Search found 2370 matches
- Wed Mar 25, 2020 6:35 pm
- Forum: Discussion
- Topic: BGS 2.5.1: How can I remove the parts that I don't want?
- Replies: 11
- Views: 13262
Re: BGS 2.5.1: How can I remove the parts that I don't want?
I added those lines to all the stations and the Rock Hermit. The station tunnels still had rounded corners, although they were reduced a little and the Rock Hermit tunnel was a diamond shape. No rounded corners, but I was hoping that they'd all have nice sharp rectangles. Plus, the Station Ads OXP ...
- Wed Mar 25, 2020 6:21 pm
- Forum: Expansion Pack
- Topic: [WIP] new GUI for debug console
- Replies: 103
- Views: 21621
Re: [WIP] new GUI for debug console
Nice work, a_c!!!! Thanks a lot.
- Tue Mar 24, 2020 8:33 pm
- Forum: Discussion
- Topic: BGS 2.5.1: How can I remove the parts that I don't want?
- Replies: 11
- Views: 13262
Re: BGS 2.5.1: How can I remove the parts that I don't want?
Well, I keep hearing the one that sounds like "I bet the houses..." (chatter01). Every time I hear the higher pitched ones, all I can think of is Cousin It from The Addams Family. :) You should have heard some of the samples I did NOT include. :D I tried adding; bgs_tunnel_shape = 7 to th...
- Tue Mar 24, 2020 5:52 pm
- Forum: Discussion
- Topic: BGS 2.5.1: How can I remove the parts that I don't want?
- Replies: 11
- Views: 13262
Re: BGS 2.5.1: How can I remove the parts that I don't want?
Thank you for the reply. I hope it didn't seem that I was slagging off your work. I've been using BGS to enhance the game, it's just that I'm kind of picky and some parts of it weren't to my tastes. However, I've discovered that trying to come up with something I like better is no easy task. Grins....
- Mon Mar 23, 2020 8:37 pm
- Forum: Discussion
- Topic: BGS 2.5.1: How can I remove the parts that I don't want?
- Replies: 11
- Views: 13262
Re: BGS 2.5.1: How can I remove the parts that I don't want?
However I don't have the first clue about shaders and the weird scripting language used by Oolite. For example; I found this in "bgs_fx_dock.fs"; The shaders in Oolite are GLSL2.x (OpenGL Shading Language). See https://www.khronos.org/registry/OpenGL-Refpages/ . Edit: www.khronos.org/regi...
- Fri Dec 21, 2018 6:33 pm
- Forum: Discussion
- Topic: sound disables in game
- Replies: 22
- Views: 22644
Re: sound disables in game
And take a look at the logged times. Looks strange as well
21:39:02.175 [startup.complete]: ========== Loading complete in 1.94 seconds. ==========
17:13:00.999 [sound.load.error]: Could not create OpenAL buffer
21:39:02.175 [startup.complete]: ========== Loading complete in 1.94 seconds. ==========
17:13:00.999 [sound.load.error]: Could not create OpenAL buffer
- Fri Dec 21, 2018 10:28 am
- Forum: Expansion Pack
- Topic: Library
- Replies: 103
- Views: 117605
Re: Library
Lib_MatFinder1.1 is online. Changes: - Added note by a_c about gloss+specular - Choices left aligned - Handling for disallowed models via conditions - Added Mode: Positions. Handling and logging for aft_eject_position, exhaust, missile_launch_position, scoop_position, view_position_aft, view_positi...
- Thu Dec 20, 2018 9:59 pm
- Forum: Expansion Pack
- Topic: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
- Replies: 202
- Views: 162846
- Thu Dec 20, 2018 9:57 pm
- Forum: Expansion Pack
- Topic: Library
- Replies: 103
- Views: 117605
Re: Library
I probably missed something but I am having some slight problems with the navigation, for example a search function so I don't need to scroll 190+ pages to find a specific ship model and a zoom / move feature so small ships could be centered and not disappear under the text anymore. Search function...
- Fri Dec 07, 2018 12:33 pm
- Forum: Expansion Pack
- Topic: 8-Bit Apocalypse Updates
- Replies: 23
- Views: 34240
Re: 8-Bit Apocalypse Updates
@Redspear: No need to hurry And the model already looks good!
I've done a quick mockup for the RoC, but I guess I need to change a bit more to get closer to the previous version. Probably changing the normal map will give a better result.
I've done a quick mockup for the RoC, but I guess I need to change a bit more to get closer to the previous version. Probably changing the normal map will give a better result.
- Wed Dec 05, 2018 3:43 pm
- Forum: Expansion Pack
- Topic: 8-Bit Apocalypse Updates
- Replies: 23
- Views: 34240
Re: 8-Bit Apocalypse Updates
Rxke wrote:good stuff!
Off now for the Remorse of Conscience...
Will be interesting what Redspear does with the Grass Snake
- Wed Dec 05, 2018 3:40 pm
- Forum: Expansion Pack
- Topic: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
- Replies: 202
- Views: 162846
Re: [UPDATED RELEASE 03-07-2014] Superhub V1.6 OXZ
The easist fix would be to scale down the model for the dock along the z-axis (e.g. to a length of 100 instead of 2000).
- Tue Dec 04, 2018 3:39 pm
- Forum: Expansion Pack
- Topic: 8-Bit Apocalypse Updates
- Replies: 23
- Views: 34240
Re: 8-Bit Apocalypse Updates
FarstarMurderer v1.2 is online and in the manager as well.
Changes:
- v1.2 requires Oolite v1.88
- Materials entry updated
- Added missing positions (scoop_position, etc.)
Changes:
- v1.2 requires Oolite v1.88
- Materials entry updated
- Added missing positions (scoop_position, etc.)
- Tue Dec 04, 2018 10:16 am
- Forum: Discussion
- Topic: Screenshots
- Replies: 6893
- Views: 2116598
Re: Screenshots
I replaced this in the superhub.fragment It goes into the shipdata.plist not in the fragment shader. shaders = { "pagroove_superhub_diffuse.png" = { vertex_shader = "superhub_ahruman-generic.vertex"; fragment_shader = "pagroove_superhub.fragment"; textures = ("pag...
- Mon Dec 03, 2018 10:15 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 6893
- Views: 2116598