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Posted: Tue May 22, 2007 9:18 pm
by Commander McLane
Ahruman wrote:
It’s supposed to be fixed in 1.68. I’m still waiting for you to confirm this. :-)
Oops, missed that one. Certainly because I am not using it anymore anyway. The problem I wanted to fix with a bigger port_radius could be fixed in another way, so I never checked again. But will do now.

BTW and sorry for being completely off-topic: Will "awardCredits: -[mission_variable]" work in a next release?

Posted: Tue May 22, 2007 9:25 pm
by TGHC
Frame wrote:
I´m open for other names instead of "Rock Hermit Locator", i think the price will be in the region 2000 - 3000.. Remember you can get goods cheap there...
How about "Rockerlock" for the equipment name, and I would assume the letter R in the advanced space compass providing it doesn't clash,
some mission OXP's use special letters in the advanced space compass eg Ionics, and Assassins, and you'll confuse the poor thing if OXP's are running concrrently.

Posted: Tue May 22, 2007 9:40 pm
by Arexack_Heretic
Ahruman wrote:
Arexack_Heretic wrote:
(ps In one particularly complex carrier I encountered strange moving subentites, when turrets were placed on(in) subentities. All subentities would rotate around the mainmodel and its turrets as a single linked mass of entities.)
Have you got an OXP demonstrating this problem?
Well....It wasn't released for obvious reasons.
-Unsuitable AI.
-the moving subentities...semi-fixed by combining into single model, but req trimming.
-No texture made
-BAD collision problems with recessed dock.

It can be found here:
http://home.tiscali.nl/arexack/arexack/WIP/Carrier.oxp
(not sure whether this version was fixed)
I had a similar problem with a bodged together Thargoid plasma sentrypost. I'll look whether I uploaded that one....
nope. Can't find a trace of it on the HDD anymore either, I deleted it when cleaning up for release of ThargornThreat.

Anyhow: The problem arises when a turret is located halfway inside (as is usual) inside a subentity instead of the main model.

Posted: Wed Jun 06, 2007 7:42 am
by Frame
Just to let you know im still working on it..

Got The "Rock Hermit Locator" Working

It basicly works by adding a bouy Near every Rock Hermit, but it will not
show up in the space compas unless you bought the Rock Hermit locator
i´m tossing about the idea of having the Locator being destroyed if the player attacks a rock hermit or its bouy... and pricing it at 15000,- so that you will never willingly do this ;-)...

And Copperhead was taken i´m afraid...

So i think i´ll come up with my own naming-scheme

Posted: Wed Jun 06, 2007 7:52 am
by Arexack_Heretic
Commander McLane wrote:
Will "awardCredits: -[mission_variable]" work in a next release?
As I understand it, the method will be 'fixed' so that it will only accept positive values.
To do subtractions use javascript...or wait for the 'lazy programmer' to do it for you. ;)

@frame: cool post a short outline of the technique in the 'cove. :D

Posted: Wed Jun 06, 2007 9:24 am
by JensAyton
That’ll work, although it won’t let you go below 0.

awardCargo: will reject negative values.

Posted: Wed Jun 06, 2007 9:42 am
by Arexack_Heretic
??

awardCargo: -x will work,
but result cannot become lessthan 0?

so...
cargo(2):(awardCargo: -1) = cargo(1)
and
crgo(2):(awardCargo: -3) = cargo(0)

Posted: Wed Jun 06, 2007 10:16 am
by JensAyton
Arexack_Heretic wrote:
awardCargo: -x will work,
but result cannot become lessthan 0?
No. You seem to be confusing credits with cargo. :-)

Posted: Wed Jun 06, 2007 10:28 am
by Arexack_Heretic
oh, I was assuming the award*: methods had a similar function.
(as you started about cargo...)

Posted: Wed Jun 06, 2007 10:47 am
by Frame
You two should really stay away from railroads...

Here something to watch while you derail ;-)

Image

Posted: Wed Jun 06, 2007 10:56 am
by Arexack_Heretic
so.....
this is a shuttle?

What is up with the horns-paintjob? And then the evil eyes?
Is it a horned-adder?

Nice starry background BTW.

:P

...those bay-doors: are they texture or modelled?

Posted: Wed Jun 06, 2007 11:33 am
by TGHC
Nice. Looks a bit mean, and slithery! :wink:

Posted: Wed Jun 06, 2007 11:35 am
by JensAyton
And how does it look in-game? (I’m mostly concerned about the smoothing here.)

Posted: Wed Jun 06, 2007 1:10 pm
by Frame
@ Arexack_Heretic

It is a Shuttle, however one that can fire back., Bay doors are textured, wouldnt be to hard to model them instead.. but you are really only going to seem them close up, so it would be waste of polies.. Cant remember its poly count but it is in the 700 range... The Horns have since been removed.. My future bride said it looked like a smiling man, and i agreed.. ;-).. yeah it was pictures of some curled up adder... i based the whole design on the Adder MK I as i intented to make it a MK III Adder.. before i knew the stats the MK II which IMO is TOOO superd up, i mean a jump from .240 lem to .400 lem(MK 2) in 1 version is quite hefty, add to that i beleive 2 or 3 missile and 7 ton of cargo.So I gave up that idea instead of nagging about it.. which is actually what i am doing now.. but oh well.. i mean nothing bad by it...

I revived it however when i thougt of the Keelback..

@Ahruman

Smoothing Works In Game, since im very aware of what visual problems incorrect smoothing can bring.. I had similar Worries when i modded for Battlefield 1942, for the mod Galactic Conquest.. allthough in 1942 it was more in the UV maps the problems was..

Here is a few pics



Image
Image

Cheers Frame...

Posted: Wed Jun 06, 2007 1:26 pm
by JensAyton
Frame wrote:
Smoothing Works In Game, since im very aware of what visual problems incorrect smoothing can bring..
I was more worried about the bugs in the smoothing code. :-)