Search found 34 matches

by laarmen
Mon Dec 08, 2014 11:49 am
Forum: Projects
Topic: Clouds
Replies: 35
Views: 35902

Re: Clouds

Nice!!!
by laarmen
Sat Dec 06, 2014 9:48 am
Forum: Projects
Topic: OpenGL 3.x renderer
Replies: 24
Views: 25139

Re: OpenGL 3.x renderer

The API used might be 3.1 compliant, but we still ask for a 3.2 context. I've just submitted a PR to fix that, it is a trivial change but my mind would be more at peace if FluffyFreak would give his ACK.
by laarmen
Wed Dec 03, 2014 4:43 pm
Forum: Projects
Topic: OpenGL 3.x renderer
Replies: 24
Views: 25139

Re: OpenGL 3.x renderer

OK, I'm coming in a bit late in the discussion, but I didn't have time for Pioneer until now. So, of course, I grabbed the latest of master, compiled (and had a coffee), and ran the thing without expecting much troubles. After all, I'm running it on a 2nd generation Intel Core integrated GPU, those ...
by laarmen
Mon Jul 28, 2014 5:59 pm
Forum: Pioneer development
Topic: [Design] Equipment, cargo, mass and volume
Replies: 10
Views: 9393

Re: [Design] Equipment, cargo, mass and volume

I wish people would at least read the current implementation to be able to have a sense of how difficult some things are compared to others. Or offer to code (which, I can testify, is First off, we don't care about container size. Let's assume we have an automagic force field to hold the stuff, and ...
by laarmen
Wed Jul 09, 2014 11:03 am
Forum: Pioneer development
Topic: New equipment migration questions
Replies: 6
Views: 3941

Re: New equipment migration questions

Well, it works for me (tested on the latest windows build) To be clearer, the laser_front and laser_rear slots are different slots. The first one is for the weapon that shoots forward, the second one for the weapon shooting backwards. Thus, most ships will always have GetEquipSlotCapacity("lase...
by laarmen
Mon Jun 30, 2014 10:42 am
Forum: Pioneer development
Topic: Do we actually *need* atmospheric shielding?
Replies: 13
Views: 22788

Re: Do we actually *need* atmospheric shielding?

Please note that it would be "easy" (well, not exactly easy, but probably feasible) to adjust the mass of the atmoshielding to the size of the ship as of now.All you'd have to do is to override the Install/Uninstall methods to change the mass capability on the fly to match the ship's size.
by laarmen
Thu Jun 19, 2014 3:03 pm
Forum: Pioneer development
Topic: Decoupling equipment from ship definitions
Replies: 7
Views: 4768

Re: Decoupling equipment from ship definitions

CALL FOR TESTS! I *think* my new-equipment branch is closed to being ready. But to be sure of that, I need people to test it. So please go mad, explore the galaxy, create new equipments, do whatever you want to, and wait for the crashes to happen :-) My money is on TradeShip.lua for the next bug rep...
by laarmen
Sun Apr 13, 2014 8:56 am
Forum: Ship and 3D asset development
Topic: Ship stat planner
Replies: 8
Views: 10574

Re: Ship stat planner

This should also be included in the source tree, so that we can update it whenever we change the ship format in the game. Maybe in scripts?
by laarmen
Fri Apr 11, 2014 4:13 pm
Forum: Pioneer development
Topic: Decoupling equipment from ship definitions
Replies: 7
Views: 4768

Re: Decoupling equipment from ship definitions

I'll do that, and also change the defaultHyperdrive definition not to specify an EquipType anymore, but just an integer representative of the power of the default hyperdrive fitted on the ships. This allows for more hyperdrive implementations :-)
by laarmen
Fri Apr 11, 2014 1:33 pm
Forum: Pioneer development
Topic: Decoupling equipment from ship definitions
Replies: 7
Views: 4768

Re: Decoupling equipment from ship definitions

Your car still has an engine, it is just not suitable to do a roadtrip around Europe.