[QUOTE=mbainrot;32630512][B]Third argument:[/B] is a list, I am not 100% sure what the number means but in order for the resource to register in a multi-resource storage device this number must be unique. CmdrMatthew could you please clarify exactly what the number does?[/QUOTE] That number is the multiplier for how much of that resource can be put in that object. It is multiplied by the (model's volume)/(basevolume) to get how much can be stored of that resource. I need to get the table switched around so you can have multiple resources with the same multiplier. ex. {["steam"] = 3600}
[QUOTE=CmdrMatthew;32631332]That number is the multiplier for how much of that resource can be put in that object. It is multiplied by the (model's volume)/(basevolume) to get how much can be stored of that resource. I need to get the table switched around so you can have multiple resources with the same multiplier. ex. {["steam"] = 3600}[/QUOTE]
PLEASE tell me you're planning to round the final number off so that I don't have to see[I] "Oxygen tank: 21353568634574676358/6678569672685673746783567847852"[/I].
2 500 000 is a valid amount of storage. 2 536 043 isn't.
[QUOTE=LemONPLaNE;32631457]PLEASE tell me you're planning to round the final number off so that I don't have to see[I] "Oxygen tank: 21353568634574676358/6678569672685673746783567847852"[/I].
2 500 000 is a valid amount of storage. 2 536 043 isn't.[/QUOTE] Well, if you could tell me how to do that (in Lua) I could. The only method I can think of is pretty bad, and involves strings....
[QUOTE=CmdrMatthew;32633314]Well, if you could tell me how to do that (in Lua) I could. The only method I can think of is pretty bad, and involves strings....[/QUOTE]
[code]
function roundToNearest(n,magnitude){
return int(round(n/magnitude)*magnitude)
}
[/code]
The syntax is more pseudo-C++ than Lua, but I'm pretty sure there's a round function there somewhere, right?
It's not the neatest thing ever, but at least the end result will look nice.
[editline]woops[/editline]
Obviously, you need to add some special cases and long number detection.
This Python program seems to do the trick, only skewing the result slightly when going into negatives:
[code]
def roundToNearest(n,mag):
if len(str(abs(n)))>=10:return "Number too large"
elif mag==0: return 0
elif abs(n)<=abs(mag): return 0
else:
return int(round(n/mag)*mag)
_______________________________________________________________________________
>>> roundToNearest(2346467356,100000)
'Number too large'
>>> roundToNearest(2569246,10000)
2560000
>>> roundToNearest(2569246,100000)
2500000
>>> roundToNearest(-2569246,100000)
-2600000
[/code]
This is, for the record, how my programming looks at 7AM after not getting any sleep. Don't bash me :(
[QUOTE=LemONPLaNE;32633746]-stuff-[/QUOTE] That just rounds it. -snip-
EDIT: Figured it out, [lua]local pow = math.ceil(math.log(num)/math.log(10))[/lua] gives me the number of places the number has. Ex. 100 has 3, 50000 has 5. I then use this with math.Round().
[QUOTE=CmdrMatthew;32643735]That just rounds it. -snip-
EDIT: Figure it out, [lua]local pow = math.ceil(math.log(num)/math.log(10))[/lua] gives me the number of places the number has. Ex. 100 has 3, 50000 has 5. I then use this with math.Round().[/QUOTE]
Very nicely done :)
[editline]6th October 2011[/editline]
Oh there is an error that occurs when someone nukes a planet (e.g. using the GigaFish with gcombat)
Timer Error: [addons\environments\lua\environments\core\sv_environments.lua:463] attempt to call method 'IsStar' (a nil value)
The hud is not displaying correctly seems to be like my screen is zoomed in, could be caused by of these errors that appear when i connect to my srcd
Timer Error: [@addons\envcore\lua\environments\spacesuits\sv_suit.lua:108] Tried to use a NULL entity!
Timer Error: [@addons\envcore\lua\environments\core\sv_environments.lua:795] Tried to use a NULL entity!
