Search found 34 matches
Re: Clouds
Nice!!!
- 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.
- 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 ...
- 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 ...
- 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...
- 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.
- 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...
- 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?
- 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 :-)
- 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.