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daid

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daid
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  • Better, I think, to spend my time trying to make the game more fun (not that I have a lot of ideas about how to do that, ha). That's always the difficult part. And fun for person A might not be fun for person B. What is generally important is tha…
    in EmptyEpsilon2 Comment by daid June 24
  • Cannot speak for the higher zoom levels, but at this level you might just want to show 4 circles, 1 aligned with the camera, and 3 alined with each of the planet axis. Bit like this: Same for the rings, only draw the outline. (This was some quick&a…
    in EmptyEpsilon2 Comment by daid June 23
  • The screenshot is also confusing because of the textures that have too much things on them, and the randomness of the lines (after all, they are really random lines) The SNIS radar is a bit of the look I'm going for. A screenshot for these kinds of…
    in EmptyEpsilon2 Comment by daid June 22
  • Ok, still trackling the "planning" radar view: There is a lot going on in this image, and it's most likely confusing as hell right now. The lines are drawn in 3D space as before. Behind everything you see a navigation "sphere" which is aligned wit…
    in EmptyEpsilon2 Comment by daid June 20
  • Promising feature list, looking forward to it. Would EE2 support unicode? Good point, let me see. Nope, not yet, let's fix that as well... Ok, for displaying static text, it was quite easy just some utf-8 decoding. For text entry I need a bit mor…
    in EmptyEpsilon2 Comment by daid June 19
  • I think "Trust" should be "Thrust" Oops. Dyslectic as fock. :-) Really excited about the "full 3D motion" bit! Good luck with EE2. Will you have a separate site for this project, or share the EE1 site with this one? I'd be interested in donating a…
    in EmptyEpsilon2 Comment by daid June 18
  • EE missiles go at a constant speed as well. But they leave the missile bay at a predefined angle. After that they rotate to align to the defined target angle. Hench the need for the complex iterative solution. Homing missiles readjust themselfs to …
  • https://github.com/daid/EmptyEpsilon/blob/3646a96efb32b974e0e9c4bf5ea73911cb37cfa9/src/spaceObjects/spaceshipParts/weaponTube.cpp Code that calculates the solution is actually quite complex.
  • In your first picture, the top line goes to the enemy, the bottom does not. For the simple reason that there is no solution where it will hit the target. If you manually aim, you'll notice that there is no way to hit certain positions behind the tub…
  • But the lock is there. It accounts for the speed and heading of the missile and enemy. And thus aims in front of him.
  • Note, scenario scripts are only "run" on the server, so only the server needs the translated version.
  • On linux, in ~/.emptyepsilon/options.ini On windows, next to the exe Also, you can pass any option in the options.ini as commandline parameter as well if that serves you better. (commandline takes preference over options.ini)
  • https://github.com/daid/EmptyEpsilon/blob/master/src/screenComponents/shipDestroyedPopup.cpp#L18 This one? Nope.
  • Ah. Nice effect. But very unclear if you took the gate or note. In renagade star the slip tunnels are described as a rip in space that gets pulled open bij the slip drive into a hole in space. In where there is an bright emerald colored tunnel. I …
  • Which brings up another point, the old trick of accelerating time to deal with travel over vast distances taking too long also breaks down with multi-player. For that, I currently have listed a different solution. I imagine a ship having 3 differe…
  • Interresting video (if you ignore the parts about being so happy about working with star trek material) I just figured a pretty large issue I've not being paying any attention to. And that's that space is mindblowing big. Why is this an issue, we…
  • The collision box is for when your ships model cannot really be represented with a circle, so it puts a square box around it as collision instead of a circle. For example the larger space stations are more boxy then circlish, so they work better wit…
  • Well... uh... I kinda lost those files...
  • Just a test I did today with dynamic generating planet terrain while getting closer to the planet. It's "falling down" towards the planet thing from 90km up down to 1 meter. And the planet has a 30km radius. Transitions between levels of detail a b…
  • Well, not that difficult for anyone who can do a bit of code and make a pull request. But, yes, it would be a new addition to the code.
    in Warp Speed Comment by daid April 18
  • Currently only from a ship template, but it would be easy to add a script fuction to modify the "warp_speed_per_warp_level" in the Spaceship class
    in Warp Speed Comment by daid April 17
  • OMG, that screen setup, makes me drool a bit...
  • radius sets the collision radius, while scale only influences the 3D model size if I remember right. The camera distance/height is influenced only by the collision radius.
  • I think it used to be a dependency of SFML, EE itself isn't using that library directly.
  • Nope, the Android build is failing at the moment. Some work has been done to see if it can be updated: https://github.com/daid/EmptyEpsilon/pull/616 But I haven't attempted to build it like this yet. (Anything Android related builds really slow, and…
  • Putting more then 2 shields on a player ship doesn't work properly. A few UI element won't show all the shield states. So none of the stock player ships have more then 2 shields. (More then 2 shields on a ship was added pretty late in development)
    in shields Comment by daid March 14
  • The first is indeed a bug, it's looking at the wrong shield. The 2nd part, BlueShadow is right, the Atlantis used by the players is different then the database one, that's the enemy ship. Enemies generally have more shields and hull, but less firep…
    in shields Comment by daid March 14
  • I rather not release within the next 2 weeks, but after that is fine (people are moving and using our setup without me present, and that's running the version that is released right now)
  • Well, everyone has to learn at some point. It's not like we where born with coding background. And LUA is a pretty safe and forgiving environment to learn from. And it's much easier to learn if you are making something you like. (Remember, I started…
  • I just checked, the example code that they have for it follows the exact same implementation as the DMX512SerialDevice in EE. So the example config should work, if you set the proper serial port: https://github.com/daid/EmptyEpsilon/wiki/DMX-configu…