Search found 332 matches
- Fri Apr 10, 2020 8:47 pm
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 814
- Views: 448415
Re: Split: Re-scaling experiment
planet_plist_ops = { "planet_distance": " * 6.6", # Planet to Witchpoint "sun_distance": " * 1", # Planet to Sun "sun_distance_multiplier": " * 1", # > 1.81 and only if _modifier not set "sun_distance_modifier": " * 1",...
- Thu Apr 09, 2020 5:28 pm
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 814
- Views: 448415
Re: Split: Re-scaling experiment
Aha - I am knocking together a Python script to do these multiplications in planetinfo.plist - I thought that might radically speed up your experiments!
- Wed Apr 08, 2020 1:16 pm
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 814
- Views: 448415
Re: Split: Re-scaling experiment
But I will stop here, it looks like we are seiously derailing Redspear's thread. The discussion is indeed very interesting, but it would be best if it were to continue on another thread. I've edited another_commander's amazing summary of the lighting model and used it to raise Issue 345 as a featur...
- Wed Apr 08, 2020 12:54 pm
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 814
- Views: 448415
Re: Split: Re-scaling experiment
Created a fork as a place to dump info and assemble PRs. I broke the changes down into 5 issues (on the fork, not the parent!) which I think can work more or less independently of each other, so you can have five PRs for better clarity on the sets of changes. (Or fewer, if we decide things work toge...
- Wed Apr 08, 2020 12:33 pm
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 814
- Views: 448415
Re: Split: Re-scaling experiment
Shaders only though, so I should probably make the default a similar brightness to the core game, without any sun distance multiplier (unless we're going shaders as standard...) Maybe I can go half-way with the ambient light, for a dark but less extreme look than is normally achieved with a distant...
- Tue Apr 07, 2020 9:34 am
- Forum: Oolite-PC
- Topic: Help building with MinGW64/MSYS2
- Replies: 2
- Views: 6531
Re: Help building with MinGW64/MSYS2
. /mingw/../devlibs/gnustep1201/System/Library/Makefiles/GNUstep.sh That was what I needed, thank you. The question here is, why try to build with a system that is not tested with the Oolite codebase, when there is a single-download development envrionment prepared already with everything that is n...
- Mon Apr 06, 2020 5:11 pm
- Forum: Oolite-PC
- Topic: Help building with MinGW64/MSYS2
- Replies: 2
- Views: 6531
Help building with MinGW64/MSYS2
I have MinGW64/MSYS2 installed and I've used it to do some quite complex builds of other software so I think the environment itself is OK. For instance I cloned libobjc2 itself and ran configure, which seems happy with all the dependencies. I installed all the clang/objc/GNUstep bits and bobs using ...
- Mon Apr 06, 2020 12:05 pm
- Forum: Discussion
- Topic: Oooops ... how far can I go?
- Replies: 15
- Views: 15915
Re: Oooops ... how far can I go?
The only way to travel: it's a shame. I imagine the game could be changed (with some work) to allow allow a manual switch from one system to another. If so, then when one leaves one's ship running its jump drive in deep space and comes back, what, a few days later (or less than that if one is using...
- Mon Apr 06, 2020 11:49 am
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 814
- Views: 448415
Re: Split: Re-scaling experiment
Hello guys. Almost cosmic-scale long time no speak... Like everybody else I now have three hours a day I used to spend stuck on trains, that I can use to do interesting things instead! So I am volunteering my services to this thread... two of my favourite vintage games are Frontier and Dark Angel on...
- Sun Jan 19, 2020 10:49 pm
- Forum: Suggestion Box
- Topic: New ship: Any one able to make it?
- Replies: 9
- Views: 10476
Re: New ship: Any one able to make it?
Big ships don't work terrifically well with game balance (which seems to be why it's not in E:D either...) Here's a thread on the Andromeda OXP for instance - give that a try. If you like it, re-skining it to look like a Panther Clipper should be pretty easy... http://bb.aegidian.org/viewtopic.php?f...
- Thu Jan 10, 2019 8:36 pm
- Forum: Discussion
- Topic: Physics and Momentum
- Replies: 4
- Views: 6752
- Mon Sep 10, 2018 7:54 pm
- Forum: Oolite-Mac
- Topic: Building with XCode 10 ... tweaks needed
- Replies: 4
- Views: 11951
Re: Building with XCode 10 ... tweaks needed
Aha.
had it hard-wired. (Found it by looking at the "levels" instead of "combined" in the Build Settings.
Now can we have a little chat about the 1413 warnings...
Code: Select all
src/Cocoa/oolite-targets.xcconfig
Now can we have a little chat about the 1413 warnings...

- Mon Sep 10, 2018 7:32 pm
- Forum: Oolite-Mac
- Topic: Building with XCode 10 ... tweaks needed
- Replies: 4
- Views: 11951
Building with XCode 10 ... tweaks needed
I had a go building with XCode 10. 10 finally removes support for the long-deprecated libstdc++. I am surprised to find that if you switch the Frameworks/libjs target, libjs will build - BUT you have to change the build target to MacOS 10.7 minimum. Unfortunately there's another setting somewhere wh...
- Sun Aug 27, 2017 11:25 am
- Forum: Outworld
- Topic: Science Fiction Trivia
- Replies: 7591
- Views: 2084334
Re: Science Fiction Trivia
The always magnificent Dirk Maggs included a live version of this in the H2G2 tour a few years ago - so there's another sci-fi link. (Along with Adams himself appearing WITH Pink Floyd once on rhythm guitar.)
- Sun Aug 20, 2017 3:34 pm
- Forum: Outworld
- Topic: Music Thread!
- Replies: 48
- Views: 57615
Re: Music Thread!
That's very Philip Glass / Terry Riley / Steve Reich. I'll have a listen!
The Orb, anyone?