Search found 6820 matches

by another_commander
Sat Jun 07, 2025 8:14 am
Forum: Discussion
Topic: Thargoid Worlds
Replies: 30
Views: 701

Re: Thargoid Worlds

Hard agree also from this side here.
by another_commander
Fri Jun 06, 2025 2:58 pm
Forum: Testing and Bug reports
Topic: deploySite task in github workflow failing
Replies: 38
Views: 23406

Re: deploySite task in github workflow failing

The zip is created automatically by GitHub when a release is published. It is generated whether we like it or not. The bz2 is the tarball created by us and is the one you should download if you want to build from source.
by another_commander
Sun Jun 01, 2025 4:49 pm
Forum: Discussion
Topic: Screenshots
Replies: 6978
Views: 2468790

Re: Screenshots

Image
by another_commander
Fri May 30, 2025 3:02 am
Forum: Oolite-Linux
Topic: I packaged the game as a flatpak
Replies: 30
Views: 922

Re: I packaged the game as a flatpak

What does the following line do in the Makefile for the test and debug targets? I don't use the AddOns folder after building, the flatpak only copies the oolite.app folder. As far as I can tell everything works fine, is there something subtle that breaks? mkdir -p AddOns && rm -rf AddOns/Ba...
by another_commander
Thu May 29, 2025 2:50 pm
Forum: Oolite-Linux
Topic: I packaged the game as a flatpak
Replies: 30
Views: 922

Re: I packaged the game as a flatpak

May I kindly ask for the 1.91 flatpak file to be uploaded somewhere for additional testing?
by another_commander
Tue May 27, 2025 3:13 pm
Forum: Expansion Pack
Topic: More/ larger galaxies
Replies: 216
Views: 130787

Re: More/ larger galaxies

How much work would it really be to expand the 8 galaxies? Is it easily do-able - or would it constitute a major vandalisation of everything, breaking OXPs right, left and centre, and causing all sorts of unforeseen upsets? In an ideal world it should have been easy. Change a number from 256 to wha...
by another_commander
Sun May 25, 2025 8:45 am
Forum: Oolite-Linux
Topic: I packaged the game as a flatpak
Replies: 30
Views: 922

Re: I packaged the game as a flatpak

This is really great, congrats for reviving the Linux port.

I cannot comment on the pack itself as I am not using Linux, but probably one or more of our Linux users will be able to verify the functionality and contents of the package.

Looking forward to seeing it on flathub.
by another_commander
Thu May 22, 2025 5:00 pm
Forum: Testing and Bug reports
Topic: The display_name property from shipdata.plist and shipdata-overrides.plist does not work
Replies: 10
Views: 500

Re: The display_name property from shipdata.plist and shipdata-overrides.plist does not work

I thought display_name in shipdata was... I can't find the exact word, redundant, maybe. I thought displayName on a ship object was created from shipClassName + shipUniqueName (possibly via some rule in descriptions.plist). I honestly cannot remember if, how and when this happened, but display_name...
by another_commander
Thu May 22, 2025 4:35 pm
Forum: Testing and Bug reports
Topic: The display_name property from shipdata.plist and shipdata-overrides.plist does not work
Replies: 10
Views: 500

Re: The display_name property from shipdata.plist and shipdata-overrides.plist does not work

I am not sure it is a bug. OOShipRegistry.m in the source code contains the following inside the - (NSMutableDictionary *) mergeShip:(NSDictionary *)child withParent:(NSDictionary *)parent method: // Certain properties cannot be inherited. if ([child oo_stringForKey:@"display_name"] == nil...
by another_commander
Thu May 22, 2025 5:11 am
Forum: Testing and Bug reports
Topic: The display_name property from shipdata.plist and shipdata-overrides.plist does not work
Replies: 10
Views: 500

Re: The display_name property from shipdata.plist and shipdata-overrides.plist does not work

Starting a new game works fine and the shipdata-overrides can be something as simple as

Code: Select all

{
	"cobra3-player" =
	{
		display_name = "Yarrrrrr!!";
	};
}
Throw this shipdata-overrides.plist inside a Config folder in AddOns and that should do it.
by another_commander
Mon May 19, 2025 5:38 pm
Forum: Oolite-PC
Topic: Oolite on HDR Displays
Replies: 99
Views: 34972

Re: Oolite on HDR Displays

Mixing tone mappers in the same scene is not a good idea, neither using thresholds. Thresholds in general tend to create artifacts, except in some rare cases and your proposal is no exception, unfortunately. Running your above code, the planet city lights with RGB value 0.0, 0.0, 3.9 look like this ...
by another_commander
Mon May 19, 2025 7:25 am
Forum: Oolite-PC
Topic: Oolite on HDR Displays
Replies: 99
Views: 34972

Re: Oolite on HDR Displays

And in what cases does something like this prove useful? When you are close to the sun? It is the one of the main ways used in cinema, photography and games to showcase very bright lights. As light source intensity increases, color tends to desaturate to white. This can be useful mainly for effects...
by another_commander
Sun May 18, 2025 12:39 pm
Forum: Oolite-PC
Topic: Oolite on HDR Displays
Replies: 99
Views: 34972

Re: Oolite on HDR Displays

Thanks, now I get the point. Then the question arises: is it not possible to compensate for low saturation in SDR? Then sdr and hdr output images will be as close as possible to the original srgb image. Try this: Find the oolite-final.fragment shader inside oolite.app/Resources/Shaders and open it ...