Timer Error: [@addons\envcore\lua\environments\core\sv_environments_players.lua:387] Tried to use a NULL entity!
[QUOTE=cadandra;32703878]The hud is not displaying correctly seems to be like my screen is zoomed in, could be caused by of these errors that appear when i connect to my srcd
Timer Error: [@addons\envcore\lua\environments\spacesuits\sv_suit.lua:108] Tried to use a NULL entity!
Timer Error: [@addons\envcore\lua\environments\core\sv_environments.lua:795] Tried to use a NULL entity!
Timer Error: [@addons\envcore\lua\environments\core\sv_environments_players.lua:387] Tried to use a NULL entity![/QUOTE] None of those lines you gave me match up with anything I have. Try updating? Or tell me the code on those lines.
well I think the helmet is broken for wide screen resolutions, what its doing is that its using the overlay used for non widescreen, but not stretching it
[QUOTE=viperfan7;32851993]well I think the helmet is broken for wide screen resolutions, what its doing is that its using the overlay used for non widescreen, but not stretching it[/QUOTE] Yeah, go to the environments toolmenu tab, then settings. Use the bottom six sliders to adjust it to your screen. Quite a few people were complaining about resolutions not working (ones that my screen wouldnt go to) that I made a manual setup.
oh kk, awesome, didn't realize it, oh and would it be possible to add a compass to the bottom of the helmet HUD?
[QUOTE=viperfan7;32863340]oh kk, awesome, didn't realize it, oh and would it be possible to add a compass to the bottom of the helmet HUD?[/QUOTE] What would it point to?
Also, does anyone have any ideas on anything new to add? I am making a new map especially for this addon, so basically the sky is the limit with your ideas.
[QUOTE=CmdrMatthew;32866573]What would it point to?
Also, does anyone have any ideas on anything new to add? I making a new map especially for this addon, so basically the sky is the limit with your ideas.[/QUOTE]
well, it would use the same system that depthHUD inline uses, or you can have it so that it points the the center of the last atmosphere entered
Hey, you should add a change log. :D I always love seeing what devs have added, changed, removed or fixed.
Edit: Also, how well does this work with the Gravity Hull Designator (GHD)?
[QUOTE=MrGman590;32883784]Hey, you should add a change log. :D I always love seeing what devs have added, changed, removed or fixed.
Edit: Also, how well does this work with the Gravity Hull Designator (GHD)?[/QUOTE] It works perfectly as far as I know. The change log is the svn, it tells you the changes made each update.
[QUOTE=CmdrMatthew;32884754]It works perfectly as far as I know. The change log is the svn, it tells you the changes made each update.[/QUOTE]
Ah, thanks. Is there support for 1440x900? Because when I look at the cool HUD on that resolution, I can't see the temperature of the atmosphere, only the label...
[QUOTE=MrGman590;32887079]Ah, thanks. Is there support for 1440x900? Because when I look at the cool HUD on that resolution, I can't see the temperature of the atmosphere, only the label...[/QUOTE]
[QUOTE=CmdrMatthew;32853803]Yeah, go to the environments toolmenu tab, then settings. Use the bottom six sliders to adjust it to your screen. Quite a few people were complaining about resolutions not working (ones that my screen wouldnt go to) that I made a manual setup.[/QUOTE]
oh about the HUD config thing, it causes issues in pods, where I have it set up for 1920*1080, it loks fine out of pods, but when you hop in it cuts the top off, and that it dosn't save the values I set, so I have to change them every time I play
never mind the saving thing, I'm an idiot
[QUOTE=viperfan7;32899363]oh about the HUD config thing, it causes issues in pods, where I have it set up for 1920*1080, it loks fine out of pods, but when you hop in it cuts the top off, and that it dosn't save the values I set, so I have to change them every time I play[/QUOTE] Well, I need values from people about the proper settings for in and out of vehicles, at many resolutions. So once I get alot of them, I cant make it entirely automatic.
