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ATITD Pyrotechnics Simulator Icon

ATITD Pyrotechnics Simulator

beta

by kwatz


This application simulates the in-game behavior of fireworks designed for the game A Tale in the Desert (http://www.atitd.com).


http://atitdpyrosim.sourceforge.net





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Release Date:

2004-06-22

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Registered:

2004-03-28

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Project Feed

  • 1.6

    Changes: * Various changes suggested by RedStorm, mostly dealing with allowing more than 20 stages. Does not affect compiled Win32 binary. * Changed the default speed from 10.0 to 0.0 * Changed the behavior of drop down menus to only drop down when the arrow is clicked upon. Clicking on the text will select the menu but create no drop down, allowing you to press a key to jump to a value. * Fixed a couple bugs in the GUI when loading files

    posted by kwatz 1973 days ago

  • File released: /pyrosim/1.6/pyrosim-1.6-win32.zip

    posted 1973 days ago

  • File released: /pyrosim/1.6/pyrosim-1.6-src.zip

    posted 1973 days ago

  • File released: /pyrosim/1.6/pyrosim-1.6-src.tar.gz

    posted 1973 days ago

  • pyrosim 1.6 file released: pyrosim-1.6-src.zip

    VERSIONS 1.6 - 6/22/04 * Various changes suggested by RedStorm * Changed the default speed from 10.0 to 0.0 * Changed the behavior of drop down menus to only drop down when the arrow is clicked upon. Clicking on the text will select the menu but create no drop down, allowing you to press a key to jump to a value. * Fixed a couple bugs in the GUI when loading files 1.5 - 6/11/04 * Added white center to glowers * Changed texture loading to create textures for each color at load time instead of glColor-ing a single greyscale texture - Doing it this way allows me to blend manually, and thus include the white center without multitexturing or multiple pass texturing * Gave strange glowers black centers (rumor has it that they have black centers in game) * Added the forgotten magenta glower color to the appropriate places in the GUI. I'm sure very few people missed it. :) * Added ctrl-o and ctrl-s keys to load and save files. Though they pretend to work with the GUI, the standard usage rule applies (i.e. the GUI elements can't be active to use keyboard shortcuts) * Removed code from 1.4 that kept it from compiling without glext.h (it should have been removed before release of 1.4, but I forgot) * Added a couple #includes to make sure FLT_MAX and INT_MAX are defined * Re-added the star model code, just for ArmEagle :). Compile with PYRO_ENABLE_STAR_MODEL defined to enable it. * Put the glower color code in the GUI into loops 1.4 - 6/6/04 * Fixed the draw order of glowers when using the glower model * Made some additions to matrix3d to support the above change * Removed star and sphere models since the glower model is faster and more attractive * Changed the 3D rocket model slightly * Changed std::numeric_limits<>::max() calls to FLT_MAX and INT_MAX for compiler compatibility 1.3 - 6/2/04 * Fixed a bug where offsets in the GUI were being treated as milliseconds, not seconds * Added confirmation dialogs for loading a new file and reloading the current file * Added a couple of changes for compiling in Linux from RedStorm * Created a function "snprintf_compat" that uses snprintf or _snprintf in the appropriate compiler * Fixed a bug that was preventing the use of the single step key (page down) * Changed default values if the program is loaded with no file argument 1.2 - 5/29/04 * Fixed a bug in the stage editor where the offset was not being saved. * Also, 1.1 fixed a bug where the currently active value wasn't being saved when you pressed return. 