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Syst A and Syst B are placed at the same coordinates. Through visbits, I can make them appear one at a time, both appear, or neither appear.
Currently, it's set so that only A appears. When you land on a spob in syst A, a non-refusable auto-aborting mission teleports you to syst B, changing visbits in the process. Another mission/spob exists in syst B for the reverse effects.
When I leave the planet after a teleportation, I'll find that the graphics for the spobs aren't loaded in the new system. I can select them via the keyboard, and see the marker of the right size appear around where the spob would've been. If I try to land on the spob, I'll get the complaint that the environment is too hostil.
Pressing the <Esc> key to return to the game menu, and pressing <E> to enter ship again, will restore the syst (spob graphics load, and spob landable).
I've tried a few configurations of ncbs, including:
on accept - toggle visbit so current disappears and next syst appears on abort - teleport to next syst
on accept - teleport ot next syst on abort - toggle visbit
Both configuration will produce the weird behavior.
If I make it so both syst A and B are always visible, then the problem seem to not happen. However, doing so sometimes would make the game hang when trying to wormhole into one of the two overlapping systems from another outside system (I haven't exactly figured out all the factors that causes it).
Basically, I need a way to teleport between two systs occupying the same coordinates upon landing on a spob within one of the systs. Can anyone come up with a suggestion (or do you think the above behavior I described can be characterized as a bug to be fixed in 1.0.5?)
------------------ Fundraising to buy a mac so I can play EV:N without using a Emulator (too slow with carrier combats) or taking over my best friend's computer. Please send all contributions via paypal to panguim@uclink4.berkeley.edu Making a TC based on J.R.R. Tolkein's works. (url="http://"http://www.ev-nova.net/forums/viewtopic.php?t=935")http://www.ev-nova.n...topic.php?t=935(/url)
1.04....I shiver at the thought of 1.05
------------------
The spob actually changes, correct? It's not the same one in two systems? Because if that is the case, you shouldn't need to teleport (Mxxx or Nxxx) for it to work.
Otherwise, I recommend you slightly offset the two systems- one pixel will do- and link to both. As long as only one is visible at a time, nobody will notice, and you shouldn't get any bugs- as I've discovered recently, EV:N's visbit system is improved, but still very weak.
Hope that helps.
------------------ ~Charlie
Quote
Originally posted by Masamune: **The spob actually changes, correct? It's not the same one in two systems? Because if that is the case, you shouldn't need to teleport (Mxxx or Nxxx) for it to work. **
DOPE!
Well, the current implementation does have the spobs change, but that's because originally the systems weren't overlapping each other, and all systems are always visible. It didn't occure to me that when I make them overlap, I can just use the same spobs and avoid the buggy Nxxx teleporter. Thanks (-:
I'll give this a shot too, just to figure out what the engine can and cannot do.
Once again, thanks (-:
Pan Sola, Happer Eater of Snacks
Try offsetting the planets in the system, or offsetting the system. i.e. put one system at 100, 100, and the other system at 100, 101. (And the same idea with the planets.) This will cause Nova to see them as different, and load the graphics for both systems or both planets, with their visibility controlled by the visbits.
Also, some plugs I have seen use only one system with two planets in the same space. If you use the Fkeys to cycle through the planets, and you have different graphics, you can watch the graphic change as you change the destination selected.
Originally posted by Masamune: **The spob actually changes, correct? It's not the same one in two systems? Because if that is the case, you shouldn't need to teleport (Mxxx or Nxxx) for it to work.
**
Just tried reusing the spobs and make sure only one system is visible at a time. The engine doesn't seem to like it, at least on my emulator.
My design has 7 spobs that are called Gates. There are the Wood, Stone, Bronze, Iron, Silver, Gold, and Steel repectively. Then I have a set of systems, the first one only contain Steel. The next one contains Gold and Steel, and so on. Finally there is one system containing Wood and Stone, and one system that just contains Wood.
Initially only the system containing only Wood is visible. When you land on Wood, visbits are set so the original system should become invisible and the next system (containing Wood and Stone) shows up, creating the effect of passing through gates through a tunnel.
However, currently, if I land on Wood, and take off, I'll stay in the old system containing only Wood. I checked the pilot log, and the bits are set correctly. Landing again on Wood and taking off then sends me to the system containing only Steel, again the pilot log says the bits are set correctly.
However, whenever I'm in the wrong system, if I press <esc>, then re-open the pilot again, I'll end up in the correct system. If I only press <esc> and re-enter ship without re-open the pilot, I'll still be in the wrong system.
If I try offsetting the systs so all of them have different coordinates, then landing and taking off will always place me in the original system, even if it's supposed to be invisible. Again, pressing <esc> and re-open the pilot file will place me in the correct system, while simply pressing <esc> and immediately enter ship again won't fix the problem (sometimes actually making a spob disappear!).
Now I just need to figure out whether this is the fault of my emulator, or the regular behavior of the 1.0.4 engine...
Pan Sola, Eater of Snacks
It's not your emulator, unfortunately, Pan Sola. Have you tried making the Gates into wormholes? If it's important that you be able to land on them without going through them, then do the old put two spobs in the same place trick; make one "use gate" and the other just "Gate" or some such. Next, keep the systems offset. I bet that will work. (No time to test on my own, maybe later this afternoon.) Let me know if that's an acceptable functionality also.
