Yeah, the post was
"realtime interface to Celestia"
Uhhh...
Nevermind...just had a reality lapse
Paul
Posts by paulooch1958
- 16.04.2006, 06:41
- Forum: Development
- Topic: What happened to the last few weeks of posts?
- Replies: 1
- Views: 2316
- 16.04.2006, 06:39
- Forum: Development
- Topic: Trouble compiling Celestia, and how to add Lua function
- Replies: 15
- Views: 12634
test
test
- 16.04.2006, 05:54
- Forum: Development
- Topic: What happened to the last few weeks of posts?
- Replies: 1
- Views: 2316
What happened to the last few weeks of posts?
It seems to me that a wholle bunch of posts have dissapeared. I was following one about a guy who was tieing Celestia to some kind of real-time satalite tracking system over udp or tcp. He was adding classes for spacecraft that could have their positions and orientations programatticaly altered in r...
- 01.04.2006, 20:32
- Forum: Development
- Topic: How to render a Nebula model opaque (turn transparancy off)
- Replies: 0
- Views: 2103
How to render a Nebula model opaque (turn transparancy off)
I have been playing around with the *.dsc and *.ssc files, trying to understand how to use .3ds models in Celestia. I am at a very basic level of understanding, and have looked at the code quite a bit to see how it works. It is quite confusing at first. I altered the "Mesh" line in a couple .dsc (Ne...
- 26.02.2006, 18:29
- Forum: Development
- Topic: Trouble compiling Celestia, and how to add Lua function
- Replies: 15
- Views: 12634
Got it!
Thanks Guys!
I downloaded Celestia v1.4.1 source and inserted the code for loadlib and some supporting calls into celx.cpp, recompiled and I got my luaCLIPS dll running CLIPS code in Celestia!
Thanks for all he help, I really appreciate it!
Paul
I downloaded Celestia v1.4.1 source and inserted the code for loadlib and some supporting calls into celx.cpp, recompiled and I got my luaCLIPS dll running CLIPS code in Celestia!
Thanks for all he help, I really appreciate it!
Paul
- 26.02.2006, 00:26
- Forum: Celestia Users
- Topic: Poll: Allow full scripting capabilities in Celestia?
- Replies: 20
- Views: 12766
How can I get the Lua loadlib() function installed ?
I wanted to use the CELEX Lua scripting interface to load a dll called LuaCLIPS. With this dll, I hope to include some AI into the scripts I make for Celestia. However, when I call the loadlib() function in a CELEX script in Celestia, I get the following error: Fatal Error: Attempt to call global "l...
- 26.02.2006, 00:24
- Forum: Development
- Topic: Trouble compiling Celestia, and how to add Lua function
- Replies: 15
- Views: 12634
Here is the post about needing to add the loadlib function..
I havn't tried it yet but lua also has the ability to use dll's, I'm not sure if it needs the os library however. Perhaps there is already a security hole? You are thinking of "loadlib", right? This would be a problem if it was actually there, but it isn't. It looks like you have to specifially add...
- 26.02.2006, 00:20
- Forum: Development
- Topic: Trouble compiling Celestia, and how to add Lua function
- Replies: 15
- Views: 12634
Thanks for the info.
Ok, well that explains not being able to compil. I have a backup of the earlier version of source from about a year ago. I could start working with that I suppose. I still have the main problem I was trying to overcome of not being able to get the Lua function loadlib() to work in celestia. Ive seen...
- 25.02.2006, 02:25
- Forum: Development
- Topic: Trouble compiling Celestia, and how to add Lua function
- Replies: 15
- Views: 12634
Trouble compiling Celestia, and how to add Lua function
I'm having trouble compiling Celestia. I am running WinXP with Microsoft Visual Studio 2003. I have downloaded the Celestia source in the past and been able to compile and run it, but when I recently updated the source from sourceforge, I lost the ability to compile without errors. It wasn't complet...
- 29.05.2005, 17:23
- Forum: Development
- Topic: Controlling the x,y,z coords of any object programmatically
- Replies: 4
- Views: 3269
Re: Controlling the x,y,z coords of any object programmatically
I'm not talking about using a script to control an objects position. I want to use c++ function calls from within Celestia itself so tthat I can write an AI routine that would be called at each Celestia tick that would set the new position of the object. I already found a call named "setPosition(x,y...
- 26.05.2005, 23:24
- Forum: Development
- Topic: Controlling the x,y,z coords of any object programmatically
- Replies: 4
- Views: 3269
Controlling the x,y,z coords of any object programmatically
Hi, I'm new to Celestia and would like to make a modification. I would like to be able to take control of an object (of course it's a spaceship!!) currently in the database and be able to load my own x,y,z coords in for each tick of the simulation. I suppose I would have to somehow delete, modify or...