1.1 - 5/29/04 * Added editing commands to the editors. In the stage editor, these commands work on the currently viewed stage. In the full editor, you must select the stage they operate on. Right click in the editor to choose an editing command. * Allowed both editors to be open at once (though it was already possible in 1.0 in indirect ways). Confirmed changes in one editor will now appear in the other editor, if it's open. * Changed the vertical spacing between some controls slightly * Added resource computation. Don't have correct formulas for gunpowder and aluminum yet. * Buttons that accept enter/return keypresses for a dialog are now outlined in black * Added drop down menu shortcut functionality (e.g. pressing 'r' in a drop down menu with options "Right", "Ring", "Random" will cycle through those options, and so on) * Added an "About" button and window 1.0 - 5/26/04 * Added a GUI. Current issues: * Closing the editor windows using the OS provided method (the X button or upper left corner menu's close option in Windows) closes the entire program. This may not be fixable, unfortunately. * Tabbing to the drop down menus and pressing a letter does not select an option that begins with that letter (e.g. pressing 'r' doesn't do anything, but ought to select "Right") * Subwindows appear to not draw correctly in WineX. Run the program with the option "-win" to move the control panel to a separate window. * Extra editor functionality is coming soon (clear, cut, copy, paste, etc.) * Added 'h' key to toggle hiding of the right hand control panel * Moved most of the keyboard command code to the applicationSettings class to facilitate performing the same commands with the GUI * Made the timer on by default * Changed default window size from 640x480 to 800x600 * Changed the model for directed 3D rockets slightly * Made some timing integers unsigned * Made glowers shrink when they're about to die, like in ATITD * Added "-win" command line option to put the control panel in a separate window 0.8.9 - 5/10/04 * Cleaned up the code here and there, mostly removed some old comments * Added a preliminary glower model. Future improvement: add a white center. If you want to use a different glower texture, replace glower.raw with a 64x64 greyscale image in RAW format. NOTE: (Windows) Dragging a design file onto pyrosim.exe will cause the current directory to change. This means that when the program is started in this way, the glower texture will fail to load. Running the program from the command line with glower.raw in the same directory will allow the texture to be loaded. A workaround is in the works. * Changed the strange glower color to grey. In game, they are supposedly white with a black center. * Fixed a bug with left/right rotation. * Fixed launch directions for certain funnel & ring launches. E.g., 2 rockets now launch N/S, instead of E/W. 0.8.8 - 5/4/04 * Fixed a bug that was squishing random launches into a small range for Linux compiles * Fixed a bug that would leave stages in the simulator design that were deleted from the file design when the file was reloaded ('f' key) 0.8.7 - 5/2/04 * Fixed up/down/left/right lauches from vertical rockets pointing skyward. Need to test in game to see if vertical ground pointing rockets are also correct or flipped. * Fixed downward vertical up/down/left/right launch & rotation issues. Basic launches and rotations are now believed to match the game. * Fixed a bug in 0.8.6 where a non-vertical parent launching a vertical child that's not moving in the XZ plane & is rotating up/down wasn't rotating correctly. - up_xz vector wasn't being set back to the default. * Added new model type DIRECTED_3D_MODEL, a 3D arrow that can be view from any angle and includes a thrust tail (pink if rocket has thrust, grey if not). * Added new model type STAR_MODEL, a star shape that's much easier on the renderer than the sphere. * Added new model selection keys (7, 8, 9, 0) * Rotated environment to match North being directly away (and the north arrow). * Modified randomness and the movement threshold to closer match the game settings (based only on general observation, could still use improvement). 0.8.6 - 4/28/04 * Fixed a small bug in launch directions. Seen in 0.8.5 in snake.txt. * Made changes based on RedStorm's Linux version. This code should compile under whatever conditions RedStorm compiled under. More info to be added about compiling in Linux. 