I'll see what can be done here
Shoutbox archive
@tomangelo : I guess some faces should be done by flat shading and some maybe by edge splitting (but this method spawns a lot new verticles so I guess we shouldn't use that). Unfortunately for such things like cylinders edge splitting method is the only way to achieve good quality. If the game would only support edge flat/smooth markings instead per face, then it would be possible to render such combined shading in one mesh without edge splitting. But that's only my theory, I don't know anything about render engine... http://i.imgur.com/I3v5Nhr.png
https://www.dropbox.com/s/ztaxjyfosyat8wb/helm.png?dl=0 <- what do you thing? Smooth shading on
Unofficial cbot commands are usually unstable (probably this is why they wasn't documented in game), but there is also possible to overload functions, also point variables can store numbers (not only by .position). Many things hidden in original game (mainly related to classes) are currently documented in Gold.
After making countless AI scripts for userlevels, wondering how to bypass goto command by multithreading scripts using missioncontrollers, I accidentally stepped upon a tip on colobot.info website about... a try{...} catch{...} ! Had I know this earlier levels could look different! You got any list of other unofficial cbot commands (not cheats)?
Insert or bubble sort are not hard to come up with, although they are not very efficient. I'd like to see merge sort or quick sort in CBOT though.
Actually sorting PowerCells sounds not very complicated to me even if I know sh*t about coding and only basics of CBOT.
Now that sounds really complicated. You'd need to give sorting algorithm, but then, what's a point?
@tomangelo Base building could be much easier if the process of finding valid space for building (and possibly building the building) was compressed to single public function
@tomaszkax86 everybody in admins group, I can give the text to other TerranovaTeam members if needed