Search found 2370 matches

by Svengali
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 ...
by Svengali
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. :D
by Svengali
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...
by Svengali
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....
by Svengali
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...
by Svengali
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
by Svengali
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...
by Svengali
Thu Dec 20, 2018 9:59 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

MarchHare wrote: Sat Dec 08, 2018 8:02 am
So this is a really stupid question, and maybe off topic. How do I actually get docking clearance approved? Whenever I request it, I always get a denied response.
Are you fugitive?
by Svengali
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...
by Svengali
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 :D 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.
Image
by Svengali
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!
:D
Off now for the Remorse of Conscience...

Will be interesting what Redspear does with the Grass Snake 8)
by Svengali
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).
by Svengali
Tue Dec 04, 2018 3:39 pm
Forum: Expansion Pack
Topic: 8-Bit Apocalypse Updates
Replies: 23
Views: 34240

Re: 8-Bit Apocalypse Updates

[EliteWiki] 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.)
by Svengali
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...
by Svengali
Mon Dec 03, 2018 10:15 pm
Forum: Discussion
Topic: Screenshots
Replies: 6893
Views: 2116598

Re: Screenshots

cbr wrote: Sun Dec 02, 2018 8:53 pm
a non standard (modded) superhub showing unexpected (red) color in 1.89
I guess tex0 = {type = texture; value = 0;}; would solve it.