RE: Alpha 21 released
Posted: Mon Apr 16, 2012 9:24 am
by Potsmoke66
Quote:
The plan is to enable a user to drop a straight zip file into their user dir and have it just work, without even having to unpack it. We've been building out the infrastructure to support that over the last couple of months. The actual zip file piece is still missing, mostly because its just an idea we have at this point. There's been no actual demand for it.
LIKE IT!
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You assume that's the only work we do
certainly not.
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It didn't work. The code only ever uses the first drive in the engine slot when computing engine characteristics.
not quite true, i've done it and was surprised myself (i know it hasn't worked in older releases rather alpha20 but at least in this build it has worked)

but of course it's something "evil".
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But more and more it seems that you simply want a platform to show off your models
true, the place for this is here, i guess.
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I see you designing ships which in isolation are fine work, but have very little in the way of balance or cohesion
yes and no, ships like the "bloodrunner" or the "atomic" never ment to be in cohesion, ships like the "Typhoon", are straight to that goal.even if i would like to see a complete "steam punk" pioneer.i need to express my ideas each time i have some, sorry.creativity isn't something you can control, else it's no longer creativity.besides, what is a coherent style? i mean who decided it or is that written down somewhere?facsimile elite ships only?or like the "plattenbau" buildings all boring concrete jungle type?choices are different, some like this, some like that.personally i would like to see a pioneer without any elite ships, even when that would mean that many of my ships would disappear from it.
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...that somehow you're the only one considering the needs and wants of our players
no, but i guess i look at a problem from as many as possible point of views and foremost i know what i like, many times (not always) i pointed it right.i think i know for some parts what a common player likes, not only in a game like pioneer.further i guess i dare to speak out loud what others perhaps only think in the back of their minds.i'm neither fish nor bird, that can be (is) a problem, but i never wanted to be something else.sometimes in any discussion i take a contrary position, just that at least someone counters. people are sometimes confused by that and feel insecure because they might don't know what's the reason for.conclusion; if you say yes, i will say no, even if that isn't my conviction.
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When have I touched your installation of Pioneer? Did I force you to change anything?
a little bit... (not seriously)
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the complexity and unmaintainability of some of the models make it crystal clear that they were not written by a programmer.
fortunately?it's true i'm not a programmer, but i see myself as a link between...(over)complexity, true!unmaintainable, hm..., i can't see that, but perhaps if pointed out, it could help.or to tell (again) in other words, to get a "shoebox" running in pioneer you need nothing, really nothing only a few lines.to have a ship that appears in different states, which is "alive", needs a little more and ends up in complexity, unfortunately but unavoidable in some way. that scripted geometry comes out extremely complex is offense i guess, you have to find very different ways to do things which look in the end common.e.g. no problem to stick a hollow cylindre into a body with a cad, to do the same with a scripted geometry, needs a lot more effort and uncommon ways to go.if you have a better solution as i have for this, let me know.anyway i chose often the latter way, even for .obj based models, the reason is simply the result, if i can't get rid of creases in the common way i choose the one i use also for scripted geometry (using transparent parts and models hierachy).mainly and thats also true, i copied the way FE2's models was made, by using little tricks to let them appear so they please me.yes, a cool piece of code, those new buildings, but sorry, exactly this they appear to me, boringly all the same, just as there would be only one architect in the whole galaxy.we have millions of architects and many different styles, as well as we have a lot of brands and different cars,why should our spaceships look all the same? is there only one "brand" in pioneers galaxy? certainly not.i expect a lot of different styles in a sci-fi universe, airplane like, spheres, tubes, discs, and even boxes or irregular shaped ships (a "mechanical" race will build ships only by reasonability, think of the borg cube i.e. which already didn't goes far enough imo, i like "Perryverses Positronic-Biological Ships" shaped by all stuff the can inherit). congruent is ok, conformity is tying me.interesting for me to recognize sometimes that ships which i made but i didn't like to much myself beeing credited by users...and sorry again, until i havn't seen many i like,the "wave" is super! but needs a better landing gear imo, i would like to see more such ships, really (but fit a cool UC, please!)the turtle is also a nice ship, even when it wouldn't be my choice,i like s2odans python and panther (caribou), both have a cool appearance, one agressive like a predator the other simply BOLD.the talon, a unique little fighter, i love it, could be a perfect default ship.of course coolhands viper, but she's out of concurrence for at least two reasons, also the lanner is a fine ship else i wouldn't have converted it, but both are FFED3D ships, which i see personally like all FFED3D conversions rather as "placeholders" (not ment as criticism).let's make a small list of ships i see as somewhat congruent a which give pioneer a unique look.i guess we have already enough to choose from unlike 2 years ago.this will exclude all FE2 ships

, no

- wave- turtle- python (if named different perhaps, the design is very loose based on the original i feel)- talon- hammerhead (we need a transporter)- caribou (i wont miss that bold one)not yet included, but i see them as future contents- typhoon - gunboat (why not, we need some different classes, if really needed i can remove the colored stripes