kk, well, for mine, its been looking quite nice at 1.46 for both X-Y scales, and the Z scale is 1.8, I leave the offsets alone, while in pods I cannot change the offsets, but I leave the X-Y scales the same and set the Z scale to 1.45
oh I also thought of a new feature, make it so that players can name the planets themselves, clientside, that way instead of a number it'll show a name for the planet, yet no extra data would be transmitted between the server and client since the names would be chosen by the client, it would also add to the exploration feeling of the game
[QUOTE=viperfan7;32900046]kk, well, for mine, its been looking quite nice at 1.46 for both X-Y scales, and the Z scale is 1.8, I leave the offsets alone, while in pods I cannot change the offsets, but I leave the X-Y scales the same and set the Z scale to 1.45
oh I also thought of a new feature, make it so that players can name the planets themselves, clientside, that way instead of a number it'll show a name for the planet, yet no extra data would be transmitted between the server and client since the names would be chosen by the client, it would also add to the exploration feeling of the game[/QUOTE]
Might be a good idea, but newer maps will already have names set for the planets by the mapper (only older maps will use the numbers as names by default).
But what if people name their planets different and then start saying things like "Come to planet X"?
A better idea, might be having a list of names somewhere and picking a "random" one out of if if no name is set by the mapper maybe?
[QUOTE=SB2DevTeam;32907378]Might be a good idea, but newer maps will already have names set for the planets by the mapper (only older maps will use the numbers as names by default).
But what if people name their planets different and then start saying things like "Come to planet X"?
A better idea, might be having a list of names somewhere and picking a "random" one out of if if no name is set by the mapper maybe?[/QUOTE]
see thats what would make it fun, the fact that the planets are named differently, I'm not saying remove the mappers ability to name the planets themselfs, but it would make it feel like your from seperate civilizations, so you can say "hey come to planet Xyzzy, although you know it as planet Zyxy, we have always called our home world Xyzzy."
[QUOTE=CmdrMatthew;32899975]Well, I need values from people about the proper settings for in and out of vehicles, at many resolutions. So once I get alot of them, I cant make it entirely automatic.[/QUOTE]
Here's my settings for 1440x900:
"env_hud_scale_x" "1.500000"
"env_hud_scale_y" "1.500000"
"env_hud_scale_z" "2.200000"
"env_hud_offset_y" "55"
"env_hud_offset_z" "-64.809998"
As for the x offset, I have it set to 0 as that centers the center of the HUD on my screen. :P
Edit: Also, I agree with viperfan7. :D
Meh, I think the mappers should just name planets. Mostly because no one uses those names anyway. Who ever (on Gooniverse, for instance) calls the spawn planet "Hiigara" or the ice planet "Kobol"? Or the lava planet "Endgame?" No one, they call them "The lava planet," "the ice planet," and "spawn." (not in that order, ha)
Yes, I actually know the names of the planets, shut up.
As soon as someone says, "come to Xyzzy" (woot for ADVENTR!), everyone goes, "wtf is Xyzzy", which is then followed by "The ice planet" or whatever.
[QUOTE=ContiX;32960121]Meh, I think the mappers should just name planets. Mostly because no one uses those names anyway. Who ever (on Gooniverse, for instance) calls the spawn planet "Hiigara" or the ice planet "Kobol"? Or the lava planet "Endgame?" No one, they call them "The lava planet," "the ice planet," and "spawn." (not in that order, ha)
Yes, I actually know the names of the planets, shut up.
As soon as someone says, "come to Xyzzy" (woot for ADVENTR!), everyone goes, "wtf is Xyzzy", which is then followed by "The ice planet" or whatever.[/QUOTE]
They're all ripped off, that's why nobody uses them.
So why not just not name them at all?
because it would be nice to have that capability for RP reasons
...in which case, you make up the names when you RP.
[QUOTE=ContiX;32962962]So why not just not name them at all?[/QUOTE]
Oh, THAT's what you meant.
When you said
[quote]Meh, I think the mappers should just name planets.[/quote]
I thought you meant that all mappers should name planets, which made your post a bit contradictory.
why are you so against it having mappers being able to name their planets, theres no disadvantages at all to it
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