Oolite is too dark...

General discussion for players of Oolite.

Moderators: winston, another_commander

User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: Oolite is too dark...

Post by Smivs »

Ahruman wrote:
The next major release cycle will involve major changes to ship rendering.... This may or may not improve ship visibility.
Is this something us replacement texture OXP authors need to know about?
Commander Smivs, the friendliest Gourd this side of Riedquat.
User avatar
TGHC
---- E L I T E ----
---- E L I T E ----
Posts: 2157
Joined: Mon Jan 31, 2005 4:16 pm
Location: Berkshire, UK

Re: Oolite is too dark...

Post by TGHC »

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!
The Grey Haired Commander has spoken!
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
User avatar
OSH
Dangerous
Dangerous
Posts: 124
Joined: Thu Dec 04, 2008 2:57 pm
Location: Poland, Lave Station :)
Contact:

Re: Oolite is too dark...

Post by OSH »

TGHC wrote:
or do what I do at night, turn the room light off,
I have enough ill eyes and I wouldn't harm they more...
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...
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Re: Oolite is too dark...

Post by JensAyton »

Smivs wrote:
Is this something us replacement texture OXP authors need to know about?
You’ll be finding out about it at length when there is information to be had.
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Oolite is too dark...

Post by Commander McLane »

TGHC wrote:
... then I have bendy LED light thingy plugged into my USB to light the keyboard Job's a good'un!
Or get a computer with a back-lit keyboard... :wink:
User avatar
TGHC
---- E L I T E ----
---- E L I T E ----
Posts: 2157
Joined: Mon Jan 31, 2005 4:16 pm
Location: Berkshire, UK

Re: Oolite is too dark...

Post by TGHC »

Or get a computer with a back-lit keyboard... :wink:
Sheeeesh modern technology these days!

I definitely have to get one thanks for the info :)
The Grey Haired Commander has spoken!
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: Oolite is too dark...

Post by Smivs »

Ahruman wrote:
Smivs wrote:
Is this something us replacement texture OXP authors need to know about?
You’ll be finding out about it at length when there is information to be had.
Suitably cryptic :wink:
Commander Smivs, the friendliest Gourd this side of Riedquat.
Zireael
---- E L I T E ----
---- E L I T E ----
Posts: 1396
Joined: Tue Nov 09, 2010 1:44 pm

Re: Oolite is too dark...

Post by Zireael »

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...
ooh-ooh
Above Average
Above Average
Posts: 24
Joined: Fri Jan 28, 2011 8:46 pm
Location: Rum, egg and muck.

Re: Oolite is too dark...

Post by ooh-ooh »

Ooooo....Titican.

Titicans 1 to 5.

What's not to like?

Sensible follows.
User avatar
Fatleaf
Intergalactic Spam Assassin
Intergalactic Spam Assassin
Posts: 1988
Joined: Tue Jun 08, 2010 5:11 am
Location: In analysis mode on Phaelon
Contact:

Re: Oolite is too dark...

Post by Fatleaf »

Or... You could just think that in space everything is meant to be dark :wink:
Find out about the early influences of Fatleaf here. Also his OXP's!
Holds the Ooniversal record for "Thread Necromancy"
Zireael
---- E L I T E ----
---- E L I T E ----
Posts: 1396
Joined: Tue Nov 09, 2010 1:44 pm

Re: Oolite is too dark...

Post by Zireael »

EDIT: Used Commander McLane's advice, set ambient light to 3.00 - and there's a difference!
User avatar
Corny
---- E L I T E ----
---- E L I T E ----
Posts: 363
Joined: Sun Dec 20, 2009 11:50 am
Location: (northern) Germany

Re: Oolite is too dark...

Post by Corny »

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 :)
User avatar
OSH
Dangerous
Dangerous
Posts: 124
Joined: Thu Dec 04, 2008 2:57 pm
Location: Poland, Lave Station :)
Contact:

Re: Oolite is too dark...

Post by OSH »

Well...

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;
	};
}
This is content of my planetinfo.plist.

Where is here ambient_light variable?
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...
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Oolite is too dark...

Post by Commander McLane »

OSH wrote:
Where is here ambient_light variable?
There is none.

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.
User avatar
OSH
Dangerous
Dangerous
Posts: 124
Joined: Thu Dec 04, 2008 2:57 pm
Location: Poland, Lave Station :)
Contact:

Re: Oolite is too dark...

Post by OSH »

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...
Post Reply