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resident naturalist
written by Masre on Mar 03, 2005 23:25
Ah, how about... an option that lets you see the hopper targeting frames?
absent more than alex
written by Shadowlord on Mar 04, 2005 00:08
I've been working on a NICE website for a few days now, and it's close to complete. About the only thing on it that isn't complete is the History page. Oh, and the FAQ only has two questions ("How do I increase the resolution above 320x200?" and "When will Noctis V be released?").

Here's three nice things about it:
1) The "About Noctis IV CE" page, which also says what Noctis is in general,
2) The News/Blog, so you can keep up to date without watching every thread in these forums
3) You can view the list of bugs, fixes, and features that comes with NICE from the webpage, instead of having to download NICE to get it.

Suggestions are welcome. Note that there are no forums there, it's primarily just a place to make it easier to get information about NICE and what's going on with it.

There *are* downloads, but not downloads of NICE itself or the source (It includes a link to the NICE Releases thread here for that). The inbox I released earlier, and Alex's last inbox from January 2004, are both on the downloads page.

Link: http://noctis.sl.ecwhost.com
absent more than alex
written by Shadowlord on Mar 04, 2005 02:01
3d hopper brackets:
hello! :) felysian
written by Hello! :) on Mar 04, 2005 04:59
Here is something you might find interesting:
Borland C++ random algorithm, if you come back in two minutes, I'll've uploaded the executable and disassembled code I made.
Edit: cd/zips/Hello! /random (20 Kb)
└> last changed by Hello! :) on March 04, 2005 at 21:58
absent more than alex
written by Shadowlord on Mar 04, 2005 17:24
I've translated it to C/C++, and it appears to work now:
With a crappy compiler (like BC 3.1) it'll be slower, but hopefully with a decent compiler it'll be optimized to something more efficient.

But the main reason for converting it to C/C++ like this is so that it can be used in Windows programs, and also so that it's easier to port to Java or other languages.
resident naturalist
written by Masre on Mar 04, 2005 18:53
No 3D bracket. looks lousy.
written by Ysereh on Mar 04, 2005 22:39
Masre said:
No 3D bracket. looks lousy.
Yeah, it looks a bit awkward to me.
hello! :) felysian
written by Hello! :) on Mar 04, 2005 23:37
Not quite a bug... but it could lead to one: There is this planet called:
CRANKY1                     P-7
And I'm sure it is in the official part of the STARMAP.BIN
written by Tommy04 on Mar 05, 2005 04:58
Ysereh said:
Masre said:
No 3D bracket. looks lousy.
Yeah, it looks a bit awkward to me.
It's a good idea for hoppers/birds that look like the sky/ground, but yeah, the execution was lacking.
absent more than alex
written by Shadowlord on Mar 05, 2005 06:07
Hold off judgement until you see it in-game, mmk?

Right now it just uses stick3d to draw the lines, though it does simple depth-checking to try to draw closer lines over of the critter and farther ones further away.

I think ideally we'd have 2D brackets which appeared to surround the critter, but ironically 3D was easier to do.
written by Stellanaut on Mar 06, 2005 03:07
I have an idea:

Make larger areas of a certain terrain type please.

For example, earth doesn't have scattered bits of desert, forest, etc, it has huge expanses of them.
written by Bensel on Mar 06, 2005 03:22
I seem to be unable to enter direct parsis coords without freezing NICE... is it just me, or is this happening to others, as well?
written by Ysereh on Mar 06, 2005 05:44
Shadowlord said:
Hold off judgement until you see it in-game, mmk?

Right now it just uses stick3d to draw the lines, though it does simple depth-checking to try to draw closer lines over of the critter and farther ones further away.

I think ideally we'd have 2D brackets which appeared to surround the critter, but ironically 3D was easier to do.
I'm sorry. I shouldn't have judged so soon.

I'll wait until I see it firsthand.

Edit: Is "firsthand" one word or two? I'd like to minimize looking like a jackass...
resident naturalist
written by Masre on Mar 06, 2005 15:41
Well, Felisian planets should have different water:land proportions. Right now, they are like mars with a few big puddles, not like liquid earth with a few continients... Rivers please, and more foliage on big forest trees!
absent more than alex
written by Shadowlord on Mar 06, 2005 17:20
In R9, some planets are more watery than others, etc. So you should be able to find Earthlike planets, but you'll also find planets where most of the water is trapped in vegetation, or the soil, or something in the clouds binds the water more strongly than in Earth's clouds, etc. (i.e. not all planets will have lots of ocean/river/lake)

I attempted to make larger areas of terrain, e.g. a distinct desert area, but it didn't work well. I could take another whack at it, though.
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