Is this something us replacement texture OXP authors need to know about?Ahruman wrote:The next major release cycle will involve major changes to ship rendering.... This may or may not improve ship visibility.
Oolite is too dark...
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Re: Oolite is too dark...
Commander Smivs, the friendliest Gourd this side of Riedquat.
Re: Oolite is too dark...
What about Clear skies OXP that might help, or do what I do at night, turn the room light off, then I have bendy LED light thingy plugged into my USB to light the keyboard Job's a good'un!
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Re: Oolite is too dark...
I have enough ill eyes and I wouldn't harm they more...TGHC wrote:or do what I do at night, turn the room light off,
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Re: Oolite is too dark...
You’ll be finding out about it at length when there is information to be had.Smivs wrote:Is this something us replacement texture OXP authors need to know about?
E-mail: [email protected]
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Re: Oolite is too dark...
Or get a computer with a back-lit keyboard...TGHC wrote:... then I have bendy LED light thingy plugged into my USB to light the keyboard Job's a good'un!
Re: Oolite is too dark...
Sheeeesh modern technology these days!Or get a computer with a back-lit keyboard...
I definitely have to get one thanks for the info
The Grey Haired Commander has spoken!
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Re: Oolite is too dark...
Suitably crypticAhruman wrote:You’ll be finding out about it at length when there is information to be had.Smivs wrote:Is this something us replacement texture OXP authors need to know about?
Commander Smivs, the friendliest Gourd this side of Riedquat.
Re: Oolite is too dark...
If the slider thing is not possible, then maybe a setting like the language choice in the sound system: 0.5, 1.0, 1.5, 2.0 and so on for the ambient light Commander McLane wrote about...
Re: Oolite is too dark...
Ooooo....Titican.
Titicans 1 to 5.
What's not to like?
Sensible follows.
Titicans 1 to 5.
What's not to like?
Sensible follows.
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Re: Oolite is too dark...
Or... You could just think that in space everything is meant to be dark
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Re: Oolite is too dark...
EDIT: Used Commander McLane's advice, set ambient light to 3.00 - and there's a difference!
Re: Oolite is too dark...
I even use Lights Down to make space even darker.... you have to rely on your scanner more this way. For the marker - use the Scanner Targeting Enhancement, maybe even in conjunction with the Advanced Space Compass, and you have your markers - once you get these ships locked on
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Re: Oolite is too dark...
Well...
This is content of my planetinfo.plist.
Where is here ambient_light variable?
Code: Select all
{
"interstellar space" =
{
sky_color_1 = (0, 1, 0.5);
sky_color_2 = (0, 1, 0);
sky_n_stars = 480;
sky_n_blobs = 128;
};
universal =
{
// The two multiplier values below determine how many more stars will be used to populate space
// with respect to the number normally used. Apply to all systems by being included in the
// "universal" section.
star_count_multiplier = 2;
nebula_count_multiplier = 1;
corona_flare = 0.075;
// Default docking clearance requirement for main stations.
stations_require_docking_clearance = no;
// Default break pattern model for use in both launch/dock and hyperspace sequences.
default_breakpattern_model = "ring.dat";
// Default break pattern model for use in launch/dock sequences. Overrides default_breakpattern_model.
default_dockpattern_model = "oolite-tunnel.dat";
};
// Uncomment the desired behaviour for galactic hyperspace exit. Fixed coordinates will put the arrival
// of an intergalactic jump on map coordinates specified by the key galactic_hyperspace_fixed_coords.
"galactic_hyperspace_behaviour" = "BEHAVIOUR_STANDARD";
//"BEHAVIOUR_ALL_SYSTEMS_REACHABLE";
//"BEHAVIOUR_FIXED_COORDINATES";
// When using BEHAVIOUR_FIXED_COORDINATES, the key below is used to specify the
// actual fixed coordinates for the intergalactic jump.
"galactic_hyperspace_fixed_coords" = "96 96";
hyperspace_tunnel_color_1 = (1.0, 1.0, 1.0, 0.7); // R, G, B, A values 0.0 to 1.0
//hyperspace_tunnel_color_1 = (1.0, 0.0, 1.0, 0.5); // default value, same as docking tunnel
//hyperspace_tunnel_color_2 = (0.0, 0.0, 1.0, 0.25); // default value, same as docking tunnel
/* Worlds with "pink oceans" or "vast oceans" according to system
description. "Unusual oceans" are ignored.
In theory, oceans could also be "ancient", "great", "funny", "weird",
"strange", or "peculiar", but only "pink", "vast" and "unusual" ones
seem to exist in the wild.
*/
"0 19" =
{
// Azaqu
sea_hsb_color = "0.96 0.25 1";
};
// 0 148 Riraes: naturally pink
"0 172" =
{
// Esveor
sea_hsb_color = "0.88 0.2 0.95";
};
// 0 164 Ribilebi: naturally vast
"1 25" =
{
// Berien
sea_hsb_color = "0.9 0.2 0.9";
};
"1 137" =
{
// Lainor
sea_hsb_color = "0.0 0.25 1";
};
"1 160" =
{
// Geisan
sea_hsb_color = "0.01 0.27 1";
};
// 1 195 Cebior: naturally vast
// 1 200 Atgeaner: naturally vastish
"1 203" =
{
// Cemabe - vast oceans, prowled by vicious vicous wolfs.
percent_land = 25; // Actually results in less than 5% land. Hmm.