0.8.5 - 4/26/04 * Many physics changes done by Sord: * Up/down/left/right launches should work correctly for non-vertical parent stages. They /may/ be right for vertical parents. * Up/down rotations should work correctly * Omnis are implemented, but are not completely accurate. 4, 6, and 8 are close to in game. 7, 9, and 11+ use random values. * Random launches with N rockets launch N rockets per repetition * Small amount of randomness added to launches * Fireworks will load slower (upon application start and firework resets/reloads), particularly on large designs. This is due to some new precalculations. * The full extent of the changes has not yet been documented in code. * Added '\' key to toggle randomness; off by default. Toggling this option will cause the firework to reload. (A GUI is coming soon, I promise.) * Moved futureRocket to its own file at suggestion of Ashmael for std::list compatibility with older compilers * SSE code (non-working anyway) in this version has been removed. It'll be added back in by next release, with #ifdefs to disable it if not compiler-supported. 0.8 - 4/16/2004 * Swapped left and right launch directions * Changed launch code so that rotations are now consistent among different launch directions. Before, up and down launches would rotate downward differently. * Made a temporary change to rotations so that left/right rotation is applied in a different order than up/down * Added 'page down' key to take a step forward in time if simulation is paused, using current speed * Made the brown more bearable...color settings on my devel machine were funky. * Holding left and right mouse buttons acts as middle mouse button (zooms) * Change file format slightly to be more flexible - accepts -ward suffixes now, and is case insensitive * Added # and // as valid beginning of line comment markers * Partially implemented resource costs; does not display yet * Various speed fixes and optimizations * Began to enhance math library; having issues with SSE intrinsics 0.7b - 3/16/2004 * Change the color of the blue and violet glowers to the same brightness as the other glowers * Increased the sphere size again - is it big enough yet? * Fixed the timing again. Really, it's fixed this time! * Repetitions using offset are changed. I was using an incorrect formula to calculate the times. Thanks to ArmEagle on this one. * Added 'p' key to toggle auto repeat of firework. If it's on, your firework will loop back to the beginning after all the rockets have expired. 0.7a - 3/15/2004 * Fixed timing in slower speeds * Smoothed animation in slower speeds * Fixed 1/10 speed launching problem * Made nonglowing glowers smaller when using the sphere model, made other glowers a little larger * Modified default design slightly * Added 'v' key to show current version * Stages with less than 0.01 seconds duration specified in the design are interpreted as 0.01 seconds duration * Fixed a small bug with rotation that was flipping up and down, but did not fix the overall disparity with Egypt 0.7 - 2/29/2004 * Initial release * Added 'g' key to toggle the ground * Added arrow keys to move the viewpoint * Added '+' and '-' keys to raise and lower the viewpoint * Added F1 key to toggle fullscreen mode * Added mouse modifiers - pressing shift when clicking right/middle mouse speeds movement by 3; pressing control slows movement by 1/3 * Better method for getting status and timer text to stay in place * Moved initial camera position to point north * Changed the default camera settings to make better use of the screen * Changed square model to a circle * Finally fixed depth testing (note to future self: call glEnable(DEPTH_TEST) in the display function also, but why?! gr.) * Added random launches * Fixed the bug that occasionally launched extra rockets - pesky bug to find! * Made out-of-order launch sequences work, though they may not work in ATITD (eg. stage 5 launches from stage 10 which launches from stage 1) 0.6 - 2/25/2004 * Added 'f' key to reload from file and reset firework * Added comment character '%' to file format * Corrected up/down rotations; were previously swapped * Right directional rotations rotate correctly; previously rotated downward 0.5 - 2/23/2004 * Initial controlled release