)- defender (if revisited)personally i would like also- shift (needs to be overhauled)- hullcutter (to have a really complex script

) the rest by choice, of course i like most of the others i made, but i guess the listed ones are congruent more or less, ships like the "gul" or what i've been working on right now i see more as mod, anyway this reflects only what i like, i really wouldn't mind to get rid of my FE2 ships, not because they look bad, but because they are 99% Elite/FE2.but i know also that i.e. tomm loves them very much.and robn, thanx

(for your patience)
RE: Alpha 21 released
Posted: Mon Apr 16, 2012 10:45 am
by Potsmoke66
Quote:
...to support the new model system that is being built
something i have foreseen and fear of most...this i see as a challange for me
Code:
define_model('vip_lever_up', {info = {bounding_radius = 40,materials = {'n_cv'}, },static = function(lod) set_material('n_cv', 1,1,1,1,1.2,1.2,1.3,30)texture('timberwolf.png')use_material('n_cv')load_obj('lever_up.obj') end})define_model('vip_lever_lo', {info = {bounding_radius = 40,materials = {'n_cv'}, },static = function(lod) set_material('n_cv', 1,1,1,1,1.2,1.2,1.3,30)texture('timberwolf.png')use_material('n_cv')load_obj('lever_lo.obj') end})define_model('vip_shoe_r', {info = {bounding_radius = 40,materials = {'n_cv'}, },static = function(lod) set_material('n_cv', 1,1,1,1,1.2,1.2,1.3,30)texture('timberwolf.png')use_material('n_cv')load_obj('shoe_r.obj') end})define_model('vip_shoe_l', {info = {bounding_radius = 40,materials = {'n_cv'}, },static = function(lod) set_material('n_cv', 1,1,1,1,1.2,1.2,1.3,30)texture('timberwolf.png')use_material('n_cv')load_obj('shoe_l.obj') end})define_model('vip_track_0r', {info = {bounding_radius = 40,materials = {'n_cv'}, },static = function(lod) set_material('n_cv', 1,1,1,1,1.2,1.2,1.3,30) texture('timberwolf.png') use_material('n_cv')load_obj('track_0r.obj') end})define_model('vip_track_0l', {info = {bounding_radius = 40,materials = {'n_cv'}, },static = function(lod) set_material('n_cv', 1,1,1,1,1.2,1.2,1.3,30)texture('timberwolf.png')use_material('n_cv')load_obj('track_0l.obj') end})define_model('vip_track_1r', {info = {bounding_radius = 40,materials = {'n_cv'}, },static = function(lod) set_material('n_cv', 1,1,1,1,1.2,1.2,1.3,30)texture('timberwolf.png')use_material('n_cv')load_obj('track_1r.obj') end})define_model('vip_track_1l', {info = {bounding_radius = 40,materials = {'n_cv'}, },static = function(lod) set_material('n_cv', 1,1,1,1,1.2,1.2,1.3,30)texture('timberwolf.png')use_material('n_cv')load_obj('track_1l.obj') end})define_model('vip_uc_0r', {info = {bounding_radius = 40, },static = function(lod)end,dynamic = function(lod) local trans = .99 - math.clamp(get_animation_position('WHEEL_STATE')-.3,0,1)*1.4286call_model('vip_shoe_r',v(0,0,0),v(1,0,0),v(0,1,0),1)call_model('vip_track_0r',v(0,0,1.825-trans*.866),v(1,0,0),v(0,1,0),1)call_model('vip_track_1r',v(0,0,3.206-trans*1.687),v(1,0,0),v(0,1,0),1)call_model('vip_track_0r',v(0,0,4.415-trans*2.31),v(1,0,0),v(0,1,0),1)call_model('vip_track_1r',v(0,0,5.826-trans*3.18),v(1,0,0),v(0,1,0),1) end})define_model('vip_uc_0l', {info = {bounding_radius = 40, },static = function(lod)end,dynamic = function(lod) local trans = .99 - math.clamp(get_animation_position('WHEEL_STATE')-.3,0,1)*1.4286call_model('vip_shoe_l',v(0,0,0),v(1,0,0),v(0,1,0),1)call_model('vip_track_0l',v(0,0,1.825-trans*.866),v(1,0,0),v(0,1,0),1)call_model('vip_track_1l',v(0,0,3.206-trans*1.687),v(1,0,0),v(0,1,0),1)call_model('vip_track_0l',v(0,0,4.415-trans*2.31),v(1,0,0),v(0,1,0),1)call_model('vip_track_1l',v(0,0,5.826-trans*3.18),v(1,0,0),v(0,1,0),1) end})define_model('vip_constraint_0r', {info = {bounding_radius = 40, },static = function(lod)end,dynamic = function(lod) local rot = .99 - .5*math.pi*math.clamp(get_animation_position('WHEEL_STATE')-.3,0,1)*1.4286call_model('vip_uc_0r',v(0,-1.549,-1.64),v(1,0,0),v(0,math.cos(.65*rot+.15),-math.sin(.65*rot+.15)),1) end})define_model('vip_constraint_0l', {info = {bounding_radius = 40, },static = function(lod)end,dynamic = function(lod) local rot = .99 - .5*math.pi*math.clamp(get_animation_position('WHEEL_STATE')-.3,0,1)*1.4286call_model('vip_uc_0l',v(0,-1.549,-1.64),v(1,0,0),v(0,math.cos(.65*rot+.15),-math.sin(.65*rot+.15)),1) end})define_model('vip_uc_1r', {info = {bounding_radius = 40, },static = function(lod)end,dynamic = function(lod) local rot = .99 - .5*math.pi*math.clamp(get_animation_position('WHEEL_STATE')-.3,0,1)*1.4286call_model('vip_lever_lo',v(0,0,0),v(1,0,0),v(0,math.cos(.65*rot+.15),math.sin(.65*rot+.15)),1)call_model('vip_constraint_0r',v(0,0,0),v(1,0,0),v(0,math.cos(.65*rot+.15),math.sin(.65*rot+.15)),1) end})define_model('vip_uc_1l', {info = {bounding_radius = 40, },static = function(lod)end,dynamic = function(lod) local rot = .99 - .5*math.pi*math.clamp(get_animation_position('WHEEL_STATE')-.3,0,1)*1.4286call_model('vip_lever_lo',v(0,0,0),v(1,0,0),v(0,math.cos(.65*rot+.15),math.sin(.65*rot+.15)),1)call_model('vip_constraint_0l',v(0,0,0),v(1,0,0),v(0,math.cos(.65*rot+.15),math.sin(.65*rot+.15)),1) end})define_model('vip_constraint_1r', {info = {bounding_radius = 40, },static = function(lod)end,dynamic = function(lod) local rot = .99 - math.pi*math.clamp(get_animation_position('WHEEL_STATE')-.3,0,1)*1.4286call_model('vip_uc_1r',v(0,-1.582,-1.762),v(1,0,0),v(0,-math.sin(rot*.7222),math.cos(rot*.7222)),1) end})define_model('vip_constraint_1l', {info = {bounding_radius = 40, },static = function(lod)end,dynamic = function(lod) local rot = .99 - math.pi*math.clamp(get_animation_position('WHEEL_STATE')-.3,0,1)*1.4286call_model('vip_uc_1l',v(0,-1.582,-1.762),v(1,0,0),v(0,-math.sin(rot*.7222),math.cos(rot*.7222)),1) end})define_model('vip_uc_2r', {info = {bounding_radius = 40, },static = function(lod)end,dynamic = function(lod) local rot = .99 - math.pi*math.clamp(get_animation_position('WHEEL_STATE')-.3,0,1)*1.4286call_model('vip_lever_up',v(0,0,0),v(1,0,0),v(0,-math.sin(rot*.7222),-math.cos(rot*.7222)),1)call_model('vip_constraint_1r',v(0,0,0),v(1,0,0),v(0,-math.sin(rot*.7222),-math.cos(rot*.7222)),1) end})define_model('vip_uc_2l', {info = {bounding_radius = 40, },static = function(lod)end,dynamic = function(lod) local rot = .99 - math.pi*math.clamp(get_animation_position('WHEEL_STATE')-.3,0,1)*1.4286call_model('vip_lever_up',v(0,0,0),v(1,0,0),v(0,-math.sin(rot*.7222),-math.cos(rot*.7222)),1)call_model('vip_constraint_1l',v(0,0,0),v(1,0,0),v(0,-math.sin(rot*.7222),-math.cos(rot*.7222)),1) end})
this is easy as 1,2,3 to make in blender.i know many would like the latter, to make and export animations from the CAD.neither they like to fiddle around with ship specs or how the model is bind in the game.unfortunately i do, i really like that, i like the challenge.foremost i like the scripted animations, even when not all is possible i can do in the CAD and when it's 10x more work.but it's exactly something i miss from some modelers, a real understanding how a animation works.personally i guess one who understands the first example will make better animation even with a CAD.really i have seen many nice models which i really like, especially in FFED3D, but with some exclusions most are animated poor.i strongly believe it is because of the CAD, because you don't have to understand what stands behind.to me a general problem of nowadays.only a rough idea i had once,imagine, it's possible to let that guy read any text, such can only be done with a scripted geometrythe rough shape could be replaced with bezier stuff, it would be also possible to generate different characters then (by randomly changing the size of the "bones").THAT MEANS MODELLING TO ME!if you dare, we could have a "Max Headroom" in Pioneer, including the tic.such will never be possible with a CAD exported anim but i can't do it alone i guess, i would need a teamand in first degree a dynamic modeling system,further some people who understand that at least as much as i do.this will set new standarts