@StinkyRice
I have not progressed because I am busy with ACVI (currently on hiatus since I got 100% of the steam achievements), minecraft (I am helping my alumni collect materials on their servers), and independent modeling, and I am having a hard time shaping the legs.
If a text label has a character that extends beyond the bottom edge of the label area, all subsequent characters are considered to extend beyond the label area and drawing is canceled.
The previous comment uses <voffset> to shift the first character out of the label area and cancels the drawing of all characters.
This is a bit aggressive, but replace <voffset=12px> in the first line of the label with {Activate1?"<voffset=12px>":"<voffset=-1200px>"}.
(The Activate1 part is the activation condition, and the -1200 part can be any appropriately large number.)
The programmers are now back, but as I mentioned in a previous comment, the designer and director (all me) don't have any ideas, so I don't think we can resume for the time being yet.
But it sure is a lot easier than starting over from scratch when you start building again. Thanks. And sorry for worrying you @IzzyIA .
@IzzyIA
Restore previous versions was not available because it said "利用可能な以前のバージョンはありません" (there are no previous versions that can be restored).
but I found a slightly older version of the sheet in the downloads folder on my laptop.
(I have a laptop that I carry with me at the university, in addition to my desktop where I always use SP.
I guess I was copying it in case I got the idea when I was outside. I don't usually play SP on this laptop so it was a blind spot.)
I think it's almost identical to the latest version, except that the moving floor-related stuff is gone.
I was unhappy with the moving floor and wanted to rebuild it, so this may not be a bad thing.
The actual working code, other than notes and flowcharts, can be restored to its original state by dividing it into parts and adding annotations, or by rewriting common values as cell references in the spreadsheet.
For values that are combined into a single value (e.g., 1, 2, 3, and 4 become a four-digit value of 1234, which is actually done in binary), such as the block information in the map, the original table can be restored by retrieving the values using the same formula used to read the values.
The problem is that during that gap I was working on something else and don't remember much from when I was working on 2D action,
It takes a lot of time and effort to read that long code and figure out what is where.
@IzzyIA
Maps and annotations in the code, flowchart diagrams, other notes.
There are also tables that summarize information from all placement blocks and functions on spreadsheets that combine information from the same block into a single value for easier handling.
.
As for how it got lost, I originally stopped working on it for about half a month because I couldn't come up with any ideas for maps, enemies, etc. Recently, I decided to work on it for the first time in a while and found that the file had disappeared from where I thought it was.
I've searched everywhere I can think of and even used the search function on the drive, but couldn't find it. I think I either misremembered the file name or accidentally deleted it when cleaning up my desktop (which is always cluttered).
@PPLLAANNEE
Perhaps SP is not designed to put tens of thousands of characters of code in a text label.
I was editing the xml file directly to avoid crashes.
@c144538707
It seems that the gun firing button is not displayed on mobile due to a bug on the SP side.
I placed a dummy gun just to display the button.
Sudden Impact waits until the forearm cylinder is extended and then can be used only once with FireGuns.
@StonedOutBurger
1. No good ideas for stable connection of the gunbit to the ms and rifle.
2. I am busy with modeling (I'm creating avatar models for VRChat).
As for 2, it will be done soon, but I may give up because I don't know what will happen with 1.
In the meantime, I still have some motivation left.
@IDNSatyaSlebew Example of Para-II
I'm not sure, but I tried IV and it did not work correctly.
The file may have been old, before the bug was removed.
But there is nothing more I can do as I do not have any other IV files on hand other than this one.
@IDNSatyaSlebew
I don't have specific information, so I don't know, but most of the people who say similar things are cases where the range or direction (invert) of the rotator is wrong.
My personal usability was not bad.
But in most cases II or III would have sufficed.
Also, there are too many annotations and elements, and we do not have the ability to prepare sufficient answers that will be understood when asked about them.
@IDNSatyaSlebew Maybe it's about this.
I don't remember much, but I think what was posted as a build was just a demonstration sample.
.
I-III corrected parallax by inputting the relative position of the turret and cockpit as a numerical value in advance.
In contrast, IV is a new version that reads the turret position from an additional cockpit variable output...I think.
@MrShenanigansSP
To be precise, rigid body groups are divided according to parts that move, such as rotators.
This means that you can increase any of the parts as long as they belong to the same section as the cockpit.
The important thing is to lighten the weight towards the end sections.
@jamesPLANESii
Maybe it's not impossible to do, but I wouldn't try...
I don't think it's realistic.
Both in terms of processing speed and coding effort...
@BaconAircraft
Tip: The color of the crushing effect on the glass fuselage can be freely set.
(Don't worry, if I do make it, I don't intend to upload that kind of direct expression to this site.)
@zwen
The specification interprets the target's acceleration as information, so it is necessary to have the AI machine lock on to the player.
Default mode AI may not lock on to the player
@TheTomatoLover
No, if it is not stated, it is one person. For some reason, Deepl tends to use "we" for the first person.
I manually rewrite to "I" every time, but sometimes I miss it.
@TheTomatoLover
Original, but several pieces were used as design references.
