D(T)runk or not

Discussion and information relevant to creating special missions, new ships, skins etc.

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Svengali
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D(T)runk or not

Post by Svengali »

Time flies, doesn't it?

As follow-up to the discussion on Github Issue 180 it's probably time to push out some test versions even though they are still under development -> Public Library folder. The main part is Library.oxp, the other ones will need it.

You'll need the current trunk version or nightly (from Feb 27, 2016, build 5cf14a1).

Check it out as long as it's hot.
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Re: D(T)runk or not

Post by Cody »

Svengali wrote:
Time flies, doesn't it?
Time flies like an arrow, fruit flies like a banana!
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!
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Re: D(T)runk or not

Post by Svengali »

Cody wrote:
Time flies like an arrow, fruit flies like a banana!
Banana?
*munches* sho id worgs, mi shinkks.
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Re: D(T)runk or not

Post by another_commander »

I totally dig the orchestral, event-driven, in-flight music. I don't think I can play Oolite anymore without it...
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Re: D(T)runk or not

Post by Cody »

Impressive animation demo, amigo! I'm a bit wary of event-driven music (in ED, I had it all disabled), but I'll give it some time.

That version of BGS is lacking the hyperspace-exit cloud, yes?
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!
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Re: D(T)runk or not

Post by Svengali »

another_commander wrote:
I totally dig the orchestral, event-driven, in-flight music.
I've collected 64 tracks (all under CC-by, CC-by-sa or CC-by-nc-sa) which may be useful for a full orchestral set. The script still needs some tweaks though before I can prepare the music files (loudness, levelling, etc.).
Cody wrote:
Impressive animation demo, amigo!
°grins° Yes, a nice appetizer. Will be interesting to see how far the animation script can be tweaked. Could be interesting for missions and intermezzos.
Cody wrote:
That version of BGS is lacking the hyperspace-exit cloud, yes?
No - it's only off by default. The Library ships now a configuration script (like OXPConfig), but much more flexible. Just enable it there.
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Re: D(T)runk or not

Post by Cody »

Okay, cool... done! The docking tunnel sequence seems longer, and having removed the two demos, it's followed by a brief black screen where the animation demo would kick in. Oh yeah... is this BGS version the same as the managed version?
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!
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Re: D(T)runk or not

Post by Svengali »

Cody wrote:
The docking tunnel sequence seems longer, and having removed the two demos, it's followed by a brief black screen where the animation demo would kick in.
I guess you mean on docking. The current shader uses a shorter tunnel on docking (like the old version). But probably it should simply use the same length as on launching as the player reaches the end of the tunnel atm. And there are a few more differences. The shader is much faster now (64 ALU -> 29 ALU), got rid of the branching, uses a higher contrast and simpler door shape and got a lighting effect on launching when the door opens.

And no - this version is quite different to the managed version.
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Re: D(T)runk or not

Post by Cody »

Svengali wrote:
And no - this version is quite different to the managed version.
<nods> Aye... 'twas a late-night, dumb pilot, question!

Both docking and launching sequences seem longer... at least, they did last night.
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!
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Re: D(T)runk or not

Post by Svengali »

Cody wrote:
Both docking and launching sequences seem longer... at least, they did last night.
Yes, they are. Will be fixed in the next version.

Oh, and the new shader has the possibility to set the color of the glowing lines (though BGS passes a hardcoded value atm).
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Re: D(T)runk or not

Post by Svengali »

New versions available -> Public Library folder

After talking with another_commander, Norby, phkb and Smivs it seems that we may be able to unify the way of handling background image AddOns. Although still a WIP it could solve the execution order clashes between BetterScreens, BGS, hdbg, RedSet and XenonUI. BGS already uses it to demonstrate usage.

The next step will be to work on some more options for Lib_Animator to help creating scenes like
Image
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Re: D(T)runk or not

Post by Cody »

I don't think settings (specifically chatter) are persisting through exits/reloads - should they?
If I enable FX Redux, the docking-tunnel doors don't look right. Otherwise - cool!
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!
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Re: D(T)runk or not

Post by Svengali »

Cody wrote:
I don't think settings (specifically chatter) are persisting through exits/reloads - should they?
If I enable FX Redux, the docking-tunnel doors don't look right. Otherwise - cool!
BGS currently forces its default settings, because things may change while developing Library. So this is expected behaviour. I'll have a look at the redux shaders - probably I forgot to update them.
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Re: D(T)runk or not

Post by Cody »

I'm having fun tinkering with the jitter settings - very useful.


Hmm... jitter -> jitterbug -> Jitterbug Perfume... a good read.
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!
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Re: D(T)runk or not

Post by Cody »

... I think 'user-friendly' should be hyphenated.
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!
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