 | |  | | To clarify things for me a bit: Is everything mentioned in this thred being added to the NICE download in the other thread when it is posted here? Or if I want to try this stuff out, must I get the special files here, because it's not part of the "official" download yet?
Also...
 What exactly am I looking at here? Because to me it looks like a very nice field of flowers, but I don't think that's what it is. 
And i suppose "updating weather" is a debug message? Which leads me to ask an off topic question; how is weather determined?
Also, could I suggest a feature? It seems doable. Could you add an in-game help menu for the GOES console? By the time it's added in I'll probably have it figured out, but it's annoying to have to esc from the game just to look up a GOES command I don't use very often. | |  | |  |
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└> last changed by Sylverone on November 25, 2007 at 04:52
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 | |  | | Before that update, the status messages in the middle of the screen were often unreadable because there was no opaque background behind them. | |  | |  |
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 | |  | | I noticed that (and it's definitely a good addition), I was just curious anout the scene itself. I was wondering if it is in any way related to what he mentioned about the "leaf display limit", or if there is anything special about it. I've never seen such a sunny looking place in my adventures, although I'll readily admit I'm a very new Stardrifter. | |  | |  |
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 | |  | | When Z is pressed on the stardrifter, and speed info appears, I think the top measurement should be labelled kilodyams per second. It doesn't make much sense that I'm going 4800 times C yet only 0.03 dyams per second. Seems like this really means 30 dyams per second. | |  | |  |
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| written by Serpens on Dec 05, 2007 23:24 |
 | |  | | Uhh, there is something not exactly right with the planetary system analyser... So, first, I went to Balastrackonastreya and activated the analyser there. It worked all right. Then, I flew to an unidentified brown dwarf, which happened to have three planets and two moons. I activated the analyser and this is the result: http://img403.imageshack.us/img403/4736/analyseroa3.png As you can see, things are messed up, because Fal Galmatrifal's moons are displayed on a completely different system's analysis. I'm sorry for the image's size, but it's enough to see what the problem is. | |  | |  |
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  | |  | | I think it goes beyond just carrying over a previous system's bodies. I have been to a system I posted about in the discoveries forum that had 3 columns filled with moons. I had not been to a system previously that had so many moons. None of them existed and I couldn't even move the cursor to any except the first (which also didn't exist).
This happens a bit often, and if I'm not mistaken it is easy to find this phenomenon in "multiple star" systems. My guess is that somewhere in the algorithm for generating planets and moons, an excess of bodies is generated. Later, a planet-limitation step prevents excess planets from existing in gameplay. If this is true, then the planet system analyzer checks an immature list of the system's planets. If I'm wrong, then it's just a funky glitch. I believe this glitch affects only moons and not planets themselves. | |  | |  |
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| written by Megagun on Dec 06, 2007 18:46 |
 | |  | | Hmm..
I currently have some guesses as to what is wrong here..
Any of you mind taking and uploading more screenshots of 'faulty' system analysers? (Also, please tell me which moons do not exist when taking a screenshot of a faulty system analysis) | |  | |  |
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| written by Serpens on Dec 06, 2007 19:32 |
 | |  | | Interesting, but I've been unable to reproduce this bug so far. Perhaps it's only triggered in rare circumstances. Anyway, as for the picture I posted above, the only real moons were 1st and 2nd ones of third planet. All others were from Fal Galmatrifal. You can even see Chrasycalya and Vericalya there, as moons 14 and 15. | |  | |  |
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| written by Megagun on Dec 16, 2007 15:30 |
 | |  | | ![]()  (These things are big) (just me screwing around with the sourcecode somewhere. )
Curse you, black lines of evil death in WNice!  | |  | |  |
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 | |  | | In DWNoctis, any planet that has translucent ground crashes the program when the lander touches down. I stopped using DWNoctis for this reason only. | |  | |  |
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| written by Megagun on Dec 17, 2007 15:33 |
 | |  | | That's strange.. I know it crashes on lava worlds with translucent ground, but with other planets, too?
You sure you're not using a build of DWNoctis that has cities enabled? I bet you are..
Anyways..
 DWNoctis only build just for testing these things out: http://home.deds.nl/~megagun/temp/DWNoctisflowers.rar
Too bad the Z-buffering isn't working too well though. 
They look best on Suricrasian deserts... 
Also, I have no idea if I will ever implement these things. I'm just doing some weird stuff with the Noctis IV CE source just to get interested in it again..  Also, damn black lines are really getting me annoyed.  | |  | |  |
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  | |  | | Those new plants are neat. They might look good at smaller sizes too though. I'd love to see a greater variety of alien plant life in NICE.
By 'black lines' are you referring to the ones that sometimes appear along the seams of the terrain? It looks as though the polygons might not be lining up properly in those situations.
While on the topic, have you tried adding collision to trees? It wouldn't need to be precise, and a single narrow vertical cylinder at the center of each tree would probably work fine. Each frame, it could quickly check whether your coordinates are within a rectangular box around each visible tree. If they are, it could optional check further to see whether you're within a circular radius within that box. If that's the case, it would move you back outside that radius. The cylinder should be slightly shorter than the top of the tree, so that you could land on top. Also, the jump key could check whether you're within a slighter larger radius and facing the tree, and if so, allow you to climb it. : ) | |  | |  |
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  | written by Megagun on Dec 17, 2007 18:20 |
  | |  | | ![]()  | Megagun said: | That's strange.. I know it crashes on lava worlds with translucent ground, but with other planets, too?
You sure you're not using a build of DWNoctis that has cities enabled? I bet you are.. | It says citysize 0 when I hit F2, but there are no cities on Felysia or Suricrasia, so I don't know how to answer your question.
Noctis has never been installed until yesterday on the computer I am currently using. I have tested DWNoctis with a translucent planet, and it does crash very soon after landing. I am using a fresh install of the following:
NICE v11 with 11.5 and 11.5fix patches. DWNoctis exe file from this thread, posted on 11/13/2007.
If you don't know any translucent planets off the top of your head, ST Firstborn, and go to the third planet, which is felysian. I have only tested using the forest sectors. The planet is translucent and everything works fine if I test it out with "Normal GO!.exe."
[edit: I tried the DWNoctis that is included with NICE v11full, and this planet is no longer transparent. The map of the planet in the stardrifter is also totally different. Since it's not translucent in that version of DWNoctis, I can't conclude that that version doesn't have the issue.] | |  | |  |
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└> last changed by Rednukleus on December 17, 2007 at 22:06
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| written by Megagun on Dec 19, 2007 20:28 |
 | |  | | Hmm, looks like transparant planets are also bugged in the latest DWNoctis -- Damn!
Anyways, simple analysation of the black line bug:
 Look at the colour differences between the lava and the rock's 'blacklines'. Looks like the textures aren't completely loaded, or the textures aren't completely drawn..
The textures are completely generated, which I proved to myself by dumping the entire texture, and then loading it up in a tiny program I made, which proved that the entire texture was infact generated by NICE. Also, if an 'extra line' was being drawn (instead of a line NOT being drawn or something) it'd be a line with a lot of random colours (and what seemed to be a gradient) which I found out by dumping a 257*257 texture (rather than a 256*256 texture) and then viewing it in my binaryviewerthingy...
Also: BUG: When you land on an unstable world, exit DWNoctis and open it agian, the unstable world has turned into a felysian world with glassified surface! (at least, in my current build).. | |  | |  |
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