-Legs:(alice gear aegis)
-Arms: ho229(NieR:Automata)+NT-1(Gundam)
-Torso: flight suit + body armor (real)
-Head: F35 HMD (real) +cat ear
-Cannon:RX-78-02(Gundam The Origin)
If TGTPOS_L was before it was tuned, it could have been a simple replacement as you mentioned. (Since the early ones obtained relative coordinates in the world coordinate system and converted them to the local coordinate system with a rotation matrix.)
@11qazxc
The part of TGTPOS that acquires relative coordinates and the part that converts to the local coordinate system are fused together by tuning to reduce load and cannot be separated.
The coordinates of the cockpit and missiles are then in the world coordinate system.
To add them to TGTPOS, they must be converted to local coordinate system values.
The rotation matrices used to transform the coordinate system are relatively loaded, so it is not a good idea to use them in two places: the TGTPOS and the cockpit & missile coordinates.
Therefore, instead of using TGTPOS_L, we first obtain the target coordinates in the world coordinate system, change them to the missile coordinates as the origin, and finally use a rotation matrix to align them with the missile coordinate system.
@11qazxc
You are correct about how to formulate the equation.
However, the 1PartsHUD variable is optimized for the main cockpit, so if you want to use the coordinates of the missile as a reference, as in this case, it is faster to write a new one from scratch...
If I were to actually create one, it would look something like this.
This is not possible because the font is not supported.
At this time, it is probably the simplest way to convert from transparent images to labels with this program.
@FOXG
I think it's probably right.
If you have any concerns or areas you would like to fix, please send them to me along with the current data. We will check it.
I updated SP to ver 1.12.203.0 and now I get the following message and cannot load mod maps. Is it possible to fix this problem?
+9error message
@StinkyRice
+1How learned : reverse engineering default planes, etc. Basically self-taught, trial and error.
100k : Thx
@AfkSlot
+1Video
@AfkSlot
Not yet.
I'm writing an auto-aim FT now.
@SAINAKAJIMA
+1All gunbits are completely separate from the main body and are driven by a PID engine.
@StinkyRice
Depending on motivation, probably within the year.
@StinkyRice
2038.
@StinkyRice
I have not progressed because I am busy with ACVI (currently on hiatus since I got 100% of the steam achievements), minecraft (I am helping my alumni collect materials on their servers), and independent modeling, and I am having a hard time shaping the legs.
If a text label has a character that extends beyond the bottom edge of the label area, all subsequent characters are considered to extend beyond the label area and drawing is canceled.
+1The previous comment uses <voffset> to shift the first character out of the label area and cancels the drawing of all characters.
This is a bit aggressive, but replace <voffset=12px> in the first line of the label with {Activate1?"<voffset=12px>":"<voffset=-1200px>"}.
+1(The Activate1 part is the activation condition, and the -1200 part can be any appropriately large number.)
I forgot to mention that the MS container used in the image can be downloaded here
For now, I have to face the final exam and report.
The programmers are now back, but as I mentioned in a previous comment, the designer and director (all me) don't have any ideas, so I don't think we can resume for the time being yet.
But it sure is a lot easier than starting over from scratch when you start building again. Thanks. And sorry for worrying you @IzzyIA .
@IzzyIA
Restore previous versions was not available because it said "利用可能な以前のバージョンはありません" (there are no previous versions that can be restored).
but I found a slightly older version of the sheet in the downloads folder on my laptop.
(I have a laptop that I carry with me at the university, in addition to my desktop where I always use SP.
I guess I was copying it in case I got the idea when I was outside. I don't usually play SP on this laptop so it was a blind spot.)
I think it's almost identical to the latest version, except that the moving floor-related stuff is gone.
I was unhappy with the moving floor and wanted to rebuild it, so this may not be a bad thing.
The actual working code, other than notes and flowcharts, can be restored to its original state by dividing it into parts and adding annotations, or by rewriting common values as cell references in the spreadsheet.
For values that are combined into a single value (e.g., 1, 2, 3, and 4 become a four-digit value of 1234, which is actually done in binary), such as the block information in the map, the original table can be restored by retrieving the values using the same formula used to read the values.
The problem is that during that gap I was working on something else and don't remember much from when I was working on 2D action,
It takes a lot of time and effort to read that long code and figure out what is where.
@IzzyIA
Maps and annotations in the code, flowchart diagrams, other notes.
There are also tables that summarize information from all placement blocks and functions on spreadsheets that combine information from the same block into a single value for easier handling.
.
As for how it got lost, I originally stopped working on it for about half a month because I couldn't come up with any ideas for maps, enemies, etc. Recently, I decided to work on it for the first time in a while and found that the file had disappeared from where I thought it was.
I've searched everywhere I can think of and even used the search function on the drive, but couldn't find it. I think I either misremembered the file name or accidentally deleted it when cleaning up my desktop (which is always cluttered).
@IzzyIA
+1I secretly admire you, so I am glad to hear that.
It didn't work out this time, but I hope to get revenge someday.
@PPLLAANNEE
+1Perhaps SP is not designed to put tens of thousands of characters of code in a text label.
