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by Betelgeuse
Thu Feb 18, 2010 10:44 pm
Forum: Shipyards
Topic: A closer look at the Changelog
Replies: 15
Views: 1501

I would like macros but not as a replacement for % as % allows for delayed evaluation making some functions faster that would otherwise be.
by Betelgeuse
Thu Feb 18, 2010 7:32 pm
Forum: Shipyards
Topic: A closer look at the Changelog
Replies: 15
Views: 1501

now that I think about it some more I like that % always has the same behavior. With a wrapper you can pass the non evaluated stuff so that isn't a problem (unless you don't like wrappers).

As for a solution I don't know, I don't want any syntax to have to look at the calling function.
by Betelgeuse
Thu Feb 18, 2010 3:11 am
Forum: Shipyards
Topic: A closer look at the Changelog
Replies: 15
Views: 1501

george moromisato wrote:

Code: Select all

(setq test (lambda (%a)
   (dbgOutput a)   ; <- Note that we use 'a' not '%a'
   ))
That code gives the error no binding for symbol a.
by Betelgeuse
Wed Feb 17, 2010 10:46 pm
Forum: Modding Reference
Topic: delayed evaluation of arguments
Replies: 2
Views: 1091

delayed evaluation of arguments

Suppose you make a lambda function with several arguments sometimes you don't want to use all those arguments. There is a way to make that code faster by not evaluating all of the arguments. Here is a silly example. (setq oddEvenMulti (lambda (a %b %c) (if (eq 1 (modulo a 2)) (multiply a (eval %b)) ...
by Betelgeuse
Wed Feb 17, 2010 9:34 pm
Forum: Modding Reference
Topic: an emulation of enum
Replies: 1
Views: 1396

an emulation of enum

There are some cool things in the change log that alterecco found. We are going to use that to emulate enum. first the code then I will explain it :D (setq metaEnum (lambda (enumlist %Itemvar %exp) (block (counter func) (setq func (eval (list lambda (list %Itemvar) %exp))) (setq counter 0) (loop (ls...
by Betelgeuse
Sat Feb 13, 2010 12:01 am
Forum: Shipyards
Topic: events and wrecks
Replies: 2
Views: 456

events and wrecks

Just thought of something interesting.

Wrecks don't normally events but now with event handlers we can put events on them.

One use might be to stop disintegration by not doing damage in onDamage. (not sure if this will work)

what other uses can you think for this?
by Betelgeuse
Sat Feb 06, 2010 4:26 am
Forum: Shipyards
Topic: Station Movement Help Wanted
Replies: 13
Views: 1136

I don't know if this will help you in your station moving problems but we got

(sysVectorPolarVelocity angle speed) -> velVector

in one of the RCs.
by Betelgeuse
Mon Feb 01, 2010 9:46 pm
Forum: Gaming
Topic: Periculi's Got a New Multiplayer Browser Game!
Replies: 24
Views: 6699

sounds interesting I play a couple of games like this. Will register. 8)
by Betelgeuse
Sun Jan 31, 2010 7:09 am
Forum: Mod Announcements
Topic: Living ship - an experiment in script and balance
Replies: 41
Views: 15249

I don't know how doable it is at present but intrinsic cargo hold and drive might be interesting. Maybe incorporate a scanner mod or enhanced vision that can be improved to show better eyes. (maybe have overlays showing the new eyes?) I don't know where the intelligence is at but maybe you can start...
by Betelgeuse
Sat Jan 30, 2010 8:28 pm
Forum: Mod Announcements
Topic: damage system tech demos
Replies: 4
Views: 1477

Xephyr wrote:Wait, how did you make it so the player could only choose between the two playerships?
It is only one player ship but that player ship has a table in it to use different weapons and shields. To restrict it you use startingShipCriteria attribute in the AdventureDesc tag. (you can see how I did it)
by Betelgeuse
Sat Jan 30, 2010 3:46 am
Forum: Mod Announcements
Topic: damage system tech demos
Replies: 4
Views: 1477

damage system tech demos

I have made three tech demos showing three different damage systems. This is a tech demo with alot of logging so be aware of that. link: http://xelerus.de/index.php?s=mod&id=668 In the simple damage system weapons have a weapon value and armors, stations, and shields have an armor value. There is a ...
by Betelgeuse
Fri Jan 29, 2010 2:54 am
Forum: Ideas & Suggestions
Topic: Cargo expansions, playerships and modding
Replies: 2
Views: 575

no Wolfy I said dynamic cargo holds would be good as a modded item. Adding custom cargo bays would be the best solution as you can't expect vanilla cargo bays to know and adjust to your mod. Adding items is a basic part of modding and you can't complain when adding better stuff the worse stuff stays...
by Betelgeuse
Wed Jan 27, 2010 10:58 pm
Forum: Ideas & Suggestions
Topic: item display
Replies: 10
Views: 1153

item display

There are several places where items are displayed and there are some issues with the way it is currently done. On the ship selection screen it shows some devices. For weapons ,shields , and armor it gives the names and some stats. If those devices are in tables they can still be shown on this scree...
by Betelgeuse
Tue Jan 26, 2010 1:51 am
Forum: Shipyards
Topic: Xelerus policy, and damageadj vs. hpBonus
Replies: 9
Views: 940

I think you overstate your case. While yes it is useful in non standard armors and digdug misspoke when he said it was deprecated hpbonus is still the preferred mode. Changes can be made to the curve without effecting hpbonus armors at all but could all damageAdj armors to be need to be redone. As f...
by Betelgeuse
Mon Jan 25, 2010 10:07 am
Forum: Shipyards
Topic: random weapon ideas
Replies: 10
Views: 1008

random weapon ideas

I am a bit busy with a few other projects so I thought I would throw these ideas out and see if anyone wants them. Gatling laser: weapon that the longer you hold down fire the faster it shoots charged laser: weapon that the longer you don't shoot the stronger the shot will be when it does shoot (up ...