Chris
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« Reply #15 on: February 02, 2009, 04:38:00 am » |
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It works on the internal map representation directly rather than going through ini files. That is an interesting idea though.
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Minus
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« Reply #16 on: February 02, 2009, 04:39:21 am » |
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That is an interesting idea though. This means it won't happen, right?
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Chris
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« Reply #17 on: February 02, 2009, 04:45:34 am » |
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It means I've noted it down, but it is quite a way down the list. Under all the crash bugs and rendering errors and some of the other nifty feature requests.
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Minus
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« Reply #18 on: February 02, 2009, 04:51:06 am » |
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heh, okay. I'll have to stick to taking printscreens and trying to guess how far apart to make planets.
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Chris
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« Reply #19 on: February 02, 2009, 05:48:57 am » |
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If it helps, the formula for the number of turns it takes to get between two planets separated by distance d (calculated as in Pythagoras, i.e. sqrt(deltaX*deltaX + deltaY*deltaY)) is floor(floor(d/200)*m), where m is set by the "ship speed" setting: 2 for slow, 1 for normal, 0.5 for fast. (The "instant" ship speed setting just sets the ETA to 1, always.)
"floor" means round down to the nearest whole number. The distance is also rounded down immediately after being calculated (because this is all done in integer maths, except for the multiplication by m).
So at normal ship speed settings, planets separated by anything up to 200 units are reachable from each other in one turn. Distances of 201-400 units take two turns. Distances of 401-600 units take three turns. And so on.
Edit: The equation is right, but the last paragraph was wrong: Distances up to 399 units can be travelled in 1 turn. Distances of 400-599 units take 2 turns. Distances of 600-799 units take 3 turns.
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« Last Edit: February 20, 2009, 06:02:55 am by Chris »
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Minus
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« Reply #20 on: February 02, 2009, 06:11:54 am » |
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Isn't this also affected by the size of planets? Like, distance is measured from edge to edge and not center to center?
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Prez
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« Reply #21 on: February 02, 2009, 07:39:08 am » |
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Very Nice!!!! Save the random map, drag and drop the planets, save again and play it !!! Fabio
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Chris
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« Reply #22 on: February 02, 2009, 09:52:22 am » |
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Isn't this also affected by the size of planets? Like, distance is measured from edge to edge and not center to center?
It's measured centre to centre.
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Minus
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« Reply #23 on: February 06, 2009, 07:36:00 am » |
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Idea: When a planet name appears in the chat window, clicking it selects the planet wherever it is. That way we can easily figure out what two people are talking about. This could, presumably, work for the "X defends Y" and "X conquers Y" messages as well.
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Kumlekar
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« Reply #24 on: February 06, 2009, 08:33:40 am » |
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It sounds a bit complex, but would be really useful for communication. Similar to that would be the ability to ctrl+click or some other button on a planet, to copy the planet's name into chat.
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What is Six Times Nine Forty-Two!
Jp may have played mayhem before it was cool, but I play while its cool! *
* "Cool" is defined as the period of time in which Kumlekar plays a game.
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Chris
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« Reply #25 on: February 06, 2009, 09:34:48 am » |
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@Minus: I had that exact idea last night. Spooky! @Kumlekar: Not a bad idea, could be useful for the harder-to-spell planet names.
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Minus
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« Reply #26 on: February 08, 2009, 05:46:49 am » |
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Awhile ago I requested a 'talk' message whenever someone said anything. What do you think of this one? All I did was take menuclick1.wav and up the speed, tempo, and pitch a little bit until I had the effect I wanted.
PS: probably wouldn't be necessary in the lobby. Also, since part of the point of it was to be able to call attention to chats that might appear during battles, it would be annoying if game messages triggered it as well.
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« Last Edit: February 08, 2009, 06:02:35 am by Minus »
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Chris
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« Reply #27 on: February 08, 2009, 08:46:05 am » |
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I prefer to leave all the sound design to Duncan Watt, since I basically gave him full control of it and his name's prominently on the credits screen. I did ask him about supplying an appropriate sound effect when you originally suggested it; I'll ping him again and see where that's at.
In the meantime, I just realised code support does actually exist for this already; if you put a file called chat1.wav in data\base\sounds then it will be played when a chat message is received. You can also add more files named chat2.wav, chat3.wav, etc. and the code will pick a randomly-numbered sound effect from that set. Alternatively, OGG files with the name naming scheme (chat1.ogg, chat2.ogg, chat3.ogg, etc.) can be substituted instead of WAV files.
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Kumlekar
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« Reply #28 on: February 08, 2009, 08:55:17 am » |
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Hm, sounds like that should be a community release, perhaps it can be included if we can get a map pack together.
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What is Six Times Nine Forty-Two!
Jp may have played mayhem before it was cool, but I play while its cool! *
* "Cool" is defined as the period of time in which Kumlekar plays a game.
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Chris
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« Reply #29 on: February 08, 2009, 09:03:22 am » |
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I imagine there will be an "official" one at some point. You're more than welcome to provide alternatives of course.
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