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Transitions; Docking/Undocking versus Witchspace

Posted: Fri Jan 08, 2010 8:51 pm
by JeffBTX
Not a big deal... maybe for inclusion "at some point", or for 1.74 if the developers find it agreeable and and something acceptable "can be whipped out"... a minor cosmetic thing.

The transition(visual) for docking, undocking and going into witchspace is identical. I'd like to suggest that they be unique. If people are in agreement, maybe specific suggestions can be posted in the thread.

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SIMPLE suggestion:
Witchpace transition: leave it as it is (unless it is improved for flashier effects, possibly "cloudy/sparkly")

Docking/Undocking: the transition is depicted as an animation; travelling through a tunnel with metallic walls... maybe a few flashing/nonflashing lights... perhaps warning/info signs on the walls. A step further, Docking and Undocking are individually unique; signs: DO NOT EXIT SHIP UNTIL BERTHED / DANGER - SPACEBOUND -DO NOT EXIT SHIP. Unique sound; something maybe mechanical. Pneumatic tube sounds, railway sounds, cogs/chains/robotic arms, elevator/lift sounds. The animations shouldn't be TOO LONG, people would just get impatient. Maybe to keep it short, JUST a short journey through a metallic tunnel with a unique sound.
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Posted: Fri Jan 08, 2010 9:09 pm
by 0235
i agree, maybe a docking animation, even the unfinished gameboy advanced version had a small sequence when you docked/

Posted: Fri Jan 08, 2010 9:44 pm
by DaddyHoggy
Grrrr! This thread keeps showing up as having unread posts in it! Even after I've read it - even after I've closed the Oolite tab and reloaded it...

Posted: Fri Jan 08, 2010 10:10 pm
by Lucidor
Not for me.

And I agree with the suggestion.

Posted: Fri Jan 08, 2010 10:16 pm
by another_commander
OK, in the current trunk the hyperspace and docking tunnel effects are already different (they display different colors). Additionally, in the current trunk it is possible to change the default model used for the docking rings and the colors used for the default ring sequence. This enables one to modify the docking effect in pretty interesting ways. It's not exactly what JeffBTX wants, but it should be pretty close and it's already there.

Posted: Sat Jan 09, 2010 2:12 am
by Kaks
Jeff, it definitely would be a wonderful idea if you were to take one of the trunk builds for a spin. Ok, not to use as your main game environment, it could crash in various interesting ways, but since reading the log a_c has kindly provided didn't help, at least you'll have a chance to see first hand what has already been done since 1.73.4 - apart from the stuff Ahruman did mention, quite a few other bits 'feel' better now:

for example, try buying a laser, or finding a specific planet / system in the long range chart ( it remembers the last one found using the find function, & you can switch through all the partially matched systems using shift-arrows ).

Or you could still re-read the log a few more times I suppose...

Posted: Sat Jan 09, 2010 7:58 am
by JeffBTX
Kaks;

Yes, sorry about that. I "looked at" the log... "scanning it" I suppose, and *reading* what only caught my eye.

So I will stop a potentially bad habit here... before I offer any more suggestions, I will DEFINITELY read the current change logs.

Complete re-make of docking hyper space tunnels?!!

Posted: Tue Jan 26, 2010 10:48 pm
by GUNSMIF
Cant you mod guys just make a oxp thats completely new?? maybe a outer ship view watching the ship enter a hyperspace cloud or a twisting worm hole affect thats in cockpit only.how about a little `cut scene` when docking with a computer??? would make Oolite just that tad more Ooooooh! :lol:

Re: Complete re-make of docking hyper space tunnels?!!

Posted: Tue Jan 26, 2010 11:18 pm
by DaddyHoggy
GUNSMIF wrote:
Cant you mod guys just make a oxp thats completely new?? maybe a outer ship view watching the ship enter a hyperspace cloud or a twisting worm hole affect thats in cockpit only.how about a little `cut scene` when docking with a computer??? would make Oolite just that tad more Ooooooh! :lol:
OXPs have to work with what the Oolite Engine allows - if its not there - it can't be modified.

There's lots of things Oolite can't do - but it astonishes me how much it can!

Posted: Tue Jan 26, 2010 11:22 pm
by GUNSMIF
oh i see, fair enough! :) shame though :roll: