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Arkantos

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Reply with quote  #46 
Updates:

lrs.png 

Long range sensor display now has sector IDs. I've also fixed some problems with it displaying more information than you're supposed to have (because you haven't scanned/tagged yet).

target.png 
Target display is much improved. This is the scan level 2 display for an enraged biomech. (As with the stock client, it shows up orange if it is docile.) The systems display is interesting: the stock client doesn't show it for biomechs, but the underlying protocol still reports them, and in fact when a biomech is taking hits to the hull, you can see them get damaged and repaired in this display. Seeing as a biomech doesn't have torpedoes or warp drive, it's kinda weird and I'm not sure what to do about it yet. I still have some work to do on this screen when it targets a player, and I need to make it show range to the target.

Re: mission display: Right now I'm thinking of just breaking it into "Missions" and "Energy Offers" categories. Not sure whether I should even show the reward. I'm very much interested in your opinions on that.

Arkantos

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Reply with quote  #47 
So I realized that the science console actually does use the systems information, just not displayed constantly. If a system is at less than 100%, it shows up as disabled on the science console. So there's that.

Additional progress:
  • The LRS now sorts object rendering so that more important objects aren't covered up by less important ones.
  • Objects no longer "pop" in at the edges of the tactical display.
  • You can now render borders around individual displays in a layout.
  • The alert display now has three different renders depending on whether it has a regular, wide, or tall aspect (shown below).
wide.png
Wide variant
  
tall.png
Tall variant  


ryleyra

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Reply with quote  #48 
Although I'm not 100% sure about this, it seems reasonable that Torpedoes and Warp Drive would never show up on enemy ships since they don't have those systems. Enemy ships appear to have all six of the other systems and take damage to them along with hull damage. So the systems could be there and you never see them because they don't take damage.

It's possible that all eight damage percentages still remain in the game as legacy code for before the Engineering Display used system nodes. It also makes sense for NPC TSN ships to have those systems when they show up in PvP. (Even though they don't actually use torps or warp)
Arkantos

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Reply with quote  #49 
Turns out that NPC ships do show disabled torpedo and warp systems in the science console, despite not actually having those systems. Weird.
Arkantos

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Reply with quote  #50 
My to do list for Artemis Display, as it currently stands. Once these things are done, I feel like I'm ready to release it:
  • Show beam arcs on tactical view
  • Create a tube status display
  • Add heat indicator to systems display
  • Finalize design of missions display
  • Tweak alert display to make it look nicer
Arkantos

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Reply with quote  #51 
On second thought, I probably can't show system heat, since it seems that data is only sent to engineering clients, and if Artemis Display tried to claim it to get that data, you couldn't have an actual engineer! The same is probably true for tube status.
NoseyNick

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Reply with quote  #52 
Packet 0x077e9f3c - shipSystemSync aka EngGridUpdate - is definitely sent to all clients. It's the same data used on the corner of your mainscreen too. You don't need to "claim" Eng.

ObjectType 0x03  engineering console ditto.

Tube loading/unloading are part of WeapCons - ObjectUpdate of type 0x02, and are also sent to all clients.

I think you'll be fine   [smile]
Arkantos

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Reply with quote  #53 
Quote:
Originally Posted by NoseyNick
ObjectType 0x03  engineering console ditto.


Oh? I had thought it didn't because issue #190 in the protocol docs GitHub repo says otherwise. I guess I'll see for myself soon enough!

EDIT: I meant the engineering console, not the grid updates. Edited the post to reflect that.
Arkantos

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Reply with quote  #54 
I confirmed that the engineering console objects (the ones containing system energy, heat, and coolant values) aren't being sent to clients that don't claim the engineering console. But the weapons console objects (the ones containing tube status values) are being sent to all clients. So I can't put heat indicators on the system status display, but I do have a tube display now:

tubes.png 

Newcommerin

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Reply with quote  #55 
Very nice work - that I don't understand a thing - but am eager to use. I can't wait for it!

You had many questions, about what we prefer to see or not to see in this (awesome) display - maybe you could ask for a choice at the startup?
I think there are already some points to choose and you could do a tab "for advanced" or anything like this. So if a user doesn't know what something exactly means, it can stay in "the default setting" and otherwise be adjusted to personal preferences.

__________________
Sorry, English is not my native language, I am German.
(* I wish I would live in America, I wish I would... *)
Any mistakes you can find, you can keep and with the spelling mistakes you can cook you an alphabet soup.

My Artemis Homepage: https://star-ship-academy.jimdo.com/
Arkantos

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Reply with quote  #56 
I think I've settled on avoiding any and all spoilers in the missions screen. I can always add more options later if there's really a demand for it. So right now the missions screen just has two groups on it: "Missions" and "Energy offers," and anything that's not the latter goes into the former, and each mission just gives the name of the contact(s).

The one thing I still need to do with the missions screen is sort the missions somehow, probably by distance to the next contact. Besides that, there's just tweaking the alert display a bit and getting beam arcs rendering.
Arkantos

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Reply with quote  #57 
Also, I'm thinking that one of the higher priority items to do after release will be internationalization. Right now it's only in English. It would be nice if it could also be rendered in, say, German... [wink]
Newcommerin

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Reply with quote  #58 
Did I say I love you? No, but I do. [wink]
__________________
Sorry, English is not my native language, I am German.
(* I wish I would live in America, I wish I would... *)
Any mistakes you can find, you can keep and with the spelling mistakes you can cook you an alphabet soup.

My Artemis Homepage: https://star-ship-academy.jimdo.com/
Arkantos

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Reply with quote  #59 
Aw, what the heck. I went ahead and implemented the internationalization support. I don't know German, but I do know Spanish (maybe a little rusty...) so I went ahead and did that:

spanish.png 

condicion azul.png 

User McUser

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Reply with quote  #60 
Would it be possible for a user to provide their own language file(s)? Like a word list and a specific font?

Besides allowing others to adapt this for their own native language, there are user created languages for the various alien races in Artemis: https://sites.google.com/site/tsnlinguistics/
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