    posted 1973 days ago

  • pyrosim 1.6 file released: pyrosim-1.6-src.tar.gz

    VERSIONS 1.6 - 6/22/04 * Various changes suggested by RedStorm * Changed the default speed from 10.0 to 0.0 * Changed the behavior of drop down menus to only drop down when the arrow is clicked upon. Clicking on the text will select the menu but create no drop down, allowing you to press a key to jump to a value. * Fixed a couple bugs in the GUI when loading files 1.5 - 6/11/04 * Added white center to glowers * Changed texture loading to create textures for each color at load time instead of glColor-ing a single greyscale texture - Doing it this way allows me to blend manually, and thus include the white center without multitexturing or multiple pass texturing * Gave strange glowers black centers (rumor has it that they have black centers in game) * Added the forgotten magenta glower color to the appropriate places in the GUI. I'm sure very few people missed it. :) * Added ctrl-o and ctrl-s keys to load and save files. Though they pretend to work with the GUI, the standard usage rule applies (i.e. the GUI elements can't be active to use keyboard shortcuts) * Removed code from 1.4 that kept it from compiling without glext.h (it should have been removed before release of 1.4, but I forgot) * Added a couple #includes to make sure FLT_MAX and INT_MAX are defined * Re-added the star model code, just for ArmEagle :). Compile with PYRO_ENABLE_STAR_MODEL defined to enable it. * Put the glower color code in the GUI into loops 1.4 - 6/6/04 * Fixed the draw order of glowers when using the glower model * Made some additions to matrix3d to support the above change * Removed star and sphere models since the glower model is faster and more attractive * Changed the 3D rocket model slightly * Changed std::numeric_limits<>::max() calls to FLT_MAX and INT_MAX for compiler compatibility 1.3 - 6/2/04 * Fixed a bug where offsets in the GUI were being treated as milliseconds, not seconds * Added confirmation dialogs for loading a new file and reloading the current file * Added a couple of changes for compiling in Linux from RedStorm * Created a function "snprintf_compat" that uses snprintf or _snprintf in the appropriate compiler * Fixed a bug that was preventing the use of the single step key (page down) * Changed default values if the program is loaded with no file argument 1.2 - 5/29/04 * Fixed a bug in the stage editor where the offset was not being saved. * Also, 1.1 fixed a bug where the currently active value wasn't being saved when you pressed return. 1.1 - 5/29/04 * Added editing commands to the editors. In the stage editor, these commands work on the currently viewed stage. In the full editor, you must select the stage they operate on. Right click in the editor to choose an editing command. * Allowed both editors to be open at once (though it was already possible in 1.0 in indirect ways). Confirmed changes in one editor will now appear in the other editor, if it's open. * Changed the vertical spacing between some controls slightly * Added resource computation. Don't have correct formulas for gunpowder and aluminum yet. * Buttons that accept enter/return keypresses for a dialog are now outlined in black * Added drop down menu shortcut functionality (e.g. pressing 'r' in a drop down menu with options "Right", "Ring", "Random" will cycle through those options, and so on) * Added an "About" button and window 1.0 - 5/26/04 * Added a GUI. Current issues: * Closing the editor windows using the OS provided method (the X button or upper left corner menu's close option in Windows) closes the entire program. This may not be fixable, unfortunately. * Tabbing to the drop down menus and pressing a letter does not select an option that begins with that letter (e.g. pressing 'r' doesn't do anything, but ought to select "Right") * Subwindows appear to not draw correctly in WineX. Run the program with the option "-win" to move the control panel to a separate window. * Extra editor functionality is coming soon (clear, cut, copy, paste, etc.) * Added 'h' key to toggle hiding of the right hand control panel * Moved most of the keyboard command code to the applicationSettings class to facilitate performing the same commands with the GUI * Made the timer on by default * Changed default window size from 640x480 to 800x600 * Changed the model for directed 3D rockets slightly * Made some timing integers unsigned * Made glowers shrink when they're about to die, like in ATITD * Added "-win" command line option to put the control panel in a separate window 0.8.9 - 5/10/04 * Cleaned up the code here and there, mostly removed some old comments * Added a preliminary glower model. Future improvement: add a white center. If you want to use a different glower texture, replace glower.raw with a 64x64 greyscale image in RAW format. NOTE: (Windows) Dragging a design file onto pyrosim.exe will cause the current directory to change. This means that when the program is started in this way, the glower texture will fail to load. Running the program from the command line with glower.raw in the same directory will allow the texture to be loaded. A workaround is in the works. * Changed the strange glower color to grey. In game, they are supposedly white with a black center. * Fixed a bug with left/right rotation. * Fixed launch directions for certain funnel & ring launches. E.g., 2 rockets now launch N/S, instead of E/W. 0.8.8 - 5/4/04 * Fixed a bug that was squishing random launches into a small range for Linux compiles * Fixed a bug that would leave stages in the simulator design that were deleted from