Search found 5526 matches

by another_commander
Sat May 30, 2020 8:20 am
Forum: Oolite-Linux
Topic: spinning ship model in Status screen
Replies: 7
Views: 122

Re: spinning ship model in Status screen

Looks like you have a different gnustep-base version installed in your system to what the Oolite nightly is using. Do you know which version you have? The nightlies use gnustep-base version 1.20.1.
by another_commander
Sat May 30, 2020 6:18 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 715
Views: 199224

Re: Split: Re-scaling experiment

For example, pitch black ships heading into a docking bay that is lit up like a Christmas tree don't really make sense until one remembers that there's only one light source. Up exposure too much and it looks equally ridiculous however (and more often). Still, minds as well as eyes all work slightl...
by another_commander
Fri May 29, 2020 6:38 pm
Forum: Testing and Bug reports
Topic: Equipment that takes cargo space unavailable after reload when all cargo space is in Large Cargo Bay
Replies: 6
Views: 129

Re: Equipment that takes cargo space unavailable after reload when all cargo space is in Large Cargo Bay

dybal wrote:
Fri May 29, 2020 6:36 pm
Right now, EQ_CARGO_BAY and EQ_PASSENGER_CARGO_BAY both have damage_probability = 0 in equipment.plist... can I assume that will keep?
Yes, this is deliberate and should remain unchanged.
by another_commander
Fri May 29, 2020 6:00 pm
Forum: Testing and Bug reports
Topic: Equipment that takes cargo space unavailable after reload when all cargo space is in Large Cargo Bay
Replies: 6
Views: 129

Re: Equipment that takes cargo space unavailable after reload when all cargo space is in Large Cargo Bay

If not, how is it done? I guess I should create a branch, implement and test the change, then create a PR? Thanks for the analysis. Be aware that you are looking at some of the trickiest code in the entire game - tough start you've made for entering the dark side :-). Changes in this part, even sma...
by another_commander
Fri May 29, 2020 7:11 am
Forum: Discussion
Topic: Screenshots
Replies: 5614
Views: 1044094

Re: Screenshots

Sure, download the entire modified OXP from here: https://drive.google.com/file/d/1OQ-Shy8PyzgbiVsVx_LLmW8AmRVn61Mw/view?usp=sharing Only the player version of the Boa has received the new ligthing treatment. Also, all multipliers are set to 1.0, so you will have to adjust the shaders to get them to...
by another_commander
Thu May 28, 2020 6:52 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 715
Views: 199224

Re: Split: Re-scaling experiment

Again it's very early days for me but I'm finding that a reduced exposure value for planets (compared to ships) is helpful. 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 rebui...
by another_commander
Thu May 28, 2020 6:39 pm
Forum: Discussion
Topic: Screenshots
Replies: 5614
Views: 1044094

Re: Screenshots

Griff Boa over Bemaera, with sun radiance mutliplier at 4.0, exposure mutliplier at 2.5 and Griff's shaders adjusted to conform to the 1.89 light model, using specular and gloss maps.

Image
by another_commander
Thu May 28, 2020 6:34 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 715
Views: 199224

Re: Split: Re-scaling experiment

Presumably this is for a sense of visual consistency rather than to prevent anything from 'breaking'? Correct. You can set the values as you see fit without restriction, but it makes good sense to have the same radiances and exposures across the board, since both the object and the planet shaders u...
by another_commander
Thu May 28, 2020 5:24 pm
Forum: Oolite-Linux
Topic: spinning ship model in Status screen
Replies: 7
Views: 122

Re: spinning ship model in Status screen

I don't think any static libraries have any involvement. The only thing I can suggest is changing the key to this: <key>show-ship-model-in-status-screen</key> <string>YES</string> The only other boolean in your .GNUstepDefaults is the fullscreen one and that is using a string type, so if that works ...
by another_commander
Thu May 28, 2020 5:00 pm
Forum: Oolite-Linux
Topic: spinning ship model in Status screen
Replies: 7
Views: 122

Re: spinning ship model in Status screen

Does the .GNUstepDefaults corresponding to your build contain the entry show-ship-model-in-status-screen = YES; ? There are no special requirements in the code, the feature is included in a standard build and the only thing we are looking for is that key in .GNUstepDefaults.
by another_commander
Thu May 28, 2020 2:48 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 715
Views: 199224

Re: Split: Re-scaling experiment

Probably I should have been clearer myself: Ships, stations, asteroids etc. are all controlled by oolite-default-shader.fragment. I have seen for myself them being displayed in b/w and every time I saw that it was because of a syntax error in the shader that was causing it to fail to compile. The on...
by another_commander
Thu May 28, 2020 1:48 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 715
Views: 199224

Re: Split: Re-scaling experiment

I did try them out (as you posted in the progress thread) but likely I need to update elsewhere as they displayed in monochrome. If they (and by they I expect you mean the ships and that you are referring to the oolite-default-shader.fragment) displayed in monochrome, then there was an editing erro...
by another_commander
Thu May 28, 2020 12:17 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 715
Views: 199224

Re: Split: Re-scaling experiment

NSPropertyList.m is a file belonging to GNUstep. That messages connected with it occur now on Linux systems is probably because of a recent update to the library, that is being picked up by the various distros' package managers. Avoiding this kind of sudden errors out of nowhere is why we have locke...
by another_commander
Thu May 28, 2020 6:32 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 715
Views: 199224

Re: Split: Re-scaling experiment

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 another_commander
Sun May 24, 2020 8:22 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 715
Views: 199224

Re: Split: Re-scaling experiment

Congrats on your first release!