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Paul
Joined: 17 Apr 2004 Posts: 447 Location: Chicago
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Posted: Fri May 14, 2004 12:19 am Post subject: Event Horizon 0.5.0 |
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Here it is: http://www-personal.umich.edu/~pdorman/event_horizon/Latest.tar.gz.
Changes include:
- Entire UI is now mouse-driven
- Added 3rd dimension movement
- WaveFront OBJ format supported for models
I've only actually ported the shuttle to OBJ, but it looks like it should be fully compatible.
Also, it's gone down a couple megs, thanks to JPEG compression! _________________ Differentiation is an integral part of calculus. |
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aplasticspork
Joined: 18 Apr 2004 Posts: 136 Location: Seattle, Wa
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Posted: Sat May 15, 2004 3:58 am Post subject: |
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*comes out of closet*
ok only 2 bugs that i've found...
(1) sometimes the explosions are above the ships when you kill them
and...
(2) im not sure if theres a new version of the D'anza plugin but when i went to New Cupertino from that plugin, landed on loupe, and clicked on employment the game crashed (this doesnt happen anywhere else), now when i open it the 2 planets in that system have the textures of the earth and the moon. and although it says im getting 70-100 fps it seems like im getting under 15 _________________ This space left intentionally blank. |
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aplasticspork
Joined: 18 Apr 2004 Posts: 136 Location: Seattle, Wa
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Posted: Sat May 15, 2004 9:14 pm Post subject: |
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well since everyone seems to de dead i'll just post another bug...
if you have the laser turret it hardly ever hits your target because it fires from either above or below you if you go up and down. so much for auto trackingness _________________ This space left intentionally blank. |
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aplasticspork
Joined: 18 Apr 2004 Posts: 136 Location: Seattle, Wa
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Posted: Sat May 15, 2004 9:19 pm Post subject: |
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one more bug and a suggestion...
bug: no matter how far up or down you go, if you're near a planet you're always too close to jump, also you can land on a planet no matter how far up or down you go as long as you're above or below it
suggestion: have the stars move a bit when the ship is going forward so that it looks like you're moving, otherwise it looks like you're staying in the same place _________________ This space left intentionally blank. |
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Paul
Joined: 17 Apr 2004 Posts: 447 Location: Chicago
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Posted: Sat May 15, 2004 11:52 pm Post subject: |
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About the up and down problems: yes, I forgot to update those features to include the vertical direction
I'm not sure what's going on with D'Anza, though, but I'll look into it. _________________ Differentiation is an integral part of calculus. |
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Wolf
Joined: 18 Apr 2004 Posts: 24 Location: Down Under
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Posted: Sun May 16, 2004 2:16 am Post subject: |
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I had a go at it last night - just flying from system to system doing cargo runs etc.
What I'd like is an indication when you are far enough out of the system to hyper again.
Apart from that minor quibble, it's going ahead in leaps and bounds.
Wolf |
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Cap'n Hector
Joined: 17 Apr 2004 Posts: 85 Location: CA
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Posted: Mon May 17, 2004 4:32 am Post subject: |
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The Z-axis manoeuvring works like a charm, and makes it look a lot better. The only thing I might change about it would be to add an automagic "tilt-as-I-move-up-or-down" feature.
A small bug: When the game is paused it reports some 2 trillion FPS…that seems a bit high.
Also, could we have an extra visual indicator of auto-pilot? I got myself stuck in auto-pilot and didn't realise what had happened for ~2-3 minutes. Perhaps a colour change of the planet selector? _________________ Cap'n Hector |
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Paul
Joined: 17 Apr 2004 Posts: 447 Location: Chicago
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Posted: Mon May 17, 2004 7:07 pm Post subject: |
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I'm working on adding the features requested, and fixing up some other 3D stuff to work better.
As for the D'Anza problem, I had just not updated it to the specs I later published. I've fixed it now: http://www-personal.umich.edu/~pdorman/event_horizon/Danza.tar.gz. _________________ Differentiation is an integral part of calculus. |
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