|Here's a new version, merged with Hactis, with the black-screen bugs fixed. (Well, I'm 90% sure they're fixed )|
'Update' version (includes modules\noctis.exe and docs only, must be extracted into an existing Noctis folder): <cd/zips/Shadowlord/fixactis-bin-update-r>
Full package except source: <cd/zips/Shadowlord/fixactis-bin-full-r1>
Source and some source-related docs: <cd/zips/Shadowlord/fixactis-src-r1>
The first post in this thread will always have downloads for the latest available version. Unless my account gets eaten again.
The full package includes and supports Hacirc, btw.
You can extract it over your existing NIV folder *if you want to*, but you don't have to anymore.
Please (still) consider this a beta version.
Changes since the last release:
- Hactis and this project have been merged, so the hactis features are in here too (Some were disabled until they can be made to work properly, though).
- [FIXED]NIV was freezing at a black-screen sometimes when started while surface.bin exists, and the screen was showing up black on return from lander in some situations. Both of these appear to be fixed now. I don't know what was causing the first one, but it stopped happening after I fixed another bug. The second one was occuring because the backup palette was being overwritten.
- [FIXED]The 'q' (launch) key should now work even if you haven't landed yet.
- [FIXED]On a planet, fixed speeds (from pressing number keys) and the land/hover/launch setting weren't being remembered when you transitioned to a new sector. They are now remembered properly.
- You can right-click etc on the roof now (needed for selecting targets).
This might be a bug:
If you go into 'hover' mode in the lander (by pressing 'a') and then hold down mega's "L" key, you will rapidly drop and then bounce off the ground, and then you'll rapidly ascend until you release the key. And by 'rapidly ascend' I mean 'fly so high you can see the entire sector (it's square!). You can even go high enough to get a NAN y coordinate, NAN temperature (And then NIV will die trying to figure out how far you are from the surface). I haven't fixed this 'bug' yet because it might possibly be considered a really weird feature.
|└> last changed by Shadowlord on December 28, 2004 at 19:18|
|Great work, SL and Megagun, thanks a lot. I think every Noctis fan will appreciate this new version |
Could you make it possible to use the pitch controls on the roof of the stardrifter?
Edit: I also noticed that the weather never changes after a transition. The same might apply for time of day, I haven't tried it yet.
|└> last changed by Perryrhodan on December 27, 2004 at 20:50|
|written by Fuzzy on Dec 27, 2004 20:39|
|I have a question about the transition... When you go to a new sector, where does it put you in the new sector? If I go backwards to get to the old one, it takes a while to get there. If I go forwards I'll be in a different sector in just a few seconds. Is it just me...?|
|written by Megagun on Dec 27, 2004 21:12|
|SL: that bug with the 'l' key is just something I added to Hactis for debugging purposes (read: too bored to wait for the lander to touch down).... |
Fuzzy: I think it should just place you at the direct opposite side of the place where you were on the previous sector...
|written by Fuzzy on Dec 27, 2004 21:17|
|Nevermind, it seems to be fixed now. No idea what happened...|
|written by Ginrai on Dec 27, 2004 21:21|
|The merged mod of Noctis is a little less forgiving where conventional memory is concerned. Previous versions technically required 550k of free conventional memory, but would let you get away with at least 536k. This version will choke on anything less than 550k, so I had to free up some resources to play it. This is not a complaint, but merely an observation.|
But all-in-all this is a fantastic effort! Sitting in my flying capsule watching the world pass by below is an amazing feeling and has seriously rekindled my interest in Noctis. And having MG's 'Hactis' improvements at my fingertips is a welcome bonus. Well done to the both of you!
There's one problem, this doesn't fit with the idea behind Noctis, since Felysians can only survive at a mere computer-assisted 950 K. You'd definitely become roast kitty.
|I like this mod! I'll add that I totally freaked out when I discovered the new temperature's effect on planets. I wanted to land on a nice small moon to see the transitions... I ended up landing on a 13826.5 K one... Nice work!|
Heck, most stars don't even have a surface temperature of half of that. Of course, the temperature model for stars themselves in Noctis are pretty screwy, red giants having the surface temperature of an insanely high temperature.
Oh, one final thing of note. The FPS seems to be a lot lower than that of NV and Hactis, which both run very smoothly in the SD and most planet surfaces, but this is pretty slow everywhere.
|Turn speedup and new temp models on. If you fly over the pole of a planet (off the map north), it gets stuck loading a sector over and over.|
|written by Trad.a on Dec 28, 2004 01:38|
|This mod totally rocks. Try Felysia and race around from Sector to Sector.|
You'd freeze to death too, for that matter. The temperature values for different stars are still being tweaked. Once I finish tweaking, hopefully there won't be any more planets with temperatures above 10000 Kelvin - and I'll probably make it capped at something around that area too. As for burning or freezing to death, I decided to ignore it for the same reason you can wander around atmosphereless planets for hours - for the sake of being able to explore.
|There's one problem, this doesn't fit with the idea behind Noctis, since Felysians can only survive at a mere computer-assisted 950 K. You'd definitely become roast kitty. |
Actually, they do -- http://en.wikipedia.org/wiki/Stellar_classification
|Heck, most stars don't even have a surface temperature of half of that. [950 K] Of course, the temperature model for stars themselves in Noctis are pretty screwy, red giants having the surface temperature of an insanely high temperature.|
Those temperatures are the surface temperatures (or the color temperature of the light, which apparently is the same thing (or nearly so) for stars).
