I now sort of understand why Cadius uses Saftey Nets.

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Zeron-mk7
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Post by Zeron-mk7 »

Sorry to ask, but in the X3 Reunion are the same collision avoidance with new custom ship models or not ?
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Observe
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Post by Observe »

Zeron-mk7 wrote:Sorry to ask, but in the X3 Reunion are the same collision avoidance with new custom ship models or not ?
Yes, X3-R has the same problem. All custom models produced by DBOX for X3 are missing the collision avoidance bounding box.

@Litcube: Good work on the Maxscript code! :)

Now we know the purpose of these values we need to inform Doubleshadow.

[EDIT] Posted reference in DBOX thread for Doubleshadow attention.
doubleshadow
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Post by doubleshadow »

Observe wrote: [EDIT] Posted reference in DBOX thread for Doubleshadow attention.

No need to. You have my undying attention from the very morning of this fine day - Litcube send me PM once he wrote the patch.

I made my little revenge for his Excel TShips by not using the patch :P

To everyone:
I've made all the necessary changes and once proven working, it will be released.

Yeah and HI EVERYONE, long time no see :)
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Litcube
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Post by Litcube »

doubleshadow wrote:
I made my little revenge for his Excel TShips by not using the patch :P

Hah! Hey, when I wrote that X Editor 2 was a tool we all loved, it wasn't sarcasm! :) We all love it.

doubleshadow wrote:Yeah and HI EVERYONE, long time no see :)

Hi!
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TrixX
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Post by TrixX »

Good to see you about Doubleshadow :)
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
killerog
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Post by killerog »

Hellos Doubleshadow !

Really not looking forward to re exporting all my X2/KOG and transcend ships. Going to be a long couple of nights I think.
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Litcube
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Post by Litcube »

Not that he needs it, but it should be recognized that without Killjaeden's awesome pioneer work, it would have been very difficult to come to any conclusions.
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Observe
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Post by Observe »

killerog wrote:Really not looking forward to re exporting all my X2/KOG and transcend ships. Going to be a long couple of nights I think.
Think of it as an opportunity to make all those improvements you've wanted to do but never had time. :wink:
killerog
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Post by killerog »

Observe wrote:
killerog wrote:Really not looking forward to re exporting all my X2/KOG and transcend ships. Going to be a long couple of nights I think.
Think of it as an opportunity to make all those improvements you've wanted to do but never had time. :wink:
Indeed. Just the worst possible time for me being the last few weeks of uni :(
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Observe
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Post by Observe »

killerog wrote:Indeed. Just the worst possible time for me being the last few weeks of uni :(
Don't worry about it. There's no hurry really. We've all been operating with broken collision avoidance since X3 came out, so another few weeks or whatever makes no difference. :)
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s9ilent
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Post by s9ilent »

@Observe, heh fair call :P

Thou I am still some what disappointed at x using spheres and rotated boxes :S
(I didn't think it was ellipsoids... fighters always turned too soon on the sides of capies and too late at the front/back)

Capsules capsules capsules!!! no trig functions required!



(The better question is... am I sufficiently disappointed enough to re-attempt int->float float -> capsule collision? 60/40?)
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Litcube
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Post by Litcube »

s9ilent wrote: Capsules capsules capsules!!! no trig functions required!

I'm hazarding a beating here, because I do consider you the resident Math expert, s9ilent, but how would one transport axis on a capsule shape without using trig? Could we start another thread? I promise I'll post in it! :)
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Observe
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Post by Observe »

Litcube wrote:
s9ilent wrote: Capsules capsules capsules!!! no trig functions required!
I'm hazarding a beating here, because I do consider you the resident Math expert, s9ilent, but how would one transport axis on a capsule shape without using trig? Could we start another thread? I promise I'll post in it! :)
The last thing I am is a math expert, so yes s9silent, please pursue this further if you have any other ideas whatsoever. :)

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