(continued)
Rxke
PostPosted: Wed Jun 22, 2005 4:17 pm Post subject: Reply with quote Edit/Delete this post
Selezen, Ilike your pics, but had to really LOL when thinking about my old G3 doing a meltdown-simulation when trying to render all that stuff! Laughing
and inded, programming that pattern wouldn't be hard at all (a bit tedious probably, hammering out all the coordinates, but quite straightforward.)
and shipdata.plist can contain a list, so that's no problem.
Arexack_Heretic
PostPosted: Wed Jun 22, 2005 4:21 pm Post subject: Reply with quote
Carefull! Not to take sides in the Braben/Bell debacle.
Either may behave like a twit, but they be still the Creators, so insulting them might get you sent to hell (and back).
A monument of 2 Cobras, dog-fighting above(around) the classical Elite-Logo.
One with DB the other with IB stencilled on them.
(I saw a list once, with whom designed which ships.....there!
Ian Bell:
Adder, Anaconda, Asp, Boa, Boulder,Cobra I,
Cougar,Fer-de-Lance,Gecko, Krait, Moray,
Orbit shuttle, Tharglet, Transporter,
Worm,Dodecahedral Station
David Braben:
Asteroid, Cobra III, Constrictor, Mamba,
Missile,Python, Sidewinder, Thargoid,
Viper,Coriolis Station )
Though as this is from IB's site Braben will probably dispute this...
Selezen
PostPosted: Wed Jun 22, 2005 4:31 pm Post subject: Reply with quote
Rxke wrote:
Selezen, Ilike your pics, but had to really LOL when thinking about my old G3 doing a meltdown-simulation when trying to render all that stuff! Laughing
and inded, programming that pattern wouldn't be hard at all (a bit tedious probably, hammering out all the coordinates, but quite straightforward.)
and shipdata.plist can contain a list, so that's no problem.
Cool...in that case I will endeavour to find the time to hack it out. I may need to learn XML first! Wink
Maybe it would be best to keep the poly count low. Maybe making the monuments quite far distanced apart might be best. Or have a high spec and low spec version.
Hmm...
Rxke
PostPosted: Wed Jun 22, 2005 4:37 pm Post subject: Reply with quote Edit/Delete this post
Selezen wrote:
I may need to learn XML first! Wink
Maybe it would be best to keep the poly count low. Maybe making the monuments quite far distanced apart might be best. Or have a high spec and low spec version.
Hmm...
No need to learn XML, I didn't, just looking at the OXP's innards teaches you enough, just delete some stuff, and add your own stuff in, then test...
And no need for a low spec, either, Oolite has minimum of 4FPS, so things would go sllloooowww, but, hey, it's a graveyard, no need running around like a fool!
(EDIT:) keepin polycounts low might be a good idea, irregardless to systemspecs, there will be lots of objects, so ...
Rxke
PostPosted: Wed Jun 22, 2005 4:42 pm Post subject: Reply with quote Edit/Delete this post
I'm going to hack an addon together, (now) with a 'scaffold' of objects (probably 'dead' cobra's or dodeca's, they're bigger...) in the pattern you described, upload it to the modelgroup, (yahoo) then, when models come in, it's just a case of inserting them at the right places.
Disclaimer: my mathskills are a bit errr... chaotic, this could take some time... I'll let you know when it's available.
Rxke
PostPosted: Wed Jun 22, 2005 4:48 pm Post subject: Reply with quote Edit/Delete this post
Oops, selezen, did you actually distribute the monuments using some sort of algorythm, or are they random? (then i could calc the places, just enter the numbers...)
Ahruman
PostPosted: Wed Jun 22, 2005 4:49 pm Post subject: Reply with quote
Hmm... maybe this will prod Giles into spending some time on hierarchical collision detection or space partitioning, and a more advanced level-of-detail scheme.
Selezen
PostPosted: Wed Jun 22, 2005 5:12 pm Post subject: Reply with quote
Rxke wrote:
Oops, selezen, did you actually distribute the monuments using some sort of algorythm, or are they random? (then i could calc the places, just enter the numbers...)
