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Re: Progress

Posted: Tue Mar 25, 2014 1:34 pm
by Gimi
Pleb wrote:
Gimi wrote:
@Cim:
Sometimes you would want a ship to appear in the library only after a certain event or after the player encounters the vessel for the first time.
Equally, sometimes only parts of the information on the ship should be visible at first, and the rest revealed upon a mission event.
Is this possible?
The ship library is accessed before the game loads so there is no way of implementing this. The only way this would work is if you could only access the library after the player has loaded a saved game or started a new one.
As I expected. We will just have to adapt. (Read your PM)

Re: Progress

Posted: Tue Mar 25, 2014 3:24 pm
by Cody
Re the ship library: would the ships look better if they rotated a little slower?

Re: Progress

Posted: Tue Mar 25, 2014 6:16 pm
by cim
Pleb wrote:
The ship library is accessed before the game loads so there is no way of implementing this. The only way this would work is if you could only access the library after the player has loaded a saved game or started a new one.
That's an obvious thing to want to do, and revealing additional data based on in-game events makes a lot of sense - the Constrictor isn't in the default plist, but adding an entry to it once Constrictor Hunt starts would be a good thing, for instance.

I think "not for 1.80 but probably after that" is what I'm going to say to this, unless someone else wants to take it on as a feature. I've opened issue #88 so it doesn't get forgotten.

Re: Progress

Posted: Wed Mar 26, 2014 2:31 am
by Diziet Sma
Cody wrote:
Re the ship library: would the ships look better if they rotated a little slower?
I second this idea..

Re: Progress

Posted: Thu Mar 27, 2014 9:54 am
by Cody
Cody wrote:
Re the ship library: would the ships look better if they rotated a little slower?
Much better! Thanks for that (and for restoring rock hermit messages).

Re: Progress

Posted: Thu Mar 27, 2014 10:29 pm
by cim
Another new feature from the initial menu: you can now view all the (non-debug) key bindings in game. The readme will be updated soon to explain what some of the more cryptic key descriptions mean...
Image
A related bug with the [oolite_key_*] description expansions was also fixed.

Re: Progress

Posted: Thu Mar 27, 2014 10:37 pm
by Cody
Should the key for the escape pod be Esc/Esc (or somesuch) - it does require a double-tap?

Re: Progress

Posted: Fri Mar 28, 2014 6:27 pm
by cim
Yes, good point. Added.

Re: Progress

Posted: Sat Apr 05, 2014 10:48 pm
by Cody
Re the compass beacon/waypoint ID: when set to the nav buoy, it displays '[planet_name] Station', which is cool (as it is with the witchpoint, etc).
Is there any reason why when set to the planet, it couldn't display the planet's name too, instead of being blank?

Re: Progress

Posted: Sat Apr 05, 2014 11:17 pm
by Pleb
Cody wrote:
Re the compass beacon/waypoint ID: when set to the nav buoy, it displays '[planet_name] Station', which is cool (as it is with the witchpoint, etc).
Is there any reason why when set to the planet, it couldn't display the planet's name too, instead of being blank?
There's no reason why not, but whilst we're talking about planets and the ASC can we not add extra spawned planets to the ASC? I know there's an OXP that does this but I think this should be part of the core game as well, plus you could incorporate what Cody has said regarding names on the ASC.

Re: Progress

Posted: Sun Apr 06, 2014 8:12 am
by cim
Pleb wrote:
Cody wrote:
Re the compass beacon/waypoint ID: when set to the nav buoy, it displays '[planet_name] Station', which is cool (as it is with the witchpoint, etc).
Is there any reason why when set to the planet, it couldn't display the planet's name too, instead of being blank?
There's no reason why not, but whilst we're talking about planets and the ASC can we not add extra spawned planets to the ASC? I know there's an OXP that does this but I think this should be part of the core game as well, plus you could incorporate what Cody has said regarding names on the ASC.
Adding labels for the standard compass targets is technically fairly straightforward. It would however require a canonical decision on the question of whether "Lave" is the name of the star or its main planet (and then, what the other one is actually called).

Labels and compass targets for extra planets would require a bit more of a rewrite of the way the compass is set up, but would also be possible. Again, it would need some work on default names for them.

Re: Progress

Posted: Sun Apr 06, 2014 8:15 am
by Thargoid
And given my [EliteWiki] Planetary Compass OXP does this anyway (as Pleb already said above), is there much point in messing around with the code?

Re: Progress

Posted: Sun Apr 06, 2014 8:20 am
by Pleb
Well you could call them Lave I, II or A, B but also give the option to overwrite this in an OXP/OXZ... Just a thought!

Re: Progress

Posted: Sun Apr 06, 2014 8:22 am
by Pleb
Thargoid wrote:
And given my [EliteWiki] Planetary Compass OXP does this anyway (as Pleb already said above), is there much point in messing around with the code?
True but it would look more complete if they had the same symbol as main planet rather than a P or M... not that I'm complaining as I use that OXP myself!

Re: Progress

Posted: Sun Apr 06, 2014 11:27 am
by Cody
cim wrote:
It would however require a canonical decision on the question of whether "Lave" is the name of the star or its main planet...
I decided long ago that Lave is the name of the planet, not the star - but that is only my opinion. Leave it as is, then.