Comments (8)
Hi @vslotman
I've done some work on the joystick support:
https://github.com/ErikDeBruijn/EmptyEpsilon/commits/joystick-support
Also, as you probably already know I've created some code to use the REST API of EE for creating effects in the physical environment (smoke system, strobe and alarm signal light). This can be found here:
https://gist.github.com/ErikDeBruijn/ebef5db43fe224969b40
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Cool. I'll comment on the things to help you along!
Joystick support is also somewhere on our wish list. Joystick reading is easy:
http://www.sfml-dev.org/documentation/2.3.1/classsf_1_1Joystick.php
But getting it to work nicely with the network code might be a bit of a bitch.
Heal/damage hull trough scripting can be done already:
ship:setHull(ship:getHull() - 10)
But that won't destroy the ship when hull reached 0.
But adding script functions for the "takeDamage" and "takeHullDamage" functions of the SpaceShip class won't be bad.
I changed the "energy low" handling a while back. It used to set all the power sliders to 0.1, but that was unclear. Now it shows Low energy on all controls, and sets effectiveness of subsystems to 10% max.
Jumpgates sound more like wormholes. Then again, same thing, different graphics. Shouldn't be too hard. Add a small (or big) random factor on the output position, else multiple ships jumping after each other might cause some collision issues.
The new hardware config isn't finished yet. Didn't test it with actual hardware yet. And is the result of a request here: http://bridgesim.net/discussion/122/external-interfaces#Item_10
I'm most likely going to change a few things in how it needs to be configured in the upcoming week. As right now it does not really support "events" only "states", so having a light up when the shields are on works. But having a flash when you are hit does not.
Depending on how your hardware setup is, this could be a good or a bad thing to use. The HTTP API is more powerful, that is for sure. The idea of the new hardware config is that you can use it with stock hardware, like DMX-512 hardware.
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And for the GM screen changes. I just committed a few changes towards that. But I want to use the other half of the retrofit screen have the ability to change beam weapons.
I think another dialog which can change status of ships will be in order. So you can change damange and heat levels of systems, damage&repair shields/hull, change the energy level, and weapon storage amounts.
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Thanks for the comments guys! :D
I just did a pull-request for the wormholes.
I'm now looking at changing what happens when energy/hull drops to 0.
How do I use the DamageInfo-class from scripts?
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Just pushed changes so you can tweak heat and system damage from the GM screen.
Let me work on the damageInfo from script thing, as that's where dragons are :-)
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Cool, thanks! :D
I'll get to it later this week...
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why rest client? why not use websocket?
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@amir-arad See: #13 (comment)
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Related Issues (20)
- [docs] Document resource pack creation and usage
- Alpine-linux compiling HOT 9
- Package EmptyEpsilon via Flatpack and publish on Flathub HOT 9
- After building from source running fails due to no config HOT 5
- Pressing delete while at the end of a text entry box crashes the game HOT 2
- [tweak] Docking services toggles are confusing if ship doesn't have any DockClasses HOT 2
- Enhancement Request - Missile Tube Status getter HOT 1
- Joystick events not detected under netboot HOT 10
- Enemies cant aim side-mounted weapons? HOT 4
- Missile trajectory lines glitching HOT 1
- EE-2023.06.17 Navy Striker model super-sized HOT 6
- Feature: Player ship stats in ship selection screen and database HOT 7
- Linux server crashes when clients try to connect HOT 6
- [Issue] When the player ship docks at a station, it jerks
- [Scenario issue] "The Black Wall" from Dyrian HOT 8
- unexpected mass spawning of ships HOT 3
- Game won't start with current version on OpenSuSe 15.4 HOT 2
- Borderline Fever scenario error: attempt to call a number value (local '_') HOT 2
- Check
- build/MacOS Needs Update HOT 1
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