Headlights
Posted: Mon Mar 20, 2006 1:10 pm
Headlights would be really handy for collecting loot in systems with low ambient light and when the sun is blocked by the planet. It would also be handy for docking sometimes. Anyone agree?
That'd be great! Exactly what I was thinking!aegidian wrote:How about a forward spotlight, emerging from a point near the main forward weapon, available as an upgrade (EQ_SPOTLIGHT) for a few hundred credits.
It would definitely look cool but whether or not your time could be spent elsewhere is another question. Either way I'd be happy with just the first option.aegidian wrote:Harder to code (given the limited number of dynamic lights OpenGL can offer) would be NPC ships with spotlights... but I could think about it.
Is that some new space-age material with a wipe-clean finish...?lighting is pervertex.
You’ve got a pervertex sense of humour.Wiggy wrote:Is that some new space-age material with a wipe-clean finish...?Ahruman wrote:lighting is pervertex.
Technically, it doesn’t need to be as strong as in air for any given range.Wiggy wrote:On a more serious note, you're going to need a pretty strong torch bulb to illuminate space!
Thermal would be a lot of work. Light-amplification would probably be easier… but would be better done after we’ve got glare effects. ;-)Wiggy wrote:Should I mention the IR goggles again....?
Yes, obviously thermal imaging would be a bit radical.Thermal would be a lot of work. Light-amplification would probably be easier… but would be better done after we’ve got glare effects.
I had a look too, this simple patch (against linux SVN rev361) highlights all non-active targets with the targetting reticle in dark yellow (It's always active, it lacks the code to be an item and all that stuff). :winston wrote:When my hand heals a bit and it's not quite as uncomfortable to type as it is now, I was thinking of looking at doing an Advanced Naval Targeting System - which can highlight all targets in range (much like the scanner targeting enhancement does for a single target). I did start looking at the HUD code last week to see what was happening. Only believe that I'm doing it though when you see a branch appear in SVN - I'm notoriously unreliable!
Code: Select all
Index: src/Core/HeadUpDisplay.m
===================================================================
--- src/Core/HeadUpDisplay.m (revision 361)
+++ src/Core/HeadUpDisplay.m (working copy)
@@ -56,6 +56,7 @@
GLfloat red_color[4] = {1.0, 0.0, 0.0, 1.0};
GLfloat redplus_color[4] = {1.0, 0.0, 0.5, 1.0};
GLfloat yellow_color[4] = {1.0, 1.0, 0.0, 1.0};
+GLfloat darkyellow_color[4] = {0.75, 0.75, 0.0, 1.0};
GLfloat green_color[4] = {0.0, 1.0, 0.0, 1.0};
GLfloat darkgreen_color[4] ={0.0, 0.75, 0.0, 1.0};
GLfloat blue_color[4] = {0.0, 0.0, 1.0, 1.0};
@@ -486,6 +487,12 @@
foundHostiles = YES;
break;
}
+ // adds reticles to all stuff inside max_scanner_range2
+ // if advanced_scanner_item is present...
+ if ((drawthing->isShip) && (drawthing->zero_distance <= max_scanner_range2))
+ {
+ hudDrawReticleOnTarget(drawthing, player, z1);
+ }
// exit if it's off-scanner
if (drawthing->zero_distance > max_zoomed_range2)
continue;
@@ -1973,7 +1980,12 @@
//rotate to face player1
glMultMatrixf(back_mat);
// draw the reticle
- glColor4fv(green_color);
+ if (target == [player1 getPrimaryTarget])
+ {
+ glColor4fv(green_color);
+ } else { //use (different || darker) colour if ! target
+ glColor4fv(darkyellow_color);
+ }
glBegin(GL_LINES);
glVertex2f(rs0,rs2); glVertex2f(rs0,rs0);
glVertex2f(rs0,rs0); glVertex2f(rs2,rs0);