Nah - the diagram was just generated by my using copy and paste and moving the mouse!
No fancy algorithms - the only prerequisite is that each monument needs to have enough room for smallish ships to maneouver around it.
The only essential items are the station and the perimeter bouys. Monuments can be added to that skeleton as and when people come up with them then... Very Happy
Rxke
PostPosted: Wed Jun 22, 2005 9:30 pm Post subject: Reply with quote Edit/Delete this post
hmmmm... Did some very rough graveyard lookalike stuff (essentially just taking Dajt's monument, and placing 250-500 copies of it halfway between witchpointbeacon and planet.
Looks quite ok, but as I feared, my machine reverts to 4FPS whenever I use more than say 80 objects..., but in fact, it starts only to look good with about 4-500 objects, and then it really crawls and does other weird stuff...
Sooo... preliminary conclusion... 250 objects looks underwhelming, 500 looks impressive, but it's a very heavy burden on the engine...
Rxke
PostPosted: Wed Jun 22, 2005 9:51 pm Post subject: Reply with quote Edit/Delete this post
I posted some pics at the shop to give you an idea whayt it looks like. Should I upload the OXP too?
http://groups.yahoo.com/group/spaceshipshop/ under photo's
Selezen
PostPosted: Wed Jun 22, 2005 10:31 pm Post subject: Reply with quote
It looks cool!!
It might be an idea to limit the initial load to a hundred or so, maybe even 50. That leaves some breathing room for expansion later.
Could I have a copy of the OXP?
Rxke
PostPosted: Wed Jun 22, 2005 11:15 pm Post subject: Reply with quote Edit/Delete this post
yeah, well... I tried 50-100 objects, it just does not look impressive enough...
You might think that's because of the Monument not being that big, but it's really the number of objects that give you (or not,) an impression of 'vastness'
I'll put up the OXP too, but read the disclaimer (it's just a hack, to get an impression)
Rxke
PostPosted: Wed Jun 22, 2005 11:53 pm Post subject: Reply with quote Edit/Delete this post
at the groups:
http://groups.yahoo.com/group/spaceship ... r%20stuff/
(maybe we start a new theread, we're hijacking this one...)
Selezen
PostPosted: Thu Jun 23, 2005 9:13 am Post subject: Reply with quote
It's amazing how much you can do with so little code in Oolite!
Giles, I take my hat off to you.
Question though. If I wanted to add a Coriolis somewhere near the centre of the yard, how would I do this?
I assume that it has something to do with the 'checkforships' routine.
I would thus assume that the following code might work:
Code:
"graveStation" = (
{
conditions = (
"status_string equal STATUS_LAUNCHING",
"galaxy_number equal 0",
"planet_number equal 124"
);
do = (
"checkForShips: graveCoriolis", {
conditions = ("shipsFound_number lessthan 1");
do = ( "addShipsAt: coriolis 1 wpu 0 0 0.5" );
}
);
},
{
conditions = (
"status_string equal STATUS_EXITING_WITCHSPACE",
"galaxy_number equal 0",
"planet_number equal 124"
);
do = (
"checkForShips: graveCoriolis", {
conditions = ("shipsFound_number lessthan 1");
do = ( "addShipsAt: coriolis 1 wpu 0 0 0.5" );
}
);
}
);
Note that the above is a guess.
I don't really understand the 'addShipsAt' line. can anybody tell me what the parameters are?
If we want to free this discussion up for other ship building, I created a topic in Suggestion Box a while ago about the graveyard. We could move there, if you like...
https://bb.oolite.space/viewtopic.php?t=617
_________________
Rxke
PostPosted: Thu Jun 23, 2005 9:33 am Post subject: Reply with quote Edit/Delete this post Delete this post
Ok.
Um *To Do* Laughing
-weed out this topic, put the bits pertaining the Graveyard there...
-delete posts that don't belong here
-offer apologies to Arexack_Heretic for hijacking his thread.
Sorry, Arexack_Heretic, it was rude.