I'm surprised you're comparing the speed to that of NoVa (*wink*), but as others have mentioned, the speedup code which is always on in the latest official NIV and in Hactis is an option in this version, and it is OFF by default. Or maybe it's ON only on ROOF by default. I don't remember. Either way, you can change it by going into the extended->options menu.
|Oh, one final thing of note. The FPS seems to be a lot lower than that of NV and Hactis, which both run very smoothly in the SD and most planet surfaces, but this is pretty slow everywhere.|
|└> last changed by Shadowlord on December 28, 2004 at 19:19|
Thanks, will look into that. I'm tweaking the hovering and transitioning right now (the lander follows you if you go to another sector on foot ).
|If you fly over the pole of a planet (off the map north), it gets stuck loading a sector over and over.|
When you go over the pole to the north or south, it's supposed to warp you to the other side of the planet while keeping your z-sector the same, but it (oops) doesn't work. :o
|I've uploaded an 'update' version which only includes noctis.exe and docs, for those of you on modems. It's 125 KB in size (the full package is 1816 KB). (See the first post in this thread, or the top post on this page for links to the files, etc)|
|Okay, another new version.|
The first post in this thread will always have downloads for the latest available version. Unless my account gets eaten again.
Changes, fixes, etc, in this version:
- The most major fix: The sun position, night/day, and palette were not being updated properly when transitioning from sector to sector; now they are (This is because that depended on code which was being executed before planetary_main was run, instead of being run inside planetary_main!).
- The lifter's hovering has been adjusted again, so that it doesn't ram the ground as much. It simply changes its vertical velocity faster, so you rarely ram anything at a speed of 5, but can at higher speeds, or if you hit a cliff, etc. Right now there's nothing to slow the lander down if it hits a steep mountain or cliff, since when I added code to do that, NIV inexplicably decided to lock at a black-screen on startup every time if surface.bin existed. I have NO idea why, since it was something like 8 lines of code which wouldn't even DO anything until you got in the lander and went into hover mode and tried to ram something. So that code got written (ohno black-screen freeze!) removed (no more freezing, yay!), re-added (its freezing again!), removed again (NIV works again!), re-added (@&$^ing hell!!!), and finally removed and left out since NIV apparently didn't WANT that feature after all...
- And the distance at which you transition to a new sector has been decreased, so you shouldn't be able to see the area-with-no-land beyond the edge of the sector map anymore, or at least, you shouldn't be able to see it as OFTEN. Before, you would see it and would even get very close to it whenever you got near the edge of a sector, and it was kinda funny to see what looked like an ocean beyond the edge of the sector... on an cold airless waterless rocky planet! For instance.
- Also, if you go to a new sector on foot, the lander will now be moved along with you, and will appear in the air following you from the direction you came from. (It acts like you called it with 'a', and will land if/when it gets close to you)
- Sector transitions over the poles work properly now (As opposed to freezing NIV in an infinite sector-transition loop ).
- The compass is as accurate as possible now (In the last two releases it was still off by a couple of pixels).
- I've also corrected a double-fade-out problem so only one fade-out will occur even when transitioning twice rapidly. However, you can still get a double fade-in (where the first fade-in is interrupted), but I've decided to leave that because it's only visible if you have time to see the terrain in the first new sector before you transition the second time - I figured it would be better to see the double-fade-in and know that you're transitioning than to just see the terrain change during a fade-in with no clue that it was changing due to a second transition.
- I've also forced the palette to always go to 100% at the very end (where anything less than 100% is a partially faded version of the palette, 0% being pitch-black, etc). This was another one of those 'potential bugs' that probably wouldn't be noticeable if it did occur, but would be a bug nonetheless. That 100% and 0% thing was an oversimplification, the code really uses 0-63 instead of 0-100.
- And thanks to L4 for reporting a bug in IRC (by asking a question, and I think my answers mostly confused him, since my answers were wrong :o) - The distances listed in the External environment info box were really centidyams, though they claimed to be dyams. Now they really ARE dyams!
- And I also got the spiffy number-formatter-and-mover finished & working, and it's now used for displaying the temperatures and the distance in the external environment info box. That means you can see stuff like this in the external environment info box:
Of course you see the degrees symbol instead of an @ in NIV.
|TEMP. 11793E3@K SUN|
- I think there might be some sort of weird corruption bug somewhere related to the flying lander. I've seen distant mountain-ranges change form (when you're on the ground) based on whether the lander was also on the ground, was flying towards the user, or was landing. Also, at one point the sky-texture was corrupted into a bizarre mix of greys (when it should have been all black) while I was moving to a new sector on foot with the lander in the air. I was unable to reproduce that, however, but I did take a screenshot of it. Why do I think those are related, and why do I think they might be evidence of "some sort of weird corruption bug related to the flying lander?" Mostly a hunch. (It might have been related to the things that weren't being updated properly (the colors, sun position, etc) - if so then it won't happen again. We'll see.
|OK, people. I've been tolerant with yoiur talking about modifying Noctis in IRC up to now. But these days it's ALL some people ever talk about, and, quite frankly, I'm bored of seeing it, sometimes to the point where I end up closing my client, and if the owner does this, you've annoyed him. So can you please shift such talk to a different channel?|
|written by Pomelos on Dec 28, 2004 21:51|
|Yeah, that may be annoying for people who don't give a damn about modifying Noctis...|
...Did you really have to threaten those guys? Couldn't you just, say, talk to them nicely?