the file design when the file was reloaded ('f' key) 0.8.7 - 5/2/04 * Fixed up/down/left/right lauches from vertical rockets pointing skyward. Need to test in game to see if vertical ground pointing rockets are also correct or flipped. * Fixed downward vertical up/down/left/right launch & rotation issues. Basic launches and rotations are now believed to match the game. * Fixed a bug in 0.8.6 where a non-vertical parent launching a vertical child that's not moving in the XZ plane & is rotating up/down wasn't rotating correctly. - up_xz vector wasn't being set back to the default. * Added new model type DIRECTED_3D_MODEL, a 3D arrow that can be view from any angle and includes a thrust tail (pink if rocket has thrust, grey if not). * Added new model type STAR_MODEL, a star shape that's much easier on the renderer than the sphere. * Added new model selection keys (7, 8, 9, 0) * Rotated environment to match North being directly away (and the north arrow). * Modified randomness and the movement threshold to closer match the game settings (based only on general observation, could still use improvement). 0.8.6 - 4/28/04 * Fixed a small bug in launch directions. Seen in 0.8.5 in snake.txt. * Made changes based on RedStorm's Linux version. This code should compile under whatever conditions RedStorm compiled under. More info to be added about compiling in Linux. 0.8.5 - 4/26/04 * Many physics changes done by Sord: * Up/down/left/right launches should work correctly for non-vertical parent stages. They /may/ be right for vertical parents. * Up/down rotations should work correctly * Omnis are implemented, but are not completely accurate. 4, 6, and 8 are close to in game. 7, 9, and 11+ use random values. * Random launches with N rockets launch N rockets per repetition * Small amount of randomness added to launches * Fireworks will load slower (upon application start and firework resets/reloads), particularly on large designs. This is due to some new precalculations. * The full extent of the changes has not yet been documented in code. * Added '\' key to toggle randomness; off by default. Toggling this option will cause the firework to reload. (A GUI is coming soon, I promise.) * Moved futureRocket to its own file at suggestion of Ashmael for std::list compatibility with older compilers * SSE code (non-working anyway) in this version has been removed. It'll be added back in by next release, with #ifdefs to disable it if not compiler-supported. 0.8 - 4/16/2004 * Swapped left and right launch directions * Changed launch code so that rotations are now consistent among different launch directions. Before, up and down launches would rotate downward differently. * Made a temporary change to rotations so that left/right rotation is applied in a different order than up/down * Added 'page down' key to take a step forward in time if simulation is paused, using current speed * Made the brown more bearable...color settings on my devel machine were funky. * Holding left and right mouse buttons acts as middle mouse button (zooms) * Change file format slightly to be more flexible - accepts -ward suffixes now, and is case insensitive * Added # and // as valid beginning of line comment markers * Partially implemented resource costs; does not display yet * Various speed fixes and optimizations * Began to enhance math library; having issues with SSE intrinsics 0.7b - 3/16/2004 * Change the color of the blue and violet glowers to the same brightness as the other glowers * Increased the sphere size again - is it big enough yet? * Fixed the timing again. Really, it's fixed this time! * Repetitions using offset are changed. I was using an incorrect formula to calculate the times. Thanks to ArmEagle on this one. * Added 'p' key to toggle auto repeat of firework. If it's on, your firework will loop back to the beginning after all the rockets have expired. 0.7a - 3/15/2004 * Fixed timing in slower speeds * Smoothed animation in slower speeds * Fixed 1/10 speed launching problem * Made nonglowing glowers smaller when using the sphere model, made other glowers a little larger * Modified default design slightly * Added 'v' key to show current version * Stages with less than 0.01 seconds duration specified in the design are interpreted as 0.01 seconds duration * Fixed a small bug with rotation that was flipping up and down, but did not fix the overall disparity with Egypt 0.7 - 2/29/2004 * Initial release * Added 'g' key to toggle the ground * Added arrow keys to move the viewpoint * Added '+' and '-' keys to raise and lower the viewpoint * Added F1 key to toggle fullscreen mode * Added mouse modifiers - pressing shift when clicking right/middle mouse speeds movement by 3; pressing control slows movement by 1/3 * Better method for getting status and timer text to stay in place * Moved initial camera position to point north * Changed the default camera settings to make better use of the screen * Changed square model to a circle * Finally fixed depth testing (note to future self: call glEnable(DEPTH_TEST) in the display function also, but why?! gr.) * Added random launches * Fixed the bug that occasionally launched extra rockets - pesky bug to find! * Made out-of-order launch sequences work, though they may not work in ATITD (eg. stage 5 launches from stage 10 which launches from stage 1) 0.6 - 2/25/2004 * Added 'f' key to reload from file and reset firework * Added comment character '%' to file format * Corrected up/down rotations; were previously swapped * Right directional rotations rotate correctly; previously rotated downward 0.5 - 2/23/2004 * Initial controlled release

