Search found 5530 matches

by another_commander
Thu Jun 04, 2020 1:59 pm
Forum: Expansion Pack
Topic: Lave is Earth OXP (8k Textures)
Replies: 8
Views: 179

Re: Lave is Earth OXP (8k Textures)

A medium-res version of the OXP is now available for download from here. The resolution of the textures in this version is 4096 x 2048.
by another_commander
Wed Jun 03, 2020 7:51 pm
Forum: Expansion Pack
Topic: Lave is Earth OXP (8k Textures)
Replies: 8
Views: 179

Re: Lave is Earth OXP (8k Textures)

Prester John wrote:
Wed Jun 03, 2020 6:50 pm
And you don't happen to have a Light Version of these textures?
You know, for "powerless-computers"?
Not at the moment, but I'll try to whip up something with scaled down to 4k textures tomorrow and upload a med-res version.
by another_commander
Wed Jun 03, 2020 11:20 am
Forum: Expansion Pack
Topic: Lave is Earth OXP (8k Textures)
Replies: 8
Views: 179

Re: Lave is Earth OXP (8k Textures)

Certainly looks like it, doesn't it? ;-)
by another_commander
Wed Jun 03, 2020 10:13 am
Forum: Expansion Pack
Topic: Lave is Earth OXP (8k Textures)
Replies: 8
Views: 179

Lave is Earth OXP (8k Textures)

Here is an OXP that takes Lave and turns it into Earth. A similar OXP had been posted as a test case of the new custom planet favilities in Oolite in the Progress thread a few weeks back, but this one has big textures. Very big, actually. The resolution of the diffuse + city lights and normal + spec...
by another_commander
Sat May 30, 2020 8:20 am
Forum: Oolite-Linux
Topic: spinning ship model in Status screen
Replies: 7
Views: 196

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: 717
Views: 199648

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: 193

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: 193

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: 1044600

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: 717
Views: 199648

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: 1044600

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: 717
Views: 199648

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: 196

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: 196

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: 717
Views: 199648

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...