I was editing the xml file directly to avoid crashes.
I think it's time to resume work on it.
If I force myself to go for playable, I'll get sick, so I'm going for a display model for once.
@c144538707
It seems that the gun firing button is not displayed on mobile due to a bug on the SP side.
I placed a dummy gun just to display the button.
Sudden Impact waits until the forearm cylinder is extended and then can be used only once with FireGuns.
@StonedOutBurger
Just moved the alpha value of the text label.
The variable names are different because they were copied from Tetris, but the shell unit contains almost the same thing as this.
@TheTomatoLover
+1I started about 2 years ago when bought SPVR
As is the case when creating with SP, it's still fun to be able to move my work.
@Michiko
The connection between the gunbit and the MS is not working and I cannot proceed.
@TheTomatoLover
Did I say something weird?
@StonedOutBurger
1. No good ideas for stable connection of the gunbit to the ms and rifle.
2. I am busy with modeling (I'm creating avatar models for VRChat).
As for 2, it will be done soon, but I may give up because I don't know what will happen with 1.
In the meantime, I still have some motivation left.
@IDNSatyaSlebew
+1Example of Para-II
I'm not sure, but I tried IV and it did not work correctly.
The file may have been old, before the bug was removed.
But there is nothing more I can do as I do not have any other IV files on hand other than this one.
@IDNSatyaSlebew
I don't have specific information, so I don't know, but most of the people who say similar things are cases where the range or direction (invert) of the rotator is wrong.
My personal usability was not bad.
But in most cases II or III would have sufficed.
Also, there are too many annotations and elements, and we do not have the ability to prepare sufficient answers that will be understood when asked about them.
@IDNSatyaSlebew
Maybe it's about this.
I don't remember much, but I think what was posted as a build was just a demonstration sample.
.
I-III corrected parallax by inputting the relative position of the turret and cockpit as a numerical value in advance.
In contrast, IV is a new version that reads the turret position from an additional cockpit variable output...I think.
@IDNSatyaSlebew
Is it this file?
@Bryan5
+1Looks like another curator already did that before I saw the notification.
@Roomba
Select en from the radio buttons in the lower right corner of the screen
@LoneSpaceGaming
+2I made, but this feels like a very common thing already.
@MrShenanigansSP
+1To be precise, rigid body groups are divided according to parts that move, such as rotators.
This means that you can increase any of the parts as long as they belong to the same section as the cockpit.
The important thing is to lighten the weight towards the end sections.
Image previously sent to others.
+3terminal parts could be with massscale=0.
@jamesPLANESii
+1Maybe it's not impossible to do, but I wouldn't try...
I don't think it's realistic.
Both in terms of processing speed and coding effort...
@BogdanX
I would like to do it someday.
But since I don't have a clear image of the work I want to make yet, it will probably be a very future.
@Timplanes
I am not sure if this is correct, but I based it on this.
+1@BaconAircraft
Tip: The color of the crushing effect on the glass fuselage can be freely set.
(Don't worry, if I do make it, I don't intend to upload that kind of direct expression to this site.)
@zwen
+1The specification interprets the target's acceleration as information, so it is necessary to have the AI machine lock on to the player.
Default mode AI may not lock on to the player
@TheTomatoLover
+1No, if it is not stated, it is one person. For some reason, Deepl tends to use "we" for the first person.
I manually rewrite to "I" every time, but sometimes I miss it.
@TheTomatoLover
+3Original, but several pieces were used as design references.
-Legs:(alice gear aegis)
-Arms: ho229(NieR:Automata)+NT-1(Gundam)
-Torso: flight suit + body armor (real)
-Head: F35 HMD (real) +cat ear
-Cannon:RX-78-02(Gundam The Origin)
If TGTPOS_L was before it was tuned, it could have been a simple replacement as you mentioned. (Since the early ones obtained relative coordinates in the world coordinate system and converted them to the local coordinate system with a rotation matrix.)
@11qazxc
The part of TGTPOS that acquires relative coordinates and the part that converts to the local coordinate system are fused together by tuning to reduce load and cannot be separated.
The coordinates of the cockpit and missiles are then in the world coordinate system.
To add them to TGTPOS, they must be converted to local coordinate system values.
The rotation matrices used to transform the coordinate system are relatively loaded, so it is not a good idea to use them in two places: the TGTPOS and the cockpit & missile coordinates.
Therefore, instead of using TGTPOS_L, we first obtain the target coordinates in the world coordinate system, change them to the missile coordinates as the origin, and finally use a rotation matrix to align them with the missile coordinate system.
@11qazxc
+3You are correct about how to formulate the equation.
However, the 1PartsHUD variable is optimized for the main cockpit, so if you want to use the coordinates of the missile as a reference, as in this case, it is faster to write a new one from scratch...
If I were to actually create one, it would look something like this.
link
This is not possible because the font is not supported.
+1At this time, it is probably the simplest way to convert from transparent images to labels with this program.
@FOXG
I saw it. You can delete it now.
@FOXG
I think it's probably right.
If you have any concerns or areas you would like to fix, please send them to me along with the current data. We will check it.