80 and 160 facing support? (not graphics, just support)

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Arisaya
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Apparently transcendence will get itself all confused when you have over 40 facings D:
How hard would it be to rewrite the algorithms so that they may function with over 40? Or is it that Transendence simply doesn't like dealing with fractions of a degree (40 is 9 degrees per facing, 80 is 4.5, 160 is 2.25 and etc.)?


Watching a ship with 160 facings rotate around is so great, seeing it's graphics move smoothly around... Unfortunatly they don't line up and from the graphics range of 0-90 degrees it's correct, but from 90-360 range it's misaligned...
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george moromisato
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I think you're right that it has to do with fractions.

Try some even multiple of 360, like, 60 facings or 120 facings.
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Arisaya
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george moromisato wrote:I think you're right that it has to do with fractions.

Try some even multiple of 360, like, 60 facings or 120 facings.
ok I'll go test that out

Yeah- it is the fractions
So 360 is the max, though it's not like very many ships could ever need that many

Acceptable facings:
1
2
3
4
5
6
8
9
10
12
15
18
20
24
30
36
40
45
60
72
90
120
180
360
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i imagine a very slow turning capital ship would benefit the most from having a lot of facings, but as mentioned before, the image file would be so large that it would be hard to work on and implement.
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Arisaya
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Psycholis wrote:i imagine a very slow turning capital ship would benefit the most from having a lot of facings, but as mentioned before, the image file would be so large that it would be hard to work on and implement.
just boring to make- not so much as hard or large (100% quality jpg images work GREAT for both masks and bitmaps in transcendence- from 30MB bmp to 2.24 KB jpg w/out loss
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