Search found 1474 matches

by Frame
Sat Jan 14, 2017 11:21 pm
Forum: Suggestion Box
Topic: DrawDistance for effects And planets
Replies: 18
Views: 8544

Re: DrawDistance for effects And planets

The atmosphere effect seems to be behaving correctly, i.e. becomes transparent (newOpacity=0.0) a bit before the "central lighting" appears. If I understood correctly, you scaled the planets way more than they are in the game. The shader uses the collisionRadius uniform (which should be the atmosph...
by Frame
Sat Jan 14, 2017 6:14 pm
Forum: Suggestion Box
Topic: DrawDistance for effects And planets
Replies: 18
Views: 8544

Re: DrawDistance for effects And planets

So it is the shaders!. Does this complicate matters ?. Although I don't understand why is it happening to you, you can try this change in the oolite-default-atmosphere.fragment file: instead of last lines reading } gl_FragColor = vec4(totalColor, newOpacity); } try } else { discard; } gl_FragColor ...
by Frame
Fri Jan 13, 2017 8:57 pm
Forum: Suggestion Box
Topic: DrawDistance for effects And planets
Replies: 18
Views: 8544

Re: DrawDistance for effects And planets

Could it be the new atmosphere shader? Try this: In the 1.85 folder, go to Resources/Shaders and rename the file oolite-default-atmosphere.fragment to something else. This will force a fall-back to the previous (1.84) style of atmosphere rendering. Then repeat the test. Do planets still disappear a...
by Frame
Fri Jan 13, 2017 8:00 pm
Forum: Suggestion Box
Topic: DrawDistance for effects And planets
Replies: 18
Views: 8544

Re: DrawDistance for effects And planets

still the same. effects cut of rendering at about 2.6... Se video.
Oh btw forgot to record, planets do cut off at 10 MKm. I can make a new video of it if you like.

Edit, sry its actually less, at about 4.4 MKm.

https://www.youtube.com/watch?v=LRmVheh9erk
by Frame
Fri Jan 13, 2017 2:45 pm
Forum: Suggestion Box
Topic: DrawDistance for effects And planets
Replies: 18
Views: 8544

Re: DrawDistance for effects And planets

another_commander wrote:
Fri Jan 13, 2017 1:36 pm
What is the exact version string of the nightly you use to test 1.85?
I downloaded the src via github applied pull request 153, then make debug = 0, like in the thread that was originally in the screenshots thread.
video.

If i write Oolite.versionString it just writes 1.85
by Frame
Fri Jan 13, 2017 5:12 am
Forum: Suggestion Box
Topic: DrawDistance for effects And planets
Replies: 18
Views: 8544

Re: DrawDistance for effects And planets

and the planets/sun drawdistance be that of 1.84 instead of the currently 10 million KM. Not sure what the actual problem might be here, but there is no change between 1,84 and 1,85 on how draw distances are handled. 1.84 also has a 10MKm MAX_CLEAR_DEPTH set. in 1.84:Effects cut of rendering at abo...
by Frame
Thu Jan 12, 2017 12:16 am
Forum: Suggestion Box
Topic: DrawDistance for effects And planets
Replies: 18
Views: 8544

DrawDistance for effects And planets

Could drawdistance be the same for Effects as for Planets ? and the planets/sun drawdistance be that of 1.84 instead of the currently 10 million KM. I cannot it seems be able to build it myself to test. Currently the effects fall for the about 2.8 KM s draw distance for standard objects. IMO effects...
by Frame
Sat Jan 07, 2017 12:35 am
Forum: Testing and Bug reports
Topic: Split: Applying github patch problems
Replies: 5
Views: 4301

Re: Screenshots

OK, thanks for testing. Note that the current 1.85 nightlies do not have PR #153 applied and one of the reasons is that we did not have enough information about what happens at extreme distances. If the 10Mkm disappearance gets sorted out and it does look better, then we could consider bringing #15...
by Frame
Fri Jan 06, 2017 12:36 am
Forum: Discussion
Topic: Screenshots
Replies: 5705
Views: 1114713

Re: Screenshots

Those 'quivering blotches' on planets at distance was something I encountered when testing the rescaling experiment. I don't have a fix other than to restrict the distances. @Redspear (and @Frame, if you are building from source): Can you please try to check if the patch from github Pull Request 15...
by Frame
Tue Jan 03, 2017 10:41 pm
Forum: Discussion
Topic: Screenshots
Replies: 5705
Views: 1114713

Re: Screenshots

Well, this evovled into creating the entire solar system (at scale. 1 AU is 1 AU. Apart from the sun and the main planet, diameters of everything else is to scale), it can work on its own however and is not dependant on any solar systems being there. At present i got a working FSD drive that i name...
by Frame
Sun Dec 11, 2016 5:11 pm
Forum: Discussion
Topic: Screenshots
Replies: 5705
Views: 1114713

Re: Screenshots

Still tinkering. Freespace inspired HUD. Tinkering with FOV. The small model is yellow shaded and is moving like the target. http://i304.photobucket.com/albums/nn180/Frame_2/th_2016-11-29%202_zpsh5tuuuh7.png Frame, that looks great! :) OK, so the angle's a little off but that's not important for my...
by Frame
Wed Nov 30, 2016 12:43 am
Forum: Discussion
Topic: Screenshots
Replies: 5705
Views: 1114713

Re: Screenshots

Still tinkering. Freespace inspired HUD. Tinkering with FOV. The small model is yellow shaded and is moving like the target. The altitude indicator on your HUD has me bemused. Don't remember seeing a main station that close to a planet. Some logical explanation, I wouldn't wonder? That's no planet ...
by Frame
Tue Nov 29, 2016 10:02 pm
Forum: Discussion
Topic: Screenshots
Replies: 5705
Views: 1114713

Re: Screenshots

Still tinkering. Freespace inspired HUD. Tinkering with FOV. The small model is yellow shaded and is moving like the target.

Image
by Frame
Tue Nov 29, 2016 9:38 pm
Forum: Discussion
Topic: Screenshots
Replies: 5705
Views: 1114713

Re: Screenshots

Shame, you still have to duplicate details from shipdata.plist to effectdata.plist :( . Granted it works, but it's a helluva lot of work and needs to be updated for every new object. Of course, it's a fudge but once it's done... There are some other issues too, like lighting and trying to place a b...
by Frame
Wed Apr 20, 2016 8:41 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 217927

Re: Split: Re-scaling experiment

Here is a proposal for laser range adjustments for the next test build: Pulse: 4125 (original value 12500) Beam: 4950 (original value 15000) Military: 7500 (original value 30000) Mining: 3000 (original value 12500) }[/code] a bit late, but here is a crazy idea. More power = less Range, but still mo...