Thank you Paul.SU(3)xSU(2)xU(1) wrote:I've never been using Vincent's patch, but after reading this thread I will give you a vote too.
Paul
If you'll try, you'll enjoy it, Paul.
Bye
Andrea
Thank you Paul.SU(3)xSU(2)xU(1) wrote:I've never been using Vincent's patch, but after reading this thread I will give you a vote too.
Paul
I'll mind this as soon as I get a chance. Andrea, could you please provide a list of the missing cel commands? That will save me some precious time.chris wrote:I am not interested in adding new features for cel scripts, but I do want to make celx easier to use. And if Vincent or someone else would like to add new cel commands to match celx capabilities (to the extent that it's possible), I would welcome the help.
The patch has been tested succesfully on all OSs. It also includes all the needed celx methods.chris wrote:I agree that sound would be a very useful feature for educational scripts, but I simply don't have the time to work on it myself. Incorporating Vincent's patch is a possibility, but it would take some time (probably not too much) to adapt it to the 1.6.0 code and implement it on *all* operating systems (Linux and Mac, not just Windows.) It is also necessary to support sound playback through celx, not just cel.
Vincent wrote:I'll mind this as soon as I get a chance. Andrea, could you please provide a list of the missing cel commands? That will save me some precious time.chris wrote:I am not interested in adding new features for cel scripts, but I do want to make celx easier to use. And if Vincent or someone else would like to add new cel commands to match celx capabilities (to the extent that it's possible), I would welcome the help.The patch has been tested succesfully on all OSs. It also includes all the needed celx methods.chris wrote:I agree that sound would be a very useful feature for educational scripts, but I simply don't have the time to work on it myself. Incorporating Vincent's patch is a possibility, but it would take some time (probably not too much) to adapt it to the 1.6.0 code and implement it on *all* operating systems (Linux and Mac, not just Windows.) It is also necessary to support sound playback through celx, not just cel.
It uses an old version of OpenAL though. So, some changes may be needed to make it work with
the latest OpenAL 2.0 version. Of course, I won't get into this if it's not approved unanimously by the devs...
Vincent,Vincent wrote:Of course, I won't get into this if it's not approved unanimously by the devs...
On Windows, only alut.dll (32 Ko) and OpenAL32.dll (100 Ko) are requested.chris wrote:How big is OpenAL?
Thanks Fridger. I really don't want to push for this, and besides, I don't use sound anymore in my classes.t00fri wrote:I am not for it, but I won't make a scene if Chris wants to include sound...
Vincent wrote:Thanks Fridger. I really don't want to push for this, and besides, I don't use sound anymore in my classes.t00fri wrote:I am not for it, but I won't make a scene if Chris wants to include sound...
...
ElChristou wrote:No way to have such features like an addon using the hook system used for lua? Would be great to keep Celestia central app as "pure" as possible than have some extension for more options...
Anyway if not possible I have nothing against the possibility to play sounds...
Hello, sorry for late reply, out for a one-day holiday.Vincent wrote:I'll mind this as soon as I get a chance. Andrea, could you please provide a list of the missing cel commands? That will save me some precious time.
ANDREA wrote:Bob, Anders, Dam. Paul, Cham, and all the other Celestians, other missing cel commands?
Bob, this is what I mean, and I absolutely agree with you, this would be very useful for a lot of addons.BobHegwood wrote:Don't know if this is what you mean or not, but I would very much like to see the ability to turn on/off alternate surface textures from within a script. Dunno if it applies here, but is one thing which would be very useful at least to me. Thanks, BobANDREA wrote:Bob, Anders, Dam. Paul, Cham, and all the other Celestians, other missing cel commands?
Andrea, Bob,ANDREA wrote:Bob, this is what I mean, and I absolutely agree with you, this would be very useful for a lot of addons.BobHegwood wrote:Don't know if this is what you mean or not, but I would very much like to see the ability to turn on/off alternate surface textures from within a script. Dunno if it applies here, but is one thing which would be very useful at least to me. Thanks, Bob
So we can add this (to follow the same style):
setalternate- (to change alternate textures from cel script).
