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Re: Progress
Posted: Mon Apr 18, 2016 6:59 pm
by kanthoney
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.
Re: Progress
Posted: Mon Apr 18, 2016 9:55 pm
by Redspear
Cody wrote:F7 is really crying-out for more system info/background - even if it's only padding.
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).
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.
Re: Progress
Posted: Thu Apr 21, 2016 7:37 am
by phkb
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
Posted: Thu Apr 21, 2016 7:57 am
by kanthoney
Not currently. I'll look into adding one, though.
Re: Progress
Posted: Thu Apr 21, 2016 4:51 pm
by kanthoney
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
Posted: Thu Apr 21, 2016 4:53 pm
by kanthoney
Oh yeah, the parameters of the infoSystemChanged event are (from, to), the id's of the old and new info systems.
Re: Progress
Posted: Fri Apr 22, 2016 2:58 am
by Wildeblood
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.
Slideshow OXP to cycle through them all, someone, please, thank you. It should be trivial to make.
Re: Progress
Posted: Fri Apr 22, 2016 1:15 pm
by phkb
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
That's great! Thanks for the quick turnaround!
kanthoney wrote:Oh yeah, the parameters of the infoSystemChanged event are (from, to), the id's of the old and new info systems.
Um, I don't mean to be picky, but given that the
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);
}
And what I saw was that
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
Posted: Fri Apr 22, 2016 1:29 pm
by kanthoney
Good spot - both of those should be fixed.
Re: Progress
Posted: Fri Apr 22, 2016 1:51 pm
by phkb
Wait, wha?!
Already?!
*ahem*
In the words of William Shakespeare: "You da man!"
Re: Progress
Posted: Fri Apr 29, 2016 4:26 pm
by Cody
Authorized? <scratches head>
Re: Progress
Posted: Fri Sep 23, 2016 4:20 pm
by another_commander
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.
Re: Progress
Posted: Fri Sep 23, 2016 4:51 pm
by Cody
Aye, kudos to Commander_X - very nice work.
Re: Progress
Posted: Fri Sep 23, 2016 6:09 pm
by Astrobe
Is it possible to extract the relevant shader files from the dev version and inject them in my installation (1.84)?
Re: Progress
Posted: Fri Sep 23, 2016 6:12 pm
by Cody
It requires the new trunk nightly .exe
to work.