Search found 36 matches
- Tue Jul 30, 2013 5:00 am
- Forum: Oolite-Linux
- Topic: [Solved] Oolite 1.77 Intel Graphics problem
- Replies: 24
- Views: 23460
Re: Oolite 1.77 Intel Graphics problem
You should be able to simply reverse the order of the "dials" elements in hud.plist in 1.77 to "fix" the bug. I didn't test this yet. If the "fix" does work, I suggest putting up the hud.plist on box.com (or similar) for others to download. The simplest solution, for t...
- Mon Jul 29, 2013 4:12 am
- Forum: Oolite-Linux
- Topic: [Solved] Oolite 1.77 Intel Graphics problem
- Replies: 24
- Views: 23460
Re: Oolite 1.77 Intel Graphics problem
If I move ship's clock to last, I can set the scanner to second-to-last, and it is still visible, but it is in the "crazy color" mode. The following items can appear before the scanner without causing the crazy color effect: Targeting enhancement scanner zoom indicator stick sensitivity in...
- Sun Jul 28, 2013 10:54 pm
- Forum: Oolite-Linux
- Topic: [Solved] Oolite 1.77 Intel Graphics problem
- Replies: 24
- Views: 23460
Re: Oolite 1.77 Intel Graphics problem
In hud.plist, if I move the scanner entry: Before the speed bar: looks good, no bug After speed bar, but before ship's clock: crazy colors https://dl.dropboxusercontent.com/u/15097351/Oolite/crazy_colors1.png https://dl.dropboxusercontent.com/u/15097351/Oolite/crazy_colors2.png After ship's clock: f...
- Sun Jul 28, 2013 5:33 am
- Forum: Oolite-Linux
- Topic: [Solved] Oolite 1.77 Intel Graphics problem
- Replies: 24
- Views: 23460
Re: Oolite 1.77 Intel Graphics problem
Offtopic: This was the first time I've ever used git bisect, and I've got to say, that was exciting. It's pretty neat how easily you can find a commit that introduces a bug, which allows you to then just brute-force your way through the changes made to find the specific line that caused the bug.
- Sun Jul 28, 2013 5:27 am
- Forum: Oolite-Linux
- Topic: [Solved] Oolite 1.77 Intel Graphics problem
- Replies: 24
- Views: 23460
Re: Oolite 1.77 Intel Graphics problem
Ok, on branch master I modified drawDials like so: - (void) drawDials { z1 = [[UNIVERSE gameView] display_z]; // reset drawScanner flag. _scannerUpdated = NO; _compassUpdated = NO; // tight loop, we assume dialArray doesn't change in mid-draw. NSInteger i; const NSInteger dialArray_count = [dialArra...
- Sun Jul 28, 2013 5:18 am
- Forum: Oolite-Linux
- Topic: [Solved] Oolite 1.77 Intel Graphics problem
- Replies: 24
- Views: 23460
Re: Oolite 1.77 Intel Graphics problem
Commenting out if (scannerUpdated) return; // there's never the need to draw the scanner twice per frame! in - (void) drawScanner:(NSDictionary *)info (line 894) does not fix the bug. It also does not fix the bug when I combine it with cim's suggestion. Found a fix! Replacing for (i = [dialArray cou...
- Sun Jul 28, 2013 4:56 am
- Forum: Oolite-Linux
- Topic: [Solved] Oolite 1.77 Intel Graphics problem
- Replies: 24
- Views: 23460
Re: Oolite 1.77 Intel Graphics problem
Looking at that commit, the most obvious cause of the scanner disappearing would be if emptyDial was being set incorrectly. Could you try replacing BOOL emptyDial = ([info oo_floatForKey:ALPHA_KEY] == 0.0f); with BOOL emptyDial = NO; in the drawScanner function (around line 900 of HeadUpDisplay.m) ...
- Sat Jul 27, 2013 7:28 pm
- Forum: Oolite-Linux
- Topic: [Solved] Oolite 1.77 Intel Graphics problem
- Replies: 24
- Views: 23460
Re: Oolite 1.77 Intel Graphics problem
I've been away from Oolite for a while and after coming back found this bug affected me too. I did a git bisect and found the problematic commit to be: commit 37bd9b1923cac83ed30da061f971287332623b0a Author: Marc <kaks@oolite.org> Date: Thu Sep 13 14:32:20 2012 +0000 Mass lock refactoring, part I: -...
- Thu Jun 26, 2008 11:38 pm
- Forum: Discussion
- Topic: Problem with precision toggle in 1.71.2
- Replies: 22
- Views: 13654
- Sun May 04, 2008 1:59 pm
- Forum: Suggestion Box
- Topic: For the love of god, yaw thrusters please!
- Replies: 77
- Views: 50255
- Fri Apr 18, 2008 5:33 am
- Forum: Suggestion Box
- Topic: For the love of god, yaw thrusters please!
- Replies: 77
- Views: 50255
Yeah, it makes sense. Basically you want the option of having different responses besides just linear. I don't think logarithmic is want you want, though. I've a made a few plots of the cubic function y = (1-c)*x^3 + c*x where c varies between 0 (slope at the origin is 0 - maximum non-linearity) and...
- Wed Apr 02, 2008 3:27 am
- Forum: Oolite-Linux
- Topic: APPEAL FOR HELP from amd64 users
- Replies: 19
- Views: 21668
- Tue Mar 25, 2008 11:17 pm
- Forum: Suggestion Box
- Topic: For the love of god, yaw thrusters please!
- Replies: 77
- Views: 50255
- Mon Mar 24, 2008 10:43 pm
- Forum: Suggestion Box
- Topic: For the love of god, yaw thrusters please!
- Replies: 77
- Views: 50255
Updated code for analog joystick yaw control. I switched the yaw over to using a double, instead of NSPoint. I also didn't include the code that makes default yaw action half as large as pitch action. Also, I fixed what I'm pretty sure was a bug in the code. abs(virtualStick.x) (and y) were changed ...
- Mon Mar 24, 2008 2:12 pm
- Forum: Suggestion Box
- Topic: For the love of god, yaw thrusters please!
- Replies: 77
- Views: 50255
Ok, I was reviewing the code a bit more, and while that code works, I'm going to change it just a bit. Basically I copied the method of getting the joystick info from the pitch/roll code, which uses getPitchRollAxis, which returns an NSPoint, which is 2 doubles. I used that, so virtualYaw.y was alwa...