Search found 107 matches

by giantcabbage
Wed Dec 18, 2024 4:51 pm
Forum: Patch Discussions
Topic: Update physics to support 60fps
Replies: 6
Views: 4440

Re: Update physics to support 60fps

Looking at your changes I would not expect and problems either. I've updated the branch and it appears to be working correctly from a quick run test.

I agree it's ready for wider testing - unless George has changed his mind about how the core loop should work (the original ticket is 8 years old!)
by giantcabbage
Fri Dec 13, 2024 8:05 pm
Forum: Patch Discussions
Topic: Update physics to support 60fps
Replies: 6
Views: 4440

Re: Update physics to support 60fps

As long as only physics / movement occurs in OnMove it should be fine. The main point of the PR is to get all the Physics updates (movement, collision detection) to occur together. The UpdatePhysics side now accepts a variable time step – which would normally be 2 s (at 30 fps) or 1 s (at 60 fps), o...
by giantcabbage
Fri Dec 13, 2024 4:46 pm
Forum: Patch Discussions
Topic: Update physics to support 60fps
Replies: 6
Views: 4440

Update physics to support 60fps

It’s been a while since I last worked on Transcendence, but I’ve finally got around to updating the game to run at 60 fps. I think everything is working correctly but George appears quite busy at the moment, so if anyone else wants to test the feature you can find the PR here: https://github.com/kro...
by giantcabbage
Sun Nov 17, 2019 5:02 pm
Forum: Beginner's Luck
Topic: Questions about saved games
Replies: 25
Views: 54722

Re: Questions about saved games

 Something that might be really helpful would be a GUI in the game itself to access and change Settings.xml stuff, preferably with some kind of explanation of what those settings actually do . The current setting requires that you know what the settings are and that the file exists to change them i...
by giantcabbage
Sun Nov 17, 2019 4:57 pm
Forum: Ideas & Suggestions
Topic: Mining 2019
Replies: 9
Views: 9340

Re: Mining 2019

Ideas for finding ore I’m not too keen on the current implementation of the mining computer. When installed it can make asteroid fields look too cluttered with all the unexplored flags. It also turns the process of finding ore into a somewhat boring process of just click on each of these flags in t...
by giantcabbage
Thu Aug 22, 2019 5:02 pm
Forum: Shipyards
Topic: multiple destID station dockscreens in deliveryMissions query
Replies: 3
Views: 15614

Re: multiple destID station dockscreens in deliveryMissions query

deliveryMission missions work using the <GetGlobalDockScreen> event - see here - which will attempt to show the dockscreen when the player is docked at a station matching destID AND the mission is active. This means that the OnDeliveryMissionCompleted event must do one of the following: complete the...
by giantcabbage
Wed Jul 24, 2019 7:09 pm
Forum: Commonwealth
Topic: missions are too hard
Replies: 9
Views: 27377

Re: missions are too hard

Thanks for the feedback - I'll post a reply when I get around to updating the tutorial. I could decline the missions over a dozen times so it seems that having destroyOnDecline="true" doesn't count a mission against the maxAppearing value. Maybe that could be explained (but in a clearer manner). I t...
by giantcabbage
Mon Jul 22, 2019 5:27 pm
Forum: Ideas & Suggestions
Topic: 60 FPS demo
Replies: 4
Views: 9072

Re: 60 FPS demo

Looks good. I assume you've seen the old Improved Physics Engine ticket? Although not completely the same thing - separating the physics update from the behavior could be a good place to start decoupling ticks-per-second from frames-per-second.
by giantcabbage
Sun Jul 21, 2019 10:34 pm
Forum: Commonwealth
Topic: missions are too hard
Replies: 9
Views: 27377

Re: missions are too hard

I've started writing a short tutorial on missions here . It's all on github so it's easy to edit / download and you get much better syntax highlighting than the forum. So far I've done three basic missions: Destroy station Delivery mission Escort mission If I have time I'll also add some more comple...
by giantcabbage
Thu Feb 07, 2019 8:08 pm
Forum: Shipyards
Topic: varying mission screen descs query
Replies: 5
Views: 6473

Re: varying mission screen descs query

With rumors the attributes elements determines which stations will display the rumor. For example, the Black Market station has a GetRumors event which always returns a single rumor with the commonwealthPub attribute. This can be displayed by any station which requests commonwealthPub rumors (genera...
by giantcabbage
Fri Feb 01, 2019 1:51 pm
Forum: Shipyards
Topic: varying mission screen descs query
Replies: 5
Views: 6473

Re: varying mission screen descs query

The best way to do this is with the new rumor system - see Raisu Station for an example. In this case you would put the neutral response into the stations descNoMissions. Then create appropriate rumors for the success / failure case of the mission. In the Raisu example this section in the GetRumor e...
by giantcabbage
Fri Nov 09, 2018 8:56 pm
Forum: Shipyards
Topic: Trouble adding a freighter to Korolov
Replies: 3
Views: 6170

Re: Trouble adding a freighter to Korolov

I've tested it and it's working fine for me (as long as I replace the armor and weapon with standard devices) so I don't think there is a problem with your ship or the Korolov mission. The reported speed does vary with the installed armor, I got 0.19 with ultra light armor and 0.18 with massive armo...
by giantcabbage
Thu Oct 11, 2018 7:22 pm
Forum: Shipyards
Topic: mission queries
Replies: 2
Views: 4909

Re: mission queries

Your main problem is you are using the special deliveryMission data destID set to the same as ownerID. I understand why you have done this - the mission is to deliver supplies to the source station! However, in terms of how the missions work a deliveryMission just shows a special dockscreen when you...
by giantcabbage
Thu Sep 13, 2018 7:25 pm
Forum: Ideas & Suggestions
Topic: Looking for comment/suggestions: Tinker redevelopment WIP
Replies: 12
Views: 18358

Re: Looking for comment/suggestions: Tinker redevelopment WIP

If there is a Tinkers station in system then there should be a chance for friendly ships to be equipped with Tinker upgrades - similar to a low-level, player-friendly Omnithor (obviously works quite well with the selection of side-mount weapons). Other Services The tinkers should have a Meeting Hall...
by giantcabbage
Thu Jun 07, 2018 9:14 pm
Forum: New Developers
Topic: Getting started with git and github
Replies: 18
Views: 63455

Re: Getting started with git and github

Basically you need to create branches if you want more than one pull request open. If you're just working in master then all your commits get added to the same pull request until George merges it (after that you could create a new pull request, but you can't have two open at once without a branch) H...