StellarForum
February 05, 2012, 08:32:11 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Stellar Frontier has moved to the new forum and site at stellarfrontier.com!
Please make a new account there in preparation for SF 2.0 and to chat on the boards!
 
   Home   Help Search Groups Login Register  
Pages: [1]
  Send this topic  |  Print  
Author Topic: ship hardpoints  (Read 2057 times)
Weylin
Veteran Member
*****
Posts: 336

Get ambushed, die, repeat...


Email
« on: September 17, 2009, 02:25:58 AM »

ugh, I can't figure this out.
Can someone please define these for me?

[]module*x*y*z*a*b
(any more than that?)

I'm working on a ship grid calculator, but can't figure out what string it should actually generate with a given result.
Report to moderator   Logged
NiteHawk
<dev></dev>
Administrator
Legendary Member
*****
Posts: 2816



WWW
« Reply #1 on: September 17, 2009, 03:42:11 AM »

ugh, I can't figure this out.
Can someone please define these for me?

[]module*x*y*z*a*b
(any more than that?)

I'm working on a ship grid calculator, but can't figure out what string it should actually generate with a given result.

I was planning on changing it because its kind of wierd, but for the most case it is:

X coords, Y coords, Angle of gun, Starting Arc, Ending Arc

Arcs are dependent on the number of frames a ship has, which is currently 36 I believe. If you were to have a ship with 100 frames, the full circle arc would be *0*99 (0 to start which is basicly 100)

Oh just to point out, alot of computers now in days have 64 bit processors and use Windows 64 bit operating systems. The shield program you made however does not work because 64 bit processors do not use 16 bit anymore as 16 bit has been not used in years as a default anything. I would suggest upping it to 32 bit if possible so everyone can use it.
« Last Edit: September 17, 2009, 03:44:59 AM by NiteHawk » Report to moderator   Logged

http://chrisvall.com - Coding/gaming blog in the works.
Weylin
Veteran Member
*****
Posts: 336

Get ambushed, die, repeat...


Email
« Reply #2 on: September 17, 2009, 04:12:40 AM »

you cant work 16bit exe's?
what the hell kind of shit are they pulling? fuck, i dont have any control over what kind of bit nonsense it gets compiled as.

*sigh*

I don't even know how to check what kind of file it is.

What the hell is the difference? what's the point of 64bit

ffs I thought they would have built in converters for this stuff
Report to moderator   Logged
NiteHawk
<dev></dev>
Administrator
Legendary Member
*****
Posts: 2816



WWW
« Reply #3 on: September 17, 2009, 04:57:16 AM »

you cant work 16bit exe's?
what the hell kind of shit are they pulling? fuck, i dont have any control over what kind of bit nonsense it gets compiled as.

*sigh*

I don't even know how to check what kind of file it is.

What the hell is the difference? what's the point of 64bit

ffs I thought they would have built in converters for this stuff

16 bit was pretty much non existant in 1998, I do not get what you are compiling with unless its ancient Tongue Doesnt support much anything. Though 32 bit came out about 1995 I believe, but was probably mostly used alot in 1998, around Win 98 times.

32 bit is standard up until a year or two ago. Supports up to 3.1gigs of ram etc on XP/Vista/etc. Reason why it is useless to get more then 3 gigs of ram if you have a 32 bit processer/windows version. Also supports 16 bit.

64bit is the new standard that all computers now in days come with, it supports well over 3 gigs of ram and it also processes everything a bit quicker, if however the application is 64 bit. However, 64bit does not support 16 bit, but it does support 32 bit.

It is just basically being able to support faster memory/cpu/etc for the most case. But even still, I have not seen a 16 bit application in years, so I am wondering if you are using a old compiler or something? Basiclly as they move up the lesser one will get knocked out probably. But in most cases when 128 comes out, everyone will be using 64 bit everything for the most case.  (Several years) But who knows if they will keep supporting 32 bit in the future even,but I am just rambling on now.

For the most case at the moment alot of people who do use 64 bit (which is todays standard with newer computers under a year or two.) wont be able to use 16 bit programs.

If that proggy doesnt support 32 bit, you should try something else. Even VB5 and VB6 support them Tongue
« Last Edit: September 17, 2009, 05:02:08 AM by NiteHawk » Report to moderator   Logged

http://chrisvall.com - Coding/gaming blog in the works.
Weylin
Veteran Member
*****
Posts: 336

Get ambushed, die, repeat...


Email
« Reply #4 on: September 17, 2009, 05:04:06 AM »

I don't understand why there is no compatibility mode

I don't even know why the hell it's even 16 bit
Report to moderator   Logged
NiteHawk
<dev></dev>
Administrator
Legendary Member
*****
Posts: 2816



WWW
« Reply #5 on: September 17, 2009, 05:10:37 AM »

I don't understand why there is no compatibility mode

I don't even know why the hell it's even 16 bit

That is quite odd, what are you using?
Report to moderator   Logged

http://chrisvall.com - Coding/gaming blog in the works.
Weylin
Veteran Member
*****
Posts: 336

Get ambushed, die, repeat...


Email
« Reply #6 on: September 17, 2009, 10:04:04 PM »

Game Maker 6


Also... in what way does the X and Y behave? What direction do the coordinates go?
In GM, +x is to the right, and +y is downward.

Is it literal graph-like x,y coordinates? Or is it more like a distance,angle way of positioning?



