Search found 163 matches

by Jeoshua
Mon Sep 29, 2014 2:03 am
Forum: Shipyards
Topic: Curses
Replies: 18
Views: 9533

Re: Curses

As far as I understand it, the Iocrym are to the Ancients what the Zoanthropes are to the Dwarg. But they're still leaps and bounds more intelligent than the smartest human.
by Jeoshua
Sun Sep 14, 2014 7:09 pm
Forum: Ideas & Suggestions
Topic: Vectors, Floating Points, Complex Numbers and further Maths
Replies: 5
Views: 4299

Re: Vectors, Floating Points, Complex Numbers and further Ma

I know you wanted a short list, but I'm sorry my mind doesn't work that way. I did my best to consolidate the most saliently important and easy to code bits into a coherent list, ranked by how easy they are to do vs how useful they could be. Again, the constructor ( float x ), taking a string or an ...
by Jeoshua
Sun Sep 14, 2014 5:13 pm
Forum: Ideas & Suggestions
Topic: Vectors, Floating Points, Complex Numbers and further Maths
Replies: 5
Views: 4299

Re: Vectors, Floating Points, Complex Numbers and further Ma

Just having that one standard C++ function, atof ( string ), exposed to the TLISP scripting system, would have far reaching consequences, and would allow us to hit the ground running with floating points extremely early. It's known in Common Lisp, for any not familiar, as a constructor. Creating a f...
by Jeoshua
Sun Sep 14, 2014 3:22 pm
Forum: Ideas & Suggestions
Topic: Vectors, Floating Points, Complex Numbers and further Maths
Replies: 5
Views: 4299

Re: Vectors, Floating Points, Complex Numbers and further Ma

I had intended to, but after a few hours of researching, writing, editing, researching again, rewriting, reediting, etc, I got tired and had to take a nap :lol:
by Jeoshua
Sun Sep 14, 2014 5:57 am
Forum: Ideas & Suggestions
Topic: Vectors, Floating Points, Complex Numbers and further Maths
Replies: 5
Views: 4299

Vectors, Floating Points, Complex Numbers and further Maths

While exploring the options in TLISP available to us, I have discovered a few things about the Vector type available to us, and about vector maths, in general: These objects are actually floating point numbers, but they are not accessible through TLISP in standard (IEEE 754) format. The format used ...
by Jeoshua
Thu Sep 04, 2014 3:56 pm
Forum: Modding Reference
Topic: Custom pixel version of (sysVectorPolarOffset ...)
Replies: 1
Views: 2848

Re: Custom pixel version of (sysVectorPolarOffset ...)

I've made a utility function for the next version of Parallax Worlds very similar to this. If only the game gave us a normal pixel offset function, or kilometer offset, or any other offset than the 22-some-odd pixel offset that we have now. You listening George? How about adding a parameter to SysVe...
by Jeoshua
Mon Aug 04, 2014 12:54 am
Forum: Bug Reports & Tech Support
Topic: George: Clarification of undocumented feature: Fractions?
Replies: 0
Views: 3532

George: Clarification of undocumented feature: Fractions?

I was looking through CoreCode.xml and found this little gem, today: (@ (power (list result toRange) (list gamma 100)) 0) Nowhere on Xelerus or the Wiki does it mention anything about (power) taking list arguments, or how it works, so I decided to do a little digging. Obviously, it returns a list, s...
by Jeoshua
Sat Aug 02, 2014 8:30 pm
Forum: Commonwealth
Topic: New sun effect
Replies: 3
Views: 3202

Re: New sun effect

Very nice. No more with the "Star Burst", and with discs!

Is that basically the system star map spaceColor effect, mapped into the main view screen?
by Jeoshua
Wed Jul 30, 2014 1:05 am
Forum: Bug Reports & Tech Support
Topic: nemuritor's 2nd bug report
Replies: 4
Views: 3499

Re: nemuritor's 2nd bug report

Please understand, without a picture of the issue, you wouldn't be able to describe the problem you are experiencing well enough for someone to help you. Judging by your description, the problem could be anything from your graphics card to sun-spots, and we wouldn't be able to tell.
by Jeoshua
Tue Jul 29, 2014 11:30 pm
Forum: Announcements
Topic: 1.3 Released!
Replies: 43
Views: 48494

Re: 1.3 Released!

As well, with Benedict, sometimes he will tell me to sell something that the ship was created with, such as one my missiles. He generally properly detects that the item was sold, but when you're just starting out, being asked to kill station after station of pirates, and he asks you to sell one of y...
by Jeoshua
Tue Jul 29, 2014 11:22 pm
Forum: The Drawing Board
Topic: Need advice please
Replies: 7
Views: 4644

Re: Need advice please

Unfortunately, the game engine also doesn't process low-alpha bitmasks quite properly when in close proximity to a star, due to the spaceColor attribute they have. I've tried for years to make the stars in Parallax Worlds actually have a thin, tenuous corona (which is sort of similar to what you're ...
by Jeoshua
Sat Jul 19, 2014 8:13 pm
Forum: Mod Announcements
Topic: Souped up Auton Bay
Replies: 12
Views: 11508

Re: Souped up Auton Bay

You said that "recall all autons would be cool". Does that mean it's in the works? Or that it is cool and it's in there?
by Jeoshua
Thu Jul 17, 2014 8:24 pm
Forum: Announcements
Topic: IRC Day 2014!
Replies: 7
Views: 9881

Re: IRC Day 2014!

What time zone is this even in?
by Jeoshua
Tue Jul 15, 2014 1:34 pm
Forum: Mod Announcements
Topic: Parallax Worlds 3.0 - From random to procedural and more
Replies: 4
Views: 4989

Re: Parallax Worlds 3.0 - From random to procedural and more

Uploaded version 3.1 to Xelerus. This version makes a few bug fixes in regards to vanilla planets like the Gas Giants, and optimizes the system generation code, somewhat. Even with System Density and Beyond the Mainline running, system generation times were very much improved. Also, in this version,...
by Jeoshua
Thu Jul 10, 2014 8:27 pm
Forum: Bug Reports & Tech Support
Topic: CharonPirates.xml contains malformed XML
Replies: 3
Views: 3298

Re: CharonPirates.xml contains malformed XML

Transcendence XML is not intended for the web, therefore is not subject to W3C conventions.