<t><br/>
GizmoR wrote:<br/>
is a problem with the source files,I can not compile the program under MSVC2010.the problem is with the file CustomSystem.cpp.I can compile version 8 without any problem.<br/>
None of the current developers use MSVC2010 so it's not maintained. The MSVC2008 project should ...
Search found 13 matches
- Mon Mar 21, 2011 11:54 pm
- Forum: Pioneer
- Topic: Alpha 9 released
- Replies: 237
- Views: 19707
RE: mouse
Oh damn, that's what I was trying to remember for the alpha9 to-do list.
- Wed Mar 09, 2011 6:37 pm
- Forum: Pioneer
- Topic: Nav computer
- Replies: 22
- Views: 1636
RE: Nav computer
<r><br/>
ollobrain wrote:<br/>
jaj22 good work on the autopilot are there any situations where the player will still die while docking on autopilot ?<br/>
Well, at least one of the orbital station models has the wrong bounding radius so the autopilot won't dodge it properly. Other than that there ...
ollobrain wrote:<br/>
jaj22 good work on the autopilot are there any situations where the player will still die while docking on autopilot ?<br/>
Well, at least one of the orbital station models has the wrong bounding radius so the autopilot won't dodge it properly. Other than that there ...
- Sun Mar 06, 2011 2:14 pm
- Forum: Pioneer
- Topic: Nav computer
- Replies: 22
- Views: 1636
RE: Nav computer
Well, I just spent two weeks rewriting the autopilot so there should be a lot less random death now.Not that I give a damn about the player. I just did it so that AIs can navigate and dock at 10000x 
- Thu Mar 03, 2011 6:01 pm
- Forum: Pioneer
- Topic: Atmospheric flight
- Replies: 15
- Views: 1410
RE: Atmospheric flight
<t>In my experiments I found that cross section areas made a substantial difference to space combat. A small cross section is a huge advantage in low-evasion cases. In high-evasion cases, it's strongly beneficial to evade in the direction of your next-smallest cross section - sideways for most ship ...
- Fri Feb 11, 2011 8:00 pm
- Forum: Pioneer
- Topic: Thoughts on the terrain rendering system
- Replies: 14
- Views: 1367
RE: Thoughts on the terrain rendering system
<t><br/>
unavowed wrote:<br/>
Simplex noise is faster than the standard Perlin noise:<br/>
Pioneer uses simplex.<br/>
freegamer wrote:<br/>
Ideas:- rendering detail direct to textures- working out polygon detail on only the most visible features (sharp edges, ridges)<br/>
Neither of these help ...
unavowed wrote:<br/>
Simplex noise is faster than the standard Perlin noise:<br/>
Pioneer uses simplex.<br/>
freegamer wrote:<br/>
Ideas:- rendering detail direct to textures- working out polygon detail on only the most visible features (sharp edges, ridges)<br/>
Neither of these help ...
RE: Combat?
<t>This will be out of date shortly after I write it, but the combat AI currently in my repo never turns away. It'll also maintain a separation of around 500m because I turned off some skill-based inaccuracy to debug the evasion code. The shooting code there is deliberately inaccurate, based on the ...
- Sat Feb 05, 2011 7:10 pm
- Forum: Pioneer
- Topic: Alpha 8, and a new lead programmer
- Replies: 127
- Views: 15841
RE: Alpha 8, and a new lead programmer
I have the same glitch on XP 32-bit. It's probably caused by that part of the screen not being written in that view, so you get whatever garbage is in the recycled back buffers. Depending on the low-level buffering scheme your card/drivers use, you may or may not see it.
- Sat Feb 05, 2011 12:25 am
- Forum: Pioneer
- Topic: Alpha 8, and a new lead programmer
- Replies: 127
- Views: 15841
RE: Alpha 8, and a new lead programmer
<t><br/>
Feenicks wrote:<br/>
Was there a significant change to the thrust mechanics, and if so is it correct now?<br/>
I think there was a general increase in hull mass in Alpha 8 to make the acceleration less variable with cargo and equipment mass. However, unless you deliberately make the AI line ...
Feenicks wrote:<br/>
Was there a significant change to the thrust mechanics, and if so is it correct now?<br/>
I think there was a general increase in hull mass in Alpha 8 to make the acceleration less variable with cargo and equipment mass. However, unless you deliberately make the AI line ...
- Thu Feb 03, 2011 10:50 pm
- Forum: Pioneer
- Topic: Alpha 8, and a new lead programmer
- Replies: 127
- Views: 15841
RE: Alpha 8, and a new lead programmer
<t><br/>
Shingen wrote:<br/>
* The mouse flight is still dodgy. There is still no dead zone and there is a drift for every movement of the mouse, which makes precision flight at high speeds a complete terror. <br/>
I changed mouse control to a displacement system for the AI test because I found the ...
Shingen wrote:<br/>
* The mouse flight is still dodgy. There is still no dead zone and there is a drift for every movement of the mouse, which makes precision flight at high speeds a complete terror. <br/>
I changed mouse control to a displacement system for the AI test because I found the ...
- Wed Feb 02, 2011 4:15 pm
- Forum: Pioneer
- Topic: Alpha 8, and a new lead programmer
- Replies: 127
- Views: 15841
RE: Alpha 8, and a new lead programmer
<t><br/>
ollobrain wrote:<br/>
the autopilot is still cauinsg crashes into stations and planets<br/>
I think I found this bug, or at least one of them. The FlyTo function attempts to fly you to a position closest to the current location of the player. If you're currently on the opposite side from ...
ollobrain wrote:<br/>
the autopilot is still cauinsg crashes into stations and planets<br/>
I think I found this bug, or at least one of them. The FlyTo function attempts to fly you to a position closest to the current location of the player. If you're currently on the opposite side from ...
- Sun Jan 30, 2011 4:56 pm
- Forum: Pioneer
- Topic: Alpha 8, and a new lead programmer
- Replies: 127
- Views: 15841
RE: Alpha 8, and a new lead programmer
Yeah, the guns are nerfed temporarily for testing purposes because you died too quickly against the evil AI.
- Sun Jan 30, 2011 3:51 pm
- Forum: Pioneer
- Topic: Alpha 8, and a new lead programmer
- Replies: 127
- Views: 15841
RE: Alpha 8, and a new lead programmer
<t>The changes in my repository are very incomplete AI and combat interface test code at the moment. I strongly recommend that you don't try to merge it into anything yet.The current AI combat function (use the test location) is a human-style pure evasion pattern using 66% maximum thrust. With a bit ...