    posted 1973 days ago

  • pyrosim 1.6 file released: pyrosim-1.6-win32.zip

    VERSIONS 1.6 - 6/22/04 * Various changes suggested by RedStorm * Changed the default speed from 10.0 to 0.0 * Changed the behavior of drop down menus to only drop down when the arrow is clicked upon. Clicking on the text will select the menu but create no drop down, allowing you to press a key to jump to a value. * Fixed a couple bugs in the GUI when loading files 1.5 - 6/11/04 * Added white center to glowers * Changed texture loading to create textures for each color at load time instead of glColor-ing a single greyscale texture - Doing it this way allows me to blend manually, and thus include the white center without multitexturing or multiple pass texturing * Gave strange glowers black centers (rumor has it that they have black centers in game) * Added the forgotten magenta glower color to the appropriate places in the GUI. I'm sure very few people missed it. :) * Added ctrl-o and ctrl-s keys to load and save files. Though they pretend to work with the GUI, the standard usage rule applies (i.e. the GUI elements can't be active to use keyboard shortcuts) * Removed code from 1.4 that kept it from compiling without glext.h (it should have been removed before release of 1.4, but I forgot) * Added a couple #includes to make sure FLT_MAX and INT_MAX are defined * Re-added the star model code, just for ArmEagle :). Compile with PYRO_ENABLE_STAR_MODEL defined to enable it. * Put the glower color code in the GUI into loops 1.4 - 6/6/04 * Fixed the draw order of glowers when using the glower model * Made some additions to matrix3d to support the above change * Removed star and sphere models since the glower model is faster and more attractive * Changed the 3D rocket model slightly * Changed std::numeric_limits<>::max() calls to FLT_MAX and INT_MAX for compiler compatibility 1.3 - 6/2/04 * Fixed a bug where offsets in the GUI were being treated as milliseconds, not seconds * Added confirmation dialogs for loading a new file and reloading the current file * Added a couple of changes for compiling in Linux from RedStorm * Created a function "snprintf_compat" that uses snprintf or _snprintf in the appropriate compiler * Fixed a bug that was preventing the use of the single step key (page down) * Changed default values if the program is loaded with no file argument 1.2 - 5/29/04 * Fixed a bug in the stage editor where the offset was not being saved. * Also, 1.1 fixed a bug where the currently active value wasn't being saved when you pressed return. 1.1 - 5/29/04 * Added editing commands to the editors. In the stage editor, these commands work on the currently viewed stage. In the full editor, you must select the stage they operate on. Right click in the editor to choose an editing command. * Allowed both editors to be open at once (though it was already possible in 1.0 in indirect ways). Confirmed changes in one editor will now appear in the other editor, if it's open. * Changed the vertical spacing between some controls slightly * Added resource computation. Don't have correct formulas for gunpowder and aluminum yet. * Buttons that accept enter/return keypresses for a dialog are now outlined in black * Added drop down menu shortcut functionality (e.g. pressing 'r' in a drop down menu with options "Right", "Ring", "Random" will cycle through those options, and so on) * Added an "About" button and window 1.0 - 5/26/04 * Added a GUI. Current issues: * Closing the editor windows using the OS provided method (the X button or upper left corner menu's close option in Windows) closes the entire program. This may not be fixable, unfortunately. * Tabbing to the drop down menus and pressing a letter does not select an option that begins with that letter (e.g. pressing 'r' doesn't do anything, but ought to select "Right") * Subwindows appear to not draw correctly in WineX. Run the program with the option "-win" to move the control panel to a separate window. * Extra editor functionality is coming soon (clear, cut, copy, paste, etc.) * Added 'h' key to toggle hiding of the right hand control panel * Moved most of the keyboard command code to the applicationSettings class