Now that I know what you're doing a bit better, maybe we can find a solution. This is a tricky set up you've created- kind of similar to my current project in some ways. Question (just about the plug in general): Does the universe change to reflect what gate you've gone through? Is this like some kind of central deal, letting you go to the wood universe, the stone universe, whatnot? Just wondering. You don't have to say if it will ruin the surprise.
Later
Originally posted by Masamune: **It's not your emulator, unfortunately, Pan Sola. Have you tried making the Gates into wormholes? If it's important that you be able to land on them without going through them, then do the old put two spobs in the same place trick; make one "use gate" and the other just "Gate" or some such. Next, keep the systems offset. I bet that will work. (No time to test on my own, maybe later this afternoon.) Let me know if that's an acceptable functionality also.
Well, I'm trying to recreate the First Age of middle earth in space style. So there is this guarded tunnel that has 7 great gates guarding it. Originally I was going to use hypergates to implement it, but mcb doesn't seem to like the concept of conquerable hypergates. So I have to resort to teleporting spobs. Supposedly you can either pass through the gate if you got permission (friendly with the government), or you can fight your way through the seven heavly guarded gates.
Yeah I will be doubling the spobs being used, and go back to use the Nxxx ncb, which doesn't quite work (places you at center of system as opposed to perserving coordinates).
Has anyone found EVN's feature "assuming systs of the same coordinate as the same" useful at all? It seems to me to be simply a convenence thing that removes flexibility compared to how EVC handles systems... sigh...
The "assuming systs are the same" functionality has helped me a little bit with my planetary rotations- no need to customize the links for the 4+ different options- but I could have done it by hand- it's purely a convienience. I'd prefer it didn't do that, myself.
As an alternative, you may want to just use hypergates, and then have a guard station right next to it that you have to defeat. On destruction of the guard station, or domination, you could have an outfit given that grants clearance to use the hypergate. If you are friends with the government, then some mission with them should just give it to you as well. Alternatively, the outfit could just clear your legal status, but that presents issues with them no longer being pissed at you for destroying their station.
------------------ "Was it love, or was it the idea of being in love?"-Pink Floyd "Peace is not an absence of war, it is a virtue, a state of mind, a disposition for benevolence, confidence, justice." -Baruch Spinoza Russell for President 2020!
Russell, I just had that idea and logged on to give it to him. Dang you! Dang you to the deeper pits of Heck for the better part of eternity!
Originally posted by Masamune: **Russell, I just had that idea and logged on to give it to him. Dang you! Dang you to the deeper pits of Heck for the better part of eternity!;)
Please no, anything but that! Whatever you do, don't dang me to heck!
(quote)Originally posted by Masamune: **Russell, I just had that idea and logged on to give it to him. Dang you! Dang you to the deeper pits of Heck for the better part of eternity!:D
_bomb
------------------ "I want to tell you about a time I almost died...." **
Originally posted by Pan Sola: **Can anyone come up with a suggestion (or do you think the above behavior I described can be characterized as a bug to be fixed in 1.0.5?) **
If you send me a copy of your plugin, I can take a look at it.
I don't often read the webboards so bug reports should be submitted to help@ambrosiasw.com.
mcb
------------------ "If it's not on fire, it's a software problem."
Originally posted by Bomb: Wow, things are getting tense already, and mrxak's challenges haven't even started yet..:D
Mwua-ha-ha-ha! Phase one of my evil plan has begun!
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Originally posted by mburch: **If you send me a copy of your plugin, I can take a look at it.
Pan- whatever you do- take him up on this offer. It isn't often a plug-in developer gets a problem diagnosed by the coder of the game himself..
------------------ "I want to tell you about a time I almost died...."
Originally posted by mrxak: **Mwua-ha-ha-ha! Phase one of my evil plan has begun!
Wow, you're sounding more like EVula, of (url="http://"http://www.EVula.com")www.EVula.com(/url) . Fortunately, his attempts to manipulate the community through subtle weblinks to his site at every opportunity, have failed.
Wait a minute..
(This message has been edited by Bomb (edited 03-18-2003).)
Originally posted by Bomb: **Wow, you're sounding more like EVula, of www.EVula.com . Fortunately, his attempts to manipulate the community through subtle weblinks to his site at every opportunity, have failed.
/me sees the post. /me falls to the floor laughing. Yes, he does sound like EVula. Wait a minute... So youre saying he has succeded after all?
------------------ I am eager to try to ansver mission questions
Originally posted by General Cade Smart: **/me sees the post. /me falls to the floor laughing. Yes, he does sound like EVula.;) Wait a minute... So youre saying he has succeded after all?
All the hopes and dreams of the free world rest on the hope that he has not..
(url="http://"http://www.EVula.com")www.EVula.com(/url)
Originally posted by Bomb: **Pan- whatever you do- take him up on this offer. It isn't often a plug-in developer gets a problem diagnosed by the coder of the game himself..:)
Done (-:
Took me a few hours to clean up the mess, and type up a comprehensive readme that explains exactly what the problems are though... >_<"