};
"2 59" =
{
// Ceteri
sea_hsb_color = "0.03 0.3 1";
};
"2 115" =
{
// Usraer
sea_hsb_color = "0.97 0.45 0.9";
land_hsb_color = "0.55 0.75 0.8"; // Blue continents - Usraer defaults to a clashing red.
};
"2 125" =
{
// Edcequor
sea_hsb_color = "0.93 0.21 1";
};
"2 193" =
{
// Anondi
sea_hsb_color = "0.02 0.31 0.85";
};
"2 206" =
{
// Atlaar
sea_hsb_color = "0.89 0.32 1";
};
"2 215" =
{
// Bibira
sea_hsb_color = "0 0.15 0.95";
};
"3 16" =
{
// Onzaenve
percent_land = 15;
};
"3 130" =
{
// Cebitiza
percent_land = 35;
};
"3 148" =
{
// Teisen
percent_land = 30;
};
"3 192" =
{
// Laerzaes
percent_land = 20;
};
"3 216" =
{
// Edrari
sea_hsb_color = "0.88 0.2 0.95";
};
"3 224" =
{
// Orusdire
percent_land = 20;
};
"3 247" =
{
// Leisera - muddy pink, for the mud tennis.
sea_hsb_color = "0.02 0.31 0.85";
};
// TODO: double check, and - if needed - tweak pink & vastness factors for the following planets
"4 62" =
{
// Arriti - pink
sea_hsb_color = "0.9 0.2 0.9";
};
"4 65" =
{
// Xele - muddy pink
sea_hsb_color = "0.02 0.31 0.85";
};
"4 71" =
{
// Usorbela - pink
sea_hsb_color = "0.9 0.2 0.9";
};
"4 93" =
{
// Isvequre - pink
sea_hsb_color = "0.9 0.2 0.9";
};
"4 211" =
{
// Maeser - vast
percent_land = 20;
};
"4 255" =
{
// Cetiisqu - vast
percent_land = 20;
};
"5 26" =
{
// Arvelele - vast
percent_land = 20;
};
"5 34" =
{
// Maatis - vast
percent_land = 20;
};
"5 72" =
{
// Ervedira - vast
percent_land = 20;
};
"5 90" =
{
// Lainisri - pink
sea_hsb_color = "0.9 0.2 0.9";
};
"5 153" =
{
// Reriarti - vast
percent_land = 20;
};
"5 168" =
{
// Ceoreded - vast
percent_land = 20;
};
"5 182" =
{
// Gearge - pink
sea_hsb_color = "0.9 0.2 0.9";
};
"5 212" =
{
// Reinbixe - pink
sea_hsb_color = "0.9 0.2 0.9";
};
"5 243" =
{
// Leera - pink
sea_hsb_color = "0.9 0.2 0.9";
};
"5 247" =
{
// Soinisat - pink
sea_hsb_color = "0.9 0.2 0.9";
};
"6 61" =
{
// Isanesle - vast
percent_land = 20;
};
"6 139" =
{
// Tizaon - pink
sea_hsb_color = "0.9 0.2 0.9";
};
"6 165" =
{
// Qureaed - vast
percent_land = 20;
};
"6 195" =
{
// Teabi - pink
sea_hsb_color = "0.9 0.2 0.9";
};
"6 213" =
{
// Enatzaus - pink
sea_hsb_color = "0.9 0.2 0.9";
};
"7 60" =
{
// Onisain - pink
sea_hsb_color = "0.9 0.2 0.9";
};
"7 87" =
{
// Teteus - vast
percent_land = 20;
};
"7 94" =
{
// Edtetiin - pink
sea_hsb_color = "0.9 0.2 0.9";
};
"7 139" =
{
// Rete - vast
percent_land = 20;
};
"7 149" =
{
// Arenxeon - vast
percent_land = 20;
};
"7 199" =
{
// Mageesti - vast
percent_land = 20;
};
"7 221" =
{
// Dienve - vast
percent_land = 20;
};
}
Where is here ambient_light variable?
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Re: Oolite is too dark...
There is none.OSH wrote:Where is here ambient_light variable?
You should create it as per the instructions in my first reply.
Please don't touch the planetinfo.plist inside Oolite.app, but create another one in AddOns/Config, in which you only put the code snippet I gave you in my first reply.
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Re: Oolite is too dark...
Neither increasing ambient_light, nor Clear Skies didn't help. Well, I have to increase my money and buy enhanced scanner...
A4000 060/50, 16 MB RAM, A1200 E/BOX Tower, Apollo 1240/25 MHz 34 MB RAM, HDD 40 GB; LiteOn 52x32x52, A1200 E1230/40 18 MB RAM, CD-32+SX-1 10 MB RAM, A500, CDTV, A600, C-64, C-64+1541-II, C-64G, C-16
Still hunting in Edriuson (G3) for Deadly status...
Still hunting in Edriuson (G3) for Deadly status...