to facilitate performing the same commands with the GUI * Made the timer on by default * Changed default window size from 640x480 to 800x600 * Changed the model for directed 3D rockets slightly * Made some timing integers unsigned * Made glowers shrink when they're about to die, like in ATITD * Added "-win" command line option to put the control panel in a separate window 0.8.9 - 5/10/04 * Cleaned up the code here and there, mostly removed some old comments * Added a preliminary glower model. Future improvement: add a white center. If you want to use a different glower texture, replace glower.raw with a 64x64 greyscale image in RAW format. NOTE: (Windows) Dragging a design file onto pyrosim.exe will cause the current directory to change. This means that when the program is started in this way, the glower texture will fail to load. Running the program from the command line with glower.raw in the same directory will allow the texture to be loaded. A workaround is in the works. * Changed the strange glower color to grey. In game, they are supposedly white with a black center. * Fixed a bug with left/right rotation. * Fixed launch directions for certain funnel & ring launches. E.g., 2 rockets now launch N/S, instead of E/W. 0.8.8 - 5/4/04 * Fixed a bug that was squishing random launches into a small range for Linux compiles * Fixed a bug that would leave stages in the simulator design that were deleted from the file design when the file was reloaded ('f' key) 0.8.7 - 5/2/04 * Fixed up/down/left/right lauches from vertical rockets pointing skyward. Need to test in game to see if vertical ground pointing rockets are also correct or flipped. * Fixed downward vertical up/down/left/right launch & rotation issues. Basic launches and rotations are now believed to match the game. * Fixed a bug in 0.8.6 where a non-vertical parent launching a vertical child that's not moving in the XZ plane & is rotating up/down wasn't rotating correctly. - up_xz vector wasn't being set back to the default. * Added new model type DIRECTED_3D_MODEL, a 3D arrow that can be view from any angle and includes a thrust tail (pink if rocket has thrust, grey if not). * Added new model type STAR_MODEL, a star shape that's much easier on the renderer than the sphere. * Added new model selection keys (7, 8, 9, 0) * Rotated environment to match North being directly away (and the north arrow). * Modified randomness and the movement threshold to closer match the game settings (based only on general observation, could still use improvement). 0.8.6 - 4/28/04 * Fixed a small bug in launch directions. Seen in 0.8.5 in snake.txt. * Made changes based on RedStorm's Linux version. This code should compile under whatever conditions RedStorm compiled under. More info to be added about compiling in Linux. 0.8.5 - 4/26/04 * Many physics changes done by Sord: * Up/down/left/right launches should work correctly for non-vertical parent stages. They /may/ be right for vertical parents. * Up/down rotations should work correctly * Omnis are implemented, but are not completely accurate. 4, 6, and 8 are close to in game. 7, 9, and 11+ use random values. * Random launches with N rockets launch N rockets per repetition * Small amount of randomness added to launches * Fireworks will load slower (upon application start and firework resets/reloads), particularly on large designs. This is due to some new precalculations. * The full extent of the changes has not yet been documented in code. * Added '\' key to toggle randomness; off by default. Toggling this option will cause the firework to reload. (A GUI is coming soon, I promise.) * Moved futureRocket to its own file at suggestion of Ashmael for std::list compatibility with older compilers * SSE code (non-working anyway) in this version has been removed. It'll be added back in by next release, with #ifdefs to disable it if not compiler-supported. 