EDIT:
The problem is related to VISTA, not 32-64bit etc... these ARE 32 bit.
« Last Edit: September 17, 2009, 10:38:07 PM by Weylin » Report to moderator   Logged
NiteHawk
<dev></dev>
Administrator
Legendary Member
*****
Posts: 2816



WWW
« Reply #7 on: September 18, 2009, 01:11:40 AM »

Ahh ok, good to know, first time I tried running it I got a This program is 16 bit blahblah etc. Apparently GM7 is where they fixed issues with Vista?

0,0 is center, 10,0 would be right, -10,0 left, 0,10 top, etc.. So its more like a graph chart and your ship was 0,0 I believe.
Report to moderator   Logged

http://chrisvall.com - Coding/gaming blog in the works.
Weylin
Veteran Member
*****
Posts: 336

Get ambushed, die, repeat...


Email
« Reply #8 on: September 18, 2009, 01:59:51 AM »

Thank you  Grin
Report to moderator   Logged
Weylin
Veteran Member
*****
Posts: 336

Get ambushed, die, repeat...


Email
« Reply #9 on: September 24, 2009, 05:48:09 AM »

....
I did some testing, everything above is wrong.

module (The module ID)
*
direction (The direction of the weapon coordinate from the center, based on how many frames the ship has.)
*
distance (How far from the center point the gun location is.)
*
normal
(The standard angle the gun shoots at, ie, 18 [with a 36 framed ship] would make a rear firing gun)
*
Arc1 (The starting arc point.)
*
Arc2(The ending arc point. Be careful with these when making ship with mirrored guns, you may create an inverse arc instead)

D*L*N*A*B (Direction*Length*Normal*Arc-A*Arc-B)

I'm not sure if there is 6th variable.
Report to moderator   Logged
NiteHawk
<dev></dev>
Administrator
Legendary Member
*****
Posts: 2816



WWW
« Reply #10 on: September 24, 2009, 05:55:05 AM »

Ah.. nice about the direction and distance, I suppose they go together then, did not realize Smiley That makes sense though.

But yeah, there is 5 from what I know. I have not really took a look at the weapons coding but as far as I know theres 5.
Report to moderator   Logged

http://chrisvall.com - Coding/gaming blog in the works.
Weylin
Veteran Member
*****
Posts: 336

Get ambushed, die, repeat...


Email
« Reply #11 on: September 24, 2009, 11:44:42 PM »

ok Im majorly confused with the last 2 values determining the arc width?

I thought that
-4*10
4*-10
would make the guns mirrored?
Instead it gives some convoluted one sided arc makeup that makes no god damned sense at all like some tard just superglued guns all over the fkin thing.

Are the two values relative to each other, or to angle 0?

the anaxis mod guide doesn't explain shit on this, only that worthless thing on the tractor
Report to moderator   Logged
Weylin
Veteran Member
*****
Posts: 336

Get ambushed, die, repeat...


Email
« Reply #12 on: September 25, 2009, 01:17:43 AM »

*sigh* ok I've messed with it some more, but I still can't draw a conclusion that makes sense.

-9*9 creates a forward arc spanning the front half
9*-9 creates a aft facing arc spanning the other half.

-4.5*4.5 covers a 90 degree wide cone facing up.
4.5*-4.5 covers everything behind and to the sides, but does not cover the front.

Putting the negative on the 2nd number creates an "exclusive" arc?
Report to moderator   Logged
NiteHawk
<dev></dev>
Administrator
Legendary Member
*****
Posts: 2816



WWW
« Reply #13 on: September 25, 2009, 02:26:08 AM »



There is a pattern, and it seems like 32 and -4 would be the same, but -4 might would be better because I am basing this off a 36 frame ship, so having lets say 40 frames, the 32 would need to change, but the -4 to 4 would probably give a even value still. Rather negative numbers are just for simplicity if the frames ever do change.

... But the whole ship point system is a mess to be honest. Not friendly at all :p

But the pattern here looks to me like:

If the first value is greater then the second value, go clockwise.
If the first value is less then the second value, go counter clockwise.

Then you might ask BUT 0*-9, 0 is greater and its still going counter clockwise. Well, I think the thing is you have to convert them to positive numbers first. aka, 36-9 = 27.. so 0*27

Same with -9*0.. That would be 27*0, aka counter clockwise. Just remmeber its based on max frames using negatives.

It is pretty confusing, but it should be something around those lines?

But indeed I did find this

      /* par[0]: angular position on bitmap           */
      /* par[1]: radial position on bitmap            */
      /* par[2]: angle of fire                        */
      /* par[3]: starting angle in firing arc         */
      /* par[4]: ending angle in firing arc           */

Oh and I would not use decimals, they wont work. There integer values, might cause issues or just chop off the decimal point.
« Last Edit: September 25, 2009, 04:41:29 AM by NiteHawk » Report to moderator   Logged

http://chrisvall.com - Coding/gaming blog in the works.
Weylin
Veteran Member
*****
Posts: 336

Get ambushed, die, repeat...


Email
« Reply #14 on: September 25, 2009, 06:39:14 PM »

That was very helpful, thank you.

Got the ship hard points complete now for the upcoming mod Cheesy
Report to moderator   Logged
Pages: [1]
  Send this topic  |  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.12 | SMF © 2006-2009, Simple Machines LLC Valid XHTML 1.0! Valid CSS!