So Alex in this update can we get the largest fuel tanker added at last? Maybe even some of the other ships that have graphics but aren't implemented?
'fraid it's still in the dry docks.
The Storm Needler changes are lost on me. I can't see the difference.
It fits in better visually with the ships that generally mount it.
A phased ship overloaded or venting will come out of phase regardless of whether it's on top of another object or not
And on the other hand, if I hover my Shade above the enemy onslaught and hit V I'm dead?
Not necessarily "dead", but in pretty bad shape, yeah.
Now I'm thinking, is there any way to create a special ship class where it has the benefits of fightercraft/drones, but the collision of normal frigate and above ships,
Yeah, actually. If you use an EveryFrameCombatPlugin and adjust the CollisionClass of the drones as appropriate. The "as appropriate" part is likely to require some work, though.
Wow, I'm loving the API changes in this update - so many things just became possible. This might be my favorite update so far.
...
- Added ShipSystemAPI, FluxTrackerAPI,AssignmentTargetAPI, CombatAssignmentType, made enhancements to ShipAPI, WeaponAPI, ShieldAPI
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Would you be willing to post these here so we could get an idea of what to expect, or are the details still in flux?
Still adjusting some of these. Here's InputEventAPI, though - it's pretty mature as it's been used by the game since the beginning.
Spoiler
public interface InputEventAPI {
int getEventValue();
int getX();
int getY();
int getDX();
int getDY();
InputEventClass getEventClass();
void logEvent();
boolean isConsumed();
void consume();
boolean isRepeat();
InputEventType getEventType();
boolean isMouseEvent();
boolean isKeyboardEvent();
boolean isKeyUpEvent();
boolean isKeyDownEvent();
boolean isMouseUpEvent();
boolean isMouseDownEvent();
boolean isLMBDownEvent();
boolean isLMBEvent();
boolean isRMBEvent();
boolean isLMBUpEvent();
boolean isRMBDownEvent();
boolean isRMBUpEvent();
boolean isMouseMoveEvent();
boolean isMouseScrollEvent();
char getEventChar();
boolean isAltDown();
boolean isCtrlDown();
boolean isShiftDown();
boolean isUnmodified();
boolean isDoubleClick();
}
The original AI is still in the core code - extracting it to scripts would be time-consuming (never mind adding to the game's loading time), even though, as far as I can tell, it's not doing anything (or much) the API wouldn't let it do.
This reminds me of something I've been meaning to ask about. Would it be possible to make Starfarer able to load .class files directly? This would both greatly decrease loading time as well as allow us to use generics and other things not supported by Janino. And they would still go through the custom classloader, correct?
Interesting idea. Let me take a look at what it would take to load up jar/class files dynamically. With jars, you'd still have to use scripts as stubs to call into them... unless the data definitions were changed to allow you to specify stuff within a jar directly. Hmm.