0.8 - 4/16/2004 * Swapped left and right launch directions * Changed launch code so that rotations are now consistent among different launch directions. Before, up and down launches would rotate downward differently. * Made a temporary change to rotations so that left/right rotation is applied in a different order than up/down * Added 'page down' key to take a step forward in time if simulation is paused, using current speed * Made the brown more bearable...color settings on my devel machine were funky. * Holding left and right mouse buttons acts as middle mouse button (zooms) * Change file format slightly to be more flexible - accepts -ward suffixes now, and is case insensitive * Added # and // as valid beginning of line comment markers * Partially implemented resource costs; does not display yet * Various speed fixes and optimizations * Began to enhance math library; having issues with SSE intrinsics 0.7b - 3/16/2004 * Change the color of the blue and violet glowers to the same brightness as the other glowers * Increased the sphere size again - is it big enough yet? * Fixed the timing again. Really, it's fixed this time! * Repetitions using offset are changed. I was using an incorrect formula to calculate the times. Thanks to ArmEagle on this one. * Added 'p' key to toggle auto repeat of firework. If it's on, your firework will loop back to the beginning after all the rockets have expired. 0.7a - 3/15/2004 * Fixed timing in slower speeds * Smoothed animation in slower speeds * Fixed 1/10 speed launching problem * Made nonglowing glowers smaller when using the sphere model, made other glowers a little larger * Modified default design slightly * Added 'v' key to show current version * Stages with less than 0.01 seconds duration specified in the design are interpreted as 0.01 seconds duration * Fixed a small bug with rotation that was flipping up and down, but did not fix the overall disparity with Egypt 0.7 - 2/29/2004 * Initial release * Added 'g' key to toggle the ground * Added arrow keys to move the viewpoint * Added '+' and '-' keys to raise and lower the viewpoint * Added F1 key to toggle fullscreen mode * Added mouse modifiers - pressing shift when clicking right/middle mouse speeds movement by 3; pressing control slows movement by 1/3 * Better method for getting status and timer text to stay in place * Moved initial camera position to point north * Changed the default camera settings to make better use of the screen * Changed square model to a circle * Finally fixed depth testing (note to future self: call glEnable(DEPTH_TEST) in the display function also, but why?! gr.) * Added random launches * Fixed the bug that occasionally launched extra rockets - pesky bug to find! * Made out-of-order launch sequences work, though they may not work in ATITD (eg. stage 5 launches from stage 10 which launches from stage 1) 0.6 - 2/25/2004 * Added 'f' key to reload from file and reset firework * Added comment character '%' to file format * Corrected up/down rotations; were previously swapped * Right directional rotations rotate correctly; previously rotated downward 0.5 - 2/23/2004 * Initial controlled release

    posted 1973 days ago

  • 1.5

    * Added white center to glowers * Changed texture loading to create textures for each color at load time instead of glColor-ing a single greyscale texture - Doing it this way allows me to blend manually, and thus include the white center without multitexturing or multiple pass texturing * Gave strange glowers black centers (rumor has it that they have black centers in game) * Added the forgotten magenta glower color to the appropriate places in the GUI. I'm sure very few people missed it. :) * Added ctrl-o and ctrl-s keys to load and save files. Though they pretend to work with the GUI, the standard usage rule applies (i.e. the GUI elements can't be active to use keyboard shortcuts) * Removed code from 1.4 that kept it from compiling without glext.h (it should have been removed before release of 1.4, but I forgot) * Added a couple #includes to make sure FLT_MAX and INT_MAX are defined * Re-added the star model code, just for ArmEagle :). Compile with PYRO_ENABLE_STAR_MODEL defined to enable it. * Put the glower color code in the GUI into loops

    posted by kwatz 1983 days ago

  • File released: /pyrosim/1.5/pyrosim-1.5-win32.zip

    posted 1983 days ago

  • File released: /pyrosim/1.5/pyrosim-1.5-src.zip

    posted 1983 days ago

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