Samapico Posted January 7, 2007 Report Posted January 7, 2007 wha.... get that update I just upped on SVN... frame skipping for the map testing $$$$$$$$$$$$$$$, and look how accurate it is, 2000 being the time it should have taken (FPS set at 40): 50 cycles in 1969 (2000)50 cycles in 2000 (2000)50 cycles in 1985 (2000)50 cycles in 2000 (2000)50 cycles in 2016 (2000)50 cycles in 2000 (2000)50 cycles in 1969 (2000)50 cycles in 2015 (2000)50 cycles in 1828 (2000)50 cycles in 2015 (2000) and with FPS at 25, as it was before:50 cycles in 1281 (1250)50 cycles in 1219 (1250)50 cycles in 1265 (1250)50 cycles in 1266 (1250)50 cycles in 1234 (1250)50 cycles in 1219 (1250)50 cycles in 1266 (1250)50 cycles in 1234 (1250)50 cycles in 1297 (1250)50 cycles in 1250 (1250)50 cycles in 1203 (1250) So from now on, the time factor is accurate enough, and converting SS settings to "our kind of values" will be a piece of cake... a simple * or /
Samapico Posted January 7, 2007 Report Posted January 7, 2007 Collision bug: when colliding with a tile diagonally, sometimes you just go through... im guessing because you check , for example, left and top, both are ok. So you move ship top-left a bit, but there might have been a tile there
Samapico Posted January 7, 2007 Report Posted January 7, 2007 WOOOOOOOOOOOfirst converstion decrypted: shipprops(i).TurnSpeed = 400# * PI * FPS / 200000 rotation of 400 = 1 rotation in 1 second, as proven by: 0 deg. @213820930 deg. @213831250 deg. @213840930 deg. @213850930 deg. @213860930 deg. @213870930 deg. @213880930 deg. @213890930 deg. @213900930 deg. @213911090 deg. @21392093
Samapico Posted January 7, 2007 Report Posted January 7, 2007 I considered speed setting to be X pixels per 10 seconds, which I think it is... and it makes sense... and it works... BUUUUUT...... I've redone the whole acceleration part... there were a couple of bugs in there... now it's fixed , plus it uses the rounded angle (9 degrees increments) for the thrust direction. It doesn't "feel" like subspace yet... there's still a little something wrong in the physics...When thrusting in a direction, the previous momentum stays too long compared to continuum... bleh
Samapico Posted January 7, 2007 Report Posted January 7, 2007 (edited) bleh.. why not Edited January 14, 2007 by Samapico Attachments removed - view pr4 topic
Samapico Posted January 14, 2007 Report Posted January 14, 2007 (edited) Undo should be fully functionnal with ALL selection / map features now... I increased the default number of undo steps to 20 ; there will be an option for that soon. I'd like you guys to test undo/redo functionnality, and tell me if you notice any problems or weird behaviour. I had to change a lot of things to get this working, so maybe something else broke in the process... But as far as I know, it's pretty solid. Other pre-release attachments in other threads will be removed, cause I'm almost out of attachment space Other stuff:-While map testing, ship has energy and will warp on contact of wormhole or special tile 242 ( i think )-Try holding B while testing map... it's quite beta for now, but the point is to eventuallly see bomb lines (with bounces) ; eventually, we might as well launch a bomb and allow to center camera on it while it flies-You can also place Left/Right tiles where your ship is with Q and W... however I think these can't be undo'ed yet... Not sure if it'll stay anyway Edited January 23, 2007 by Samapico Removed obsolete attachment
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