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fl-Darkmap - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Developers Forum (https://discoverygc.com/forums/forumdisplay.php?fid=183) +--- Thread: fl-Darkmap (/showthread.php?tid=211565) Pages:
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RE: fl-Darkmap - darkwind - 04-01-2026 (03-31-2026, 01:16 PM)IahimD Wrote: Can you also preview the Tau-23 corridors? Less impact full from a gameplay perspective, but totally messed up. https://github.com/darklab8/fl-darkstat/commit/8fcf28fd6af4de3e486e2b03375e600a38f9ab4b Code: func rotateForward(rx, ry, rz float64) float64 {Some not very math smart added solution for now. if detecting strange flips of objects, then fixing rotation by flip. Code: [zone]And some objects having `rotate = -180, 27.1180854357753, 180` flipped inverted positions due to X,Z rotations set to like 180 degrees opposite rotation, so we get `Y` the opposite solution The hackish solution above should solve it for now If someone is math smart enough (or i will figure out some day), we could be having ideal written solution that extrapolates 2D rotation angle from full X,Y,Z rotation angles always correctly. Requires finding formula for that We can try finding it, with `/pos` command in game we can find out how ship rotates Code: ok. so 0,0,0 rotation it is on plane directly looking to northIt is not technically obligatory for correct map working, simple encoded guard can work too (original navmap worked on similar more simple guard checks fine) Just could be nice to do in order to have mathematically always correct solution If someone will figure out, the math should be solved by this function for example and at least those tests satisfy (more can be written to fully check it) Code: func rotateForward(rx, ry, rz float64) float64 {RE: fl-Darkmap - darkwind - 04-01-2026 (Yesterday, 02:39 AM)darkwind Wrote:(03-31-2026, 01:16 PM)IahimD Wrote: Can you also preview the Tau-23 corridors? Less impact full from a gameplay perspective, but totally messed up. I figured out Kung-Fu of it with a lot of cheating. Code: // Freelancer: vector forward = [0, 0, -1] (NEG_Z_AXIS)Now i know perfect Angle for every object how to reflect onto 2D map view through Universal Math formula that does it always right With also decrease of object length due to rotation possible look down or up at some level of degree of angle X (reflects perfect any length decrease between 0% to 100%) If the object is vertical, i render it with width and length both equal to its width then. So now i can render whatever object complex rotations Code: [zone]Updated the map to reflect it perfect ![]() ![]() Also checked visbility of Omega7
RE: fl-Darkmap - darkwind - 04-01-2026 (03-31-2026, 01:09 PM)IahimD Wrote: On the old NavMap, you can click on the Kelpler corridors (for instance) to get their Y coords (above/below plane). I don't know other indicators in-game or otherwise to know where the corridors are. Also, I tried looking for the Omega-97 corridors... I am a little bit dichromate, but I simply couldn't see them... |