...not containing too much 'Liquor/Wines', I hope......Player will be a type of Vessel.


Moderators: winston, another_commander
On further thought, the semantics of this would be problematic; code like:Ahruman wrote:From a coding perspective, making expressions like “player.position.x += 5000” work was interesting, but went surprisingly smoothly. … A broader issue is whether it should be possible at all. … I’m somewhat in favour of leaving it in purely because of the twisted elegance of the implementation. :-)
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function rememberPosition()
{
this.oldPosition = player.position;
}
function restorePosition()
{
player.position = this.oldPosition;
}
...corrected to..vectorRight
Vector vectorRight();
Returns the up vector from the quaternion. See vectorForward() for a definition.
..otherwise - very interesting! - I have really struggled with quaternions, despite being fascinated by them - the description of the difference exampled by the rotation of a book really got me going - I had to try it to fully realize what an enormous difference it makes!vectorRight
Vector vectorRight();
Returns the right vector from the quaternion. See vectorForward() for a definition.
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<string>orangeColor</string> <!-- as before -->
<string>1.0 0.5 0.0</string> <!-- RGB components in the range [0, 1] -->
<string>255 127.5 0.0</string> <!-- RGB components in the range [0, 255] (used if any component is above 1) -->
<array><real>1</real><real>0.5</real><real>0</real></array>
<array><real>255</real><real>127.5</real><real>0</real></array>
<dict><key>red</key><real>1</real><key>green</key><real>0.5</real><key>blue</key><real>0</real></dict>
<dict><key>hue</key><real>30</real><key>saturation</key><real>1</real><key>brightness</key><real>1</real></dict> <!-- saturation and brightness are optional and default to 1, so: -->
<dict><key>hue</key><real>30</real></dict> <!-- Hue is colour wheel angle in degrees -->
I’m not sure which behaviour you’re referring to. The “darkening” thing isn’t related.Commander McLane wrote:Thanks for the information on the current state of the <key>smooth</key>-command. I guess that explains the weird behaviour of that command I have reported elsewhere.
First, “16.581.375” does not represent the full range of RGB colours. There are an infinite number of colours, but in contexts where eight bits per channel are used, 16 777 216 colours can be represented.Commander McLane wrote:Two questions: (1) The use of RGB-components suggests that the full range of RGB-colours (16.581.375) will be available, which will be a huge improvement. Are you also planning to make more colour names available? I'm asking that because in v 1.65 there are effectively only 12 colors available (see wiki on shipdata.plist). All the other X11 Colournames simply don't work.
Yes. See http://en.wikipedia.org/wiki/HSV_color_space.Commander McLane wrote:(2) The colour wheel is also used for flashers. But I actually don't know how it works. What are the values that can be used? Is it simply angles of 0--360 degrees and then the colours will be repeated?
No, this is not possible at the moment. I’ll look into a more flexible way of specifying flashers… or at least put it on the to-do list. :-)Commander McLane wrote:And a specific question: Is "white" somewhere on that wheel? I'm asking because I'd like to have a white flasher somewhere on a model. How could I get it?
Related: NPC ships with has_shield_booster or has_shield_enhancer now start with full energy banks, rather than the amount of energy they'd have had without the boosters.Ahruman wrote:Bug fix: if a ship has a possibility of having a shield enhancer (i.e. has_shield_enhancer is a real between 0 and 1) it would get 50% extra recharge rate regardless of whether it actually got a shield enhancer. Fixed for future versions.