Search found 1484 matches

by Redspear
Wed Jun 03, 2020 10:15 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 199666

Re: Split: Re-scaling experiment

Can't say I'm familiar with all of those oxps but nothing jumps out at me as problematic. Re Lane width... It has been adjusted to mathematically match both the new scanner and the longer space lane, so it should be correct. If however, you want to increase encounters then you'll need to reduce lane...
by Redspear
Mon Jun 01, 2020 4:57 pm
Forum: Discussion
Topic: Atacked in the Aegis
Replies: 11
Views: 336

Re: Atacked in the Aegis

I've experienced this a few times before. It's always been with a source code tweaked build so I thought it may have been some mistake I was making at the time. Warning sound and condition red as soon as you launch, vipers attacking despite clean status. Each instance has been widely spread in terms...
by Redspear
Mon Jun 01, 2020 4:51 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 199666

Re: Split: Re-scaling experiment

Playing the rescaled Oolite I rarely run across other ships. Even in systems with more than 1.000 entities (according to an entity dump) I usually only see assassins luriking at the witchpoint. Interesting as that's not my experience... Key setting here is lane width - wider lane, less mass locks (...
by Redspear
Sat May 30, 2020 6:49 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 199666

Re: Split: Re-scaling experiment

Normal RL resumes from Monday on for me, so I know I will not have time to do this. Again, for any graphics wizards out there, this is your call yada yada you know the drill. Well, thank you for the changes you have made recently. Lighting is in a much better state of affairs now and can be adjuste...
by Redspear
Fri May 29, 2020 9:01 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 199666

Re: Split: Re-scaling experiment

Totally up to you to select your preferred values. The objective of these shaders is to have a good looking game and since we can change their contents without having to rebuild the binary, they can be used just like any other configuration file in the game Yes, that's the great thing about it. Per...
by Redspear
Fri May 29, 2020 9:40 am
Forum: Discussion
Topic: Screenshots
Replies: 5614
Views: 1044703

Re: Screenshots

Firstly, congrats on the new model. That Boa shot looks fabulous. Having now tinkered with it myself, I'm finding that any increase in sun radiance highlights just how wimpy the default clouds are. Up it to just 2.0 and any cloud cover that Lave might have had are no longer obvious. Of course we can...
by Redspear
Thu May 28, 2020 6:45 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 199666

Re: Split: Re-scaling experiment

The atmosphere shader values are exempt and can be set to really anything you like, as long as the result is pleasing to the eye, because atmosphere is essentially an effect, not an actual lit object. Does it not follow then that, to enhance the atmosphere effect, there might be a less raw lighting...
by Redspear
Thu May 28, 2020 6:04 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 199666

Re: Split: Re-scaling experiment

It is recommended that you use the same radiance and exposure values for both shaders. Presumably this is for a sense of visual consistency rather than to prevent anything from 'breaking'? Values like 3.0 and 2.0 respectively seem to have good initial results, but you are welcome to experiment and ...
by Redspear
Thu May 28, 2020 2:22 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 199666

Re: Split: Re-scaling experiment

FWIW, if you want to try lots of different oxps with the rescaling project then the safest way is to deactivate both rescale_plus and recsale_modest. Here's what you'll lose however... If you use rescale_modest instead of rescale_plus then you will lose the bulk of the reduction to masslock duration...
by Redspear
Thu May 28, 2020 1:33 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 199666

Re: Split: Re-scaling experiment

Thanks all! Regarding the overall appearance and lighting, I would recommend switching to the latest fragment shaders for 1.89 (revision 104f9c0). There have been some corrections made to lighting, plus you get the chance to ramp up the sun radiance, which makes things look much better in my opinion...
by Redspear
Thu May 28, 2020 9:42 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 199666

Re: Split: Re-scaling experiment

Hi Gizmo, thanks for letting me know. Firstly, I'm a bit confused by your message as you mention both github and trunk. Few points here: I haven't put anything on github for a long time, so you might want to check whichever version you're downloading. NSPropertyList.m is not a file that I have chang...
by Redspear
Wed May 27, 2020 7:57 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 199666

Re: Split: Re-scaling experiment

I seem to remember a picture somewhere on these boards showing a cobra 3 in oolite being about the size of a football field... Here it is :P So in standard oolite, issues of scale are made all the more apparent by the fact entities that show up on scanner are typically too big (ships at 300%) and e...
by Redspear
Wed May 27, 2020 3:49 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 199666

Re: Split: Re-scaling experiment

Congrats on your first release! Thanks :) Now that I have a working Linux build (thanks to Commander_X): I really like the way the game play / immersion changes. Thanks again and thanks for your thoughts! However, I'd rather don't reduce the reported distance from STE as, for me, the distances seem...
by Redspear
Sat May 23, 2020 11:03 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 199666

Re: Split: Re-scaling experiment

Quick test build release: Win 64 Test Build There's a few other things in there: 30/20km scanner as seen in some of my pics Target scanner text as suggested by Disembodied Dulled target reticles (I've always found them to be a bit overbearing) Rescale _Plus is enabled by default. If you'd like to tr...
by Redspear
Sat May 23, 2020 8:39 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 199666

Re: Split: Re-scaling experiment

Ah yes, that makes perfect sense.
The oxp doesn't define sun radius and so it defaults to the preset values...

Looks like I'll have to include it as a core change.