Search found 18 matches
- Fri Jul 03, 2009 9:12 am
- Forum: Closed bug reports
- Topic: Script interpreter bug?
- Replies: 15
- Views: 10223
In the next version, the interpreter will support closures. Cool! 8) Further testing showed me I was wrong about dynamic extent: (setq a True) -> True (block (a) a) -> Nil (block (a) ((lambda Nil a))) -> True The lambda expression simply matches free variables to global bindings. When no global bin...
- Thu Jul 02, 2009 7:57 am
- Forum: Closed bug reports
- Topic: Script interpreter bug?
- Replies: 15
- Views: 10223
That was fast! I'll explain. The expressions employ only familiar rules: Procedure application: (operator operand ...) The operator and operands are expressions. Application applies the value of operator (a procedure) to the values of operands (arguments). It evaluates to the value of the procedure ...
- Thu Jul 02, 2009 3:24 am
- Forum: Closed bug reports
- Topic: Script interpreter bug?
- Replies: 15
- Views: 10223
Excellent! Finding it surprised me. I've noticed some more surprises. These may be bugs or be simply language design. Dynamic Extent The local variable bindings appear to have dynamic extent. For example, code ((block (a) (setq a True) (lambda Nil a))) raises error No binding for symbol: a ### ((blo...
- Sat Jun 27, 2009 7:44 pm
- Forum: Closed bug reports
- Topic: Script interpreter bug?
- Replies: 15
- Views: 10223
Re: Script interpreter bug?
I try this, but my results do not confirm: (setq test (lambda (a b) (dbgOutput (a b)))) (test add 1) 1 True (test zero 1) 1 True (setq test (lambda (a b) (eval (a b)))) (test add 1) -> 1 (test zero 1) -> 1 (test zero 123) -> 123 Do you repeat applying the same operator (eg, test) on different operan...
- Sat Jun 27, 2009 9:51 am
- Forum: Closed bug reports
- Topic: Script interpreter bug?
- Replies: 15
- Views: 10223
Script interpreter bug?
I was trying to write some useful code when I found a problem. Some testing revealed a pattern: (setq test (lambda (a b) (block Nil (dbgOutput a) (dbgOutput b) (a b)))) (setq zero (lambda (a) 0)) (test zero 1) -> 0 debug displays: [lambda expression] 1 (test add 1) -> 0 debug displays: add 1 (add 1)...
- Thu Dec 20, 2007 5:34 am
- Forum: Ideas & Suggestions
- Topic: ideas: follow, auto-aim, stasis
- Replies: 23
- Views: 13245
Hmm, auto-aim is sorta already there. You can have the game point weapons in different directions all the time. But you mean like a controllable turret? Why? A lead indicator is a mark on the screen that shows you where to align the cross-hairs to strike a target (supposing the target doesn't signi...
- Thu Dec 20, 2007 2:00 am
- Forum: Ideas & Suggestions
- Topic: ideas: follow, auto-aim, stasis
- Replies: 23
- Views: 13245
Second, l0mars01 said ARTIFICIALLY challenging (however I don't believe aiming is an example of artificial challenge in this case). Only to clarify, I meant artificial like 'I would hit this more easily if it weren't for these discrete angle artifacts'. Often times I will know the best discrete str...
- Wed Dec 19, 2007 8:24 am
- Forum: Ideas & Suggestions
- Topic: ideas: follow, auto-aim, stasis
- Replies: 23
- Views: 13245
If there are going to be targeting ROMs, then people are going to figure they should do what the name implies and automate the task of aiming at a target. Instead, they enable a missile with its simpler equipment the sophisticated task of continuously tracking a target, yet don't enable the more sop...
- Tue Dec 18, 2007 7:29 am
- Forum: Ideas & Suggestions
- Topic: repairing missile
- Replies: 15
- Views: 9132
Having weapons that can repair; missiles or beams, seems counter-intuitive. You could explain it in the game's logic as a system that rapidly deploys repair spiders (missile) and repair nanos (beam). The game may even require you to carry a supply of these 'projectiles' before you deploy them and a...
- Mon Dec 17, 2007 9:45 am
- Forum: Ideas & Suggestions
- Topic: ideas: follow, auto-aim, stasis
- Replies: 23
- Views: 13245
Ttech: yes, stasis also works as a poor man's jump drive. You might even joke about it being a TransTime jump drive stuck in the forward setting. I had other uses in mind, too... And thanks for the input guys. I'm not trying to be rude, only direct to the point. Onto objections: that 'all or nothing...
- Sun Dec 16, 2007 12:49 pm
- Forum: Ideas & Suggestions
- Topic: ideas: follow, auto-aim, stasis
- Replies: 23
- Views: 13245
Why stasis?
For one, because it's THE FUTURE and suspended animation is neato. Another, I don't like to wait IRL and autopilot isn't fast enough. Some things take a while. Attackers tracking you through the star gate accumulate slowly. A lengthy epic battle takes a while to conclude. Adjacent to a star gate, a ...
- Fri Dec 14, 2007 2:44 am
- Forum: Ideas & Suggestions
- Topic: ideas: follow, auto-aim, stasis
- Replies: 23
- Views: 13245
ideas: follow, auto-aim, stasis
follow/goto Follows or goes to target. A standard command on several RPGs. Saves a few key strokes. Why not include it? auto-aim Extend the functionality of targeting. Aims the ship to strike the target. Perhaps turn this on/off with Caps Lock. May require a ROM; the developer decides. stasis The pi...
- Thu Mar 01, 2007 2:28 pm
- Forum: Ideas & Suggestions
- Topic: Gravity
- Replies: 25
- Views: 21517
Now, stargates. Faster than light travel is, as we know, not possible. Thus, not realistic. Stargates are the chosen way around this. This is fine and necessary for the entire premise of the game. As long as stargates don't change how they work every week to suit the needs of the plot (cough, Star ...
- Tue Feb 13, 2007 6:43 am
- Forum: Ideas & Suggestions
- Topic: idea: more wingmate orders, options
- Replies: 7
- Views: 5972
idea: more wingmate orders, options
1. wait the wingman stays still and doesn't fire. 2. defend target follow target and attack target's attackers plus some way to repair the wing's ship. maybe complete access to the wing's ship, storage, equipment, fuel storage, etc. you can upgrade its equipment but you must also refuel it, maintain...
- Sun Feb 11, 2007 10:19 pm
- Forum: Ideas & Suggestions
- Topic: idea: variable autopilot
- Replies: 10
- Views: 7474
Maybe default to the current autopilot. And adjust autopilot through a menu (maybe a submenu of the ESC menu). The menu would let you check/uncheck events to return the ship to manual pilot, check/uncheck hibernation mode, and maybe adjust the rate the game skips time. You could have + and - speed u...