Search found 6554 matches
- Sun May 12, 2024 4:18 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 6853
- Views: 2047263
- Sun May 12, 2024 11:19 am
- Forum: Testing and Bug reports
- Topic: Issue with moving exhausts
- Replies: 8
- Views: 52
Re: Issue with moving exhausts
There are some z-order issues when in external views with the exhausts. Depending on view angle exhausts sometimes appear behind objects when they should be in front of them. https://i.postimg.cc/pVSCsTvR/oolite-136.png The Viper in this shot is in front of the Cobra but its exhausts are rendered be...
- Wed May 08, 2024 6:37 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 6853
- Views: 2047263
- Tue May 07, 2024 11:34 am
- Forum: Oolite-Linux
- Topic: Latest Oolite 1.90 on Debian 10
- Replies: 13
- Views: 330
Re: Latest Oolite 1.90 on Debian 10
Interesting code architecture. But the way you describe sounds applicable to one cpu/one process. If rendering and game logic are decoupled, can't they take advantage running on multiple cores? Draw calls on the CPU will always be a lot, lot slower than on GPU no matter how well you might implement...
- Tue May 07, 2024 11:01 am
- Forum: Oolite-Linux
- Topic: Latest Oolite 1.90 on Debian 10
- Replies: 13
- Views: 330
Re: Latest Oolite 1.90 on Debian 10
Do I understand correctly the FPS rate is not only used to render the graphics but resembles the speed of the game loop and therefore the rate for polling the input devices? Render fps and game logic ticks are decoupled, the game can tick up to a minimum of 0.25 sec (which is why you will never see...
- Mon May 06, 2024 9:00 am
- Forum: Oolite-Linux
- Topic: Latest Oolite 1.90 on Debian 10
- Replies: 13
- Views: 330
Re: Latest Oolite 1.90 on Debian 10
13 - 15 FPS Looks like you are running on software 3D acceleration; this framerate is extremely low and carries tremendous input lag, which probably explains why keys need to be presses more than once sometimes. Oolite should easily be able to hit 60+ fps at the very least on any OS (assuming prude...
- Sat May 04, 2024 6:03 pm
- Forum: Expansion Pack
- Topic: [WIP] new GUI for debug console
- Replies: 79
- Views: 8913
- Wed Apr 24, 2024 3:58 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 6853
- Views: 2047263
- Mon Apr 22, 2024 1:29 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 6853
- Views: 2047263
- Tue Apr 16, 2024 6:58 am
- Forum: Discussion
- Topic: Screenshots
- Replies: 6853
- Views: 2047263
- Mon Apr 15, 2024 7:10 am
- Forum: Expansion Pack
- Topic: Planetfall 2.0 (probably)
- Replies: 323
- Views: 3557
Re: Planetfall 2.0 (maybe)
By the way, if somebody knows how to have a texture on a model be 100% lit, regardless of it's alignment to the sun, could you drop me a hint or two? The dark tunnel on one section of the video is due to the alignment of the player on launch causing it to be in shadow. You need to override the shad...
- Sat Apr 13, 2024 1:27 pm
- Forum: Discussion
- Topic: Oolite Configuration
- Replies: 4
- Views: 64
- Sat Apr 13, 2024 12:37 pm
- Forum: Discussion
- Topic: Oolite Configuration
- Replies: 4
- Views: 64
Re: Oolite Configuration
Not on the Windows port, because we are distributing just the gnustep-base dll with the game and nothing else from the gnustep framework. BTW, we do have the defaults.exe program in the Development Environment for Windows under https://github.com/OoliteProject/oolite-windows-build-env/tree/main/gcc/...
- Thu Apr 11, 2024 5:48 am
- Forum: Expansion Pack
- Topic: Degrading Expansions?
- Replies: 12
- Views: 154
Re: Degrading Expansions?
cag wrote an OXP to do advanced FPS monitoring: https://www.dropbox.com/s/msqb9tdg7fo8bvb/oolite.oxp.cag.fps_monitor.oxz?dl=0 Just dropping this info here for future reference: On Windows, SpecialK is by far the best solution for framerate monitoring (and frame pacing and a whole lot of other, too ...
- Wed Apr 10, 2024 1:24 pm
- Forum: Expansion Pack
- Topic: WOOT-Attack!
- Replies: 11
- Views: 173
Re: WOOT-Attack!
Version 0.2 is now in the Expansion Manager. The wiki page has also been updated (Cholly, thanks for setting it up).
Unpiloted entities no longer generate red alert.
Unpiloted entities no longer generate red alert.