Code: Select all
select { object "Sol/Earth" }
setsurface { name "BlueMarble" }
Massimo, personally I don’t agree on your proposal, sorry , for this reason:Fenerit wrote:I suggest that all this would remains within the LuaEdu framework, because it has further potentialities which may developed apart, without interfere with the Celestia's code. I'm thinking at historical atlas, for example. Just my two cents.
Oops, Vincent, I apologize, you are right, it is there.Vincent wrote:Andrea, Bob,ANDREA wrote:Bob, this is what I mean, and I absolutely agree with you, this would be very useful for a lot of addons.
So we can add this (to follow the same style):
setalternate- (to change alternate textures from cel script).
The setsurface command is already available in cel scripting:Code: Select all
select { object "Sol/Earth" }
setsurface { name "BlueMarble" }
Is this what you were asking for?
Code: Select all
AltSurface "Earth-2" "Sol/Earth"
{
Texture "earth2.jpg"
}
Code: Select all
setsurface { name "limit of knowledge" }
Code: Select all
select { object "Earth" }
setsurface { name "Earth-2" }
Chris commited m3ntol's changes a while ago. So these commands should be available in Celestia 1.5.1.ANDREA wrote:A preliminary list:
constellations- (to enable-disable single constellations)
constellationcolor- (to change constellations colors, possibly with “Alpha”)
I've added the new types of marker in celx as well as in cel scripting.ANDREA wrote:arrows, circle, disk, filledsquare markers- (new markers)
Code: Select all
mark { object "Sol/Earth" size 15 color [0 1 0] alpha 0.6 symbol "circle" }
This one already exists too:ANDREA wrote:renderpath- (to change renderpath e.g. from basic to vertex or OGL2 using cel)
Code: Select all
renderpath {path "basic"} # basic
renderpath {path "multitexture"} # multitexture
renderpath {path "vp"} # OpenGL vertex program
renderpath {path "vp-nv"} # OpenGL vertex program/NVIDIA combiners
renderpath {path "glsl"} # OpenGL 2.0
This can be done changing the value of time in the goto command:ANDREA wrote:gospeed- (to smooth the "go" speed using cel script. May be it can be added within the existing "goto" and "gotolonglat" command lines, perhaps).
Code: Select all
goto { time 15 distance 8 }
wait { duration 15 }
Sorry, I missed the information in the forum, and probably other people did the same.Vincent wrote:Chris commited m3ntol's changes a while ago. So these commands should be available in Celestia 1.5.1.ANDREA wrote:A preliminary list:
constellations-
constellationcolor
You are right, they are all there, so much the better, something less to ask you for.Vincent wrote:I've added the new types of marker in celx as well as in cel scripting. The alpha argument is also available in cel scripting too:ANDREA wrote:arrows, circle, disk, filledsquare markers-Other new accepted strings for symbol are "disk", "filledsquare", "leftarrow", "rightarrow", "downarrow", "uparrow"Code: Select all
mark { object "Sol/Earth" size 15 color [0 1 0] alpha 0.6 symbol "circle" }
Correct, I remember this, but I was (almost!) sure it was for celx only, sorry.Vincent wrote:This one already exists too:ANDREA wrote:renderpathCode: Select all
renderpath {path "basic"} # etc.
Yea, I know this, but I read in the last days about something very similar, added to celx.Vincent wrote:This can be done changing the value of time in the goto command:ANDREA wrote:gospeed-Code: Select all
goto { time 15 distance 8 }
wait { duration 15 }
Yes, I’ll do it, and if you agree I’ll name it asVincent wrote:Andrea, could you please start a new topic with the revised list of cel missing commands?
Yes, I’ll do it following your French version, very clean and terse, but as everybody knows my English language is not as good as needed (even if I make all my best to test, correct and clean it), so surely I’ll need the help of some English mother-tongue people (Bob, will you give me your precious help, please?) for corrections and better readability.Vincent wrote:Also, it would be great if someone could add a cel scripting section to the Celestia wikibook, and keep it up-to-date. The cel scripting tutorial I added to the French Celestia wikibook a while ago can be a good start:
http://www.ikiru.ch/celestia/wiki/index ... s_.cel_.3F --