Transitions; Docking/Undocking versus Witchspace
Moderators: winston, another_commander
Transitions; Docking/Undocking versus Witchspace
Not a big deal... maybe for inclusion "at some point", or for 1.74 if the developers find it agreeable and and something acceptable "can be whipped out"... a minor cosmetic thing.
The transition(visual) for docking, undocking and going into witchspace is identical. I'd like to suggest that they be unique. If people are in agreement, maybe specific suggestions can be posted in the thread.
=====
SIMPLE suggestion:
Witchpace transition: leave it as it is (unless it is improved for flashier effects, possibly "cloudy/sparkly")
Docking/Undocking: the transition is depicted as an animation; travelling through a tunnel with metallic walls... maybe a few flashing/nonflashing lights... perhaps warning/info signs on the walls. A step further, Docking and Undocking are individually unique; signs: DO NOT EXIT SHIP UNTIL BERTHED / DANGER - SPACEBOUND -DO NOT EXIT SHIP. Unique sound; something maybe mechanical. Pneumatic tube sounds, railway sounds, cogs/chains/robotic arms, elevator/lift sounds. The animations shouldn't be TOO LONG, people would just get impatient. Maybe to keep it short, JUST a short journey through a metallic tunnel with a unique sound.
=====
The transition(visual) for docking, undocking and going into witchspace is identical. I'd like to suggest that they be unique. If people are in agreement, maybe specific suggestions can be posted in the thread.
=====
SIMPLE suggestion:
Witchpace transition: leave it as it is (unless it is improved for flashier effects, possibly "cloudy/sparkly")
Docking/Undocking: the transition is depicted as an animation; travelling through a tunnel with metallic walls... maybe a few flashing/nonflashing lights... perhaps warning/info signs on the walls. A step further, Docking and Undocking are individually unique; signs: DO NOT EXIT SHIP UNTIL BERTHED / DANGER - SPACEBOUND -DO NOT EXIT SHIP. Unique sound; something maybe mechanical. Pneumatic tube sounds, railway sounds, cogs/chains/robotic arms, elevator/lift sounds. The animations shouldn't be TOO LONG, people would just get impatient. Maybe to keep it short, JUST a short journey through a metallic tunnel with a unique sound.
=====
Sword, thy name is Cobra. And Cobra has fangs!
- DaddyHoggy
- Intergalactic Spam Assassin
- Posts: 8515
- Joined: Tue Dec 05, 2006 9:43 pm
- Location: Newbury, UK
- Contact:
Grrrr! This thread keeps showing up as having unread posts in it! Even after I've read it - even after I've closed the Oolite tab and reloaded it...
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
OK, in the current trunk the hyperspace and docking tunnel effects are already different (they display different colors). Additionally, in the current trunk it is possible to change the default model used for the docking rings and the colors used for the default ring sequence. This enables one to modify the docking effect in pretty interesting ways. It's not exactly what JeffBTX wants, but it should be pretty close and it's already there.
Jeff, it definitely would be a wonderful idea if you were to take one of the trunk builds for a spin. Ok, not to use as your main game environment, it could crash in various interesting ways, but since reading the log a_c has kindly provided didn't help, at least you'll have a chance to see first hand what has already been done since 1.73.4 - apart from the stuff Ahruman did mention, quite a few other bits 'feel' better now:
for example, try buying a laser, or finding a specific planet / system in the long range chart ( it remembers the last one found using the find function, & you can switch through all the partially matched systems using shift-arrows ).
Or you could still re-read the log a few more times I suppose...
for example, try buying a laser, or finding a specific planet / system in the long range chart ( it remembers the last one found using the find function, & you can switch through all the partially matched systems using shift-arrows ).
Or you could still re-read the log a few more times I suppose...
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
Complete re-make of docking hyper space tunnels?!!
Cant you mod guys just make a oxp thats completely new?? maybe a outer ship view watching the ship enter a hyperspace cloud or a twisting worm hole affect thats in cockpit only.how about a little `cut scene` when docking with a computer??? would make Oolite just that tad more Ooooooh!
NOTICE to all SPACE GAMERS!!!
Check out http://www.spacesimcentral.com/portal.p
For all your space gaming needs just put a shout out for DarkOne!!
Check out http://www.spacesimcentral.com/portal.p
For all your space gaming needs just put a shout out for DarkOne!!
- DaddyHoggy
- Intergalactic Spam Assassin
- Posts: 8515
- Joined: Tue Dec 05, 2006 9:43 pm
- Location: Newbury, UK
- Contact:
Re: Complete re-make of docking hyper space tunnels?!!
OXPs have to work with what the Oolite Engine allows - if its not there - it can't be modified.GUNSMIF wrote:Cant you mod guys just make a oxp thats completely new?? maybe a outer ship view watching the ship enter a hyperspace cloud or a twisting worm hole affect thats in cockpit only.how about a little `cut scene` when docking with a computer??? would make Oolite just that tad more Ooooooh!
There's lots of things Oolite can't do - but it astonishes me how much it can!
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
oh i see, fair enough! shame though
NOTICE to all SPACE GAMERS!!!
Check out http://www.spacesimcentral.com/portal.p
For all your space gaming needs just put a shout out for DarkOne!!
Check out http://www.spacesimcentral.com/portal.p
For all your space gaming needs just put a shout out for DarkOne!!