but it always goes as the same speed, no matter what I do to the pitch/roll, thrust or the rotational velocity quarternion.
3. I believe in 1.73 it's possible to use all the various oolite font icons in the ASC. What do you need to enter in the shipdata.plist to use these as beacon icons? Are there specific codes or something?
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Ramirez wrote:3. I believe in 1.73 it's possible to use all the various oolite font icons in the ASC. What do you need to enter in the shipdata.plist to use these as beacon icons? Are there specific codes or something?
Code: Select all
beacon = "R";
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...and you can even add your own icon to the beacon in 1.73.x - it's in the same format as the hud missile icons. As an example, Thargoid is using a beacon icon inside his fuel station oxp, courtesy of _ds_.
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Is there a howto guide for the HUD missile icons? I seem to be unable to create any shape with a flat top (like something resembling the letter 'T' or 'E'). It seems the line between the first and second coordinate couple is always drawn as a diagonal, no matter what. You probably don't notice it with small, box-like icons, but it becomes pretty obvious with bigger icons.
If I remember correctly all points defined have a line drawn back to 0,0 from them. That tends to mess up shapes like F and E.
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That would explain why the icon for my anti-Thargoid missile, which was meant to be a 'T', is a triangle with the point at the bottom. Also I suppose that's why you often see shaded diagonals in some of the large square icons.
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Now there is a question I too would like to know. My knowledge in this area is entirely empirical and experimental...Commander McLane wrote:Ah! That explains it. And why, tell, have they?
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Because the icons are drawn in GL_POLYGON mode, which is only intended for convex polygons. The result of using GL_POLYGON mode for non-convex polygons is undefined.
This would be quite an easy thing to fix, but since there’s no bug report on the bug tracker, there is officially no bug. ;-)
This would be quite an easy thing to fix, but since there’s no bug report on the bug tracker, there is officially no bug. ;-)
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Hmmm. As you and I--and most of the other people who would report bugs--are active members of these boards, the official documentation on how to submit bugs should be sufficient, shouldn't it?zevans wrote:So what we need is some documentation on how to submit a bug, on the Wiki.
And it shouldn't really surprise you that this documentation can be found as a sticky in the Testing and Bug Reports forum of the boards. That should be the first place for you to look anyway, shouldn't it?
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To repeat myself from yesterday: Now there is.Ahruman wrote:Because the icons are drawn in GL_POLYGON mode, which is only intended for convex polygons. The result of using GL_POLYGON mode for non-convex polygons is undefined.
This would be quite an easy thing to fix, but since there’s no bug report on the bug tracker, there is officially no bug.
Oh, and the one from yesterday got fixed already. Thanks, Eric!
So, who is going to bring the number of open bugs down to nine again today?
Indeed it's quite easy to forget some issues if they're not on the bug tracker, but while this is still fresh in our minds, I expect you're talking about polygon tessellation...Ahruman wrote:This would be quite an easy thing to fix, but since there’s no bug report on the bug tracker, there is officially no bug.
In that case, I'd vote to use the ODD tessellation winding rule when that part of the code is changed, since it would make it easier to create really interesting shapes! (see here for a little example of what I mean)
edit: Commander McLane, I think it's Ahruman's turn this time!
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Conveniently, the even-odd winding rule is GLUtesselator’s default setting. :-) (The eagle-eyed will observe that I have assigned the bug to myself.)Kaks wrote:In that case, I'd vote to use the ODD tessellation winding rule when that part of the code is changed, since it would make it easier to create really interesting shapes! :) (see here for a little example of what I mean)
edit: Commander McLane, I think it's Ahruman's turn this time! :P
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I've managed to answer some of the questions I posted earlier:
One other question (for the moment at least) - what's the syntax for calling a function from one javascript to another? For example, in the feudal-challenge.js script I have a function, 'defineChallengerGender'. To save repeating stuff I want to call on this in the feudal-tournament.js script.
It looks like performTumble does the job - I've tried applying it to other objects and so long as the pitch and roll are reasonable it results in a nice slow rotation.Ramirez wrote:2. I tried borrowing some asteroids from Asteroid Storm OXP and they have a nice slow rotation to them. The buoys do the same kind of thing. How is this done? I can get an object to rotate around a certain axis but it always goes as the same speed, no matter what I do to the pitch/roll, thrust or the rotational velocity quarternion.
Thanks for the help on this - I have the hunting lodges showing up on the compass with the little castle icon.Ramirez wrote:3. I believe in 1.73 it's possible to use all the various oolite font icons in the ASC. What do you need to enter in the shipdata.plist to use these as beacon icons? Are there specific codes or something?
One other question (for the moment at least) - what's the syntax for calling a function from one javascript to another? For example, in the feudal-challenge.js script I have a function, 'defineChallengerGender'. To save repeating stuff I want to call on this in the feudal-tournament.js script.
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