[RELEASE] System Features: Sunspots and Rings OXPs
Moderators: winston, another_commander
[RELEASE] System Features: Sunspots and Rings OXPs
Now as official releases - sunspots and planetary rings for Oolite 1.77.
Download Rings - requires good shader support. Adds rings to 1-4 systems in each galaxy. Improved texture in 1.1 provided by ZygoUgo.
Download Sunspots - requires shader support.
Thanks also to another_commander, Diziet Sma, Eric Walch, El Viejo and Commander McLane for testing and bug fixes.
Download Rings - requires good shader support. Adds rings to 1-4 systems in each galaxy. Improved texture in 1.1 provided by ZygoUgo.
Download Sunspots - requires shader support.
Thanks also to another_commander, Diziet Sma, Eric Walch, El Viejo and Commander McLane for testing and bug fixes.
Last edited by cim on Sat May 11, 2013 5:01 pm, edited 6 times in total.
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Re: [Proof of concept] Planetary Rings OXP
cim - This looks great (Something that I'd hoped to see for a while).
Excellent work
Excellent work
The GalTech Industries Corporation - Building ships to populate the galaxies.
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Flying the [wiki]Serpent_Class_Cruiser[/wiki] "Thargoid's Bane"
Increase the variety of ships within your Ooniverse by downloading my OXPs
Flying the [wiki]Serpent_Class_Cruiser[/wiki] "Thargoid's Bane"
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Re: [Proof of concept] Planetary Rings OXP
Looks very nice and promising
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Re: [Proof of concept] Planetary Rings OXP
Well done. This was something I was thinking about only the other day.
Can you collide with the rings or fly right through them? Going to try anyway!
Can you collide with the rings or fly right through them? Going to try anyway!
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
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Re: [Proof of concept] Planetary Rings OXP
I'm getting this error on an Intel HD graphics:
08:29:59.182 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for vedemo-rings.fragment:
>>>>> GLSL log:
ERROR: 2:74: 'dot' : no matching overloaded function found - implicit conversion not allowed
08:29:59.182 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader vedemo-rings.vertex/vedemo-rings.fragment in full complexity mode, trying simple mode.
08:29:59.183 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for vedemo-rings.fragment:
>>>>> GLSL log:
ERROR: 2:74: 'dot' : no matching overloaded function found - implicit conversion not allowed
08:29:59.182 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for vedemo-rings.fragment:
>>>>> GLSL log:
ERROR: 2:74: 'dot' : no matching overloaded function found - implicit conversion not allowed
08:29:59.182 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader vedemo-rings.vertex/vedemo-rings.fragment in full complexity mode, trying simple mode.
08:29:59.183 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for vedemo-rings.fragment:
>>>>> GLSL log:
ERROR: 2:74: 'dot' : no matching overloaded function found - implicit conversion not allowed
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Re: [Proof of concept] Planetary Rings OXP
Thats your problem right there!!another_commander wrote:Intel HD graphics
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Re: [Proof of concept] Planetary Rings OXP
Actually the HD is quite a much improved card/drivers system, compared to the quality I was used to from Intel. Now that I have seen what the problem is, it appears that the Intel drivers seem to be just stricter, not necessarily buggy.
Anyway, the solution here is to go to vedemo-rings.fragment, line 74 and change it from to
Anyway, the solution here is to go to vedemo-rings.fragment, line 74 and change it from
Code: Select all
float dist = dot(uDist, offset);
Code: Select all
float dist = dot(vec3(uDist), offset);
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Re: [Proof of concept] Planetary Rings OXP
Yes you can fly right through them. If you stop when you enter the plane of the rings, they disappear completely, but reappear if you leave the plane. The rings are 2D in that respect.JazHaz wrote:Can you collide with the rings or fly right through them? Going to try anyway!
It works nicely on my NVIDIA card, with no errors in my log. Here's my screenshots:
Rings Demo 1 by JazHaz, on Flickr
Rings Demo 2 by JazHaz, on Flickr
Rings Demo 3 by JazHaz, on Flickr
Last edited by JazHaz on Thu Sep 20, 2012 9:42 am, edited 1 time in total.
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
Re: [Proof of concept] Planetary Rings OXP
Thanks - will fix. The Nvidia card I have is annoyingly lax about even reporting implicit type conversions like that, so I have to get them all correct by eye.another_commander wrote:Anyway, the solution here is to go to vedemo-rings.fragment, line 74 and change it fromtoCode: Select all
float dist = dot(uDist, offset);
Code: Select all
float dist = dot(vec3(uDist), offset);
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Re: [Proof of concept] Planetary Rings OXP
<grumbles> I can't get trunk to run, so I can't look at the rings... and now the latest nVidia drivers are giving me a small problem... grr!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: [Proof of concept] Planetary Rings OXP
been very enthusiastic about this in the thread 'screenshots'
this is grrrrrrrrrrrrreat!
this is grrrrrrrrrrrrreat!
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Re: [Proof of concept] Planetary Rings OXP
I don't know if this would be possible but it would add yet another layer of immersion if their was a chance of sustaining different degrees of damage, or sometimes no damage, if you fly through the rings.
The GalTech Industries Corporation - Building ships to populate the galaxies.
Increase the variety of ships within your Ooniverse by downloading my OXPs
Flying the [wiki]Serpent_Class_Cruiser[/wiki] "Thargoid's Bane"
Increase the variety of ships within your Ooniverse by downloading my OXPs
Flying the [wiki]Serpent_Class_Cruiser[/wiki] "Thargoid's Bane"
Re: [Proof of concept] Planetary Rings OXP
Collisions themselves would be relatively easy to simulate with a frame callback, since the visible part of the rings takes up a well-defined region of space.
If you wanted to do the same for NPC ships you would need to consider efficiency of collision detection and providing AI support for going around the rings at least some of the time.
If you wanted to do the same for NPC ships you would need to consider efficiency of collision detection and providing AI support for going around the rings at least some of the time.
I have a Win XP/Nvidia combination that I can boot up when I get a bit more time, to see if I can get the same crashes. Can you remember what the revision number of the last trunk version to work for you was?El Viejo wrote:<grumbles> I can't get trunk to run
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Re: [Proof of concept] Planetary Rings OXP
Heh... there's a question. In a word, no... but it would've been prior to me installing the deployment trial build (Aug 16-17), I think.cim wrote:Can you remember what the revision number of the last trunk version to work for you was?
First trunk version that I got crashes with (that I can recall) was the nightly v5287.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: [Proof of concept] Planetary Rings OXP
or you could put a low density, physically weak real oolite entity in exactly the same place, with a transparent shader as texture. All you'd need then is a script that recreates it every time it's destroyed...cim wrote:Collisions themselves would be relatively easy to simulate with a frame callback, since the visible part of the rings takes up a well-defined region of space.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)