Sometimes I get different textures... just before I rammed another ship (trying to beat him to a cargo pod) and died Esesla was showing a desert texture, now it's completely different...
Well I must have collided a dozen times yesterday and still am unable to reproduce this effect. If you see it again could you try to grab the Latest.log so I can have a look.
Sure submersible, wish I'd thought of that when it happened Please don't expend your time, I've got plenty to waste! I'll try an earlier save and see if it happens again.
I looked in the FP textures folder (I remembered to be empirical!) and there it is. The texture for Esesla from FP is what I saw after reloading a save. Prior to reloading it looked like a desert. Wish I'd thought of that at the time. I also found a folder called OriConfig and I may have misapplied the 2.5.1 update to FP - possibly that is what caused it to misbehave?
Again, with a bit of regex matching to remove the prefix, this data (and anything else that can be accessed/calculated from script) can be written into whichever format is necessary, potentially more quickly than processing the data on the wiki page, as I can determine how I want the output to be printed.
Inspired by this idea - I've managed to put together a galaxy info dumper with JSON output.
A quick visit to each galaxy and I should have the whole lot sitting in the log as json parsable entries. Following this, I've started building a sqlite database of planets and their various 'vanilla' properties as a base for a website and further texture generation.
Certainly the gas giant texture is a bit too common (pretty as they are). I agree with pagroove that 2-3 per galaxy is probably enough. If you want an algorithm for that, then {planetary radius} >= 6870km gives 3,2,2,3,1,3,1,1 for each chart respectively, and has the nice side effect that the gas giants are actually physically bigger than the other planets. (I wouldn't then worry about the agri/ind characteristics if they're that rare - Famous Planets can spin some interesting story about cloud-based vegetables, or radioactive gas collection, or something)
This process of using keywords in the system description to choose the right set of planet textures to pick from has already been done in Cmd. Cheyd's Deep Horizons-Systems. The code is there for anyone to see, so I don't think that you need to reinvent the wheel. It has a non-derivative license so I suggest someone contact him if you want to reuse to the code. BTW there was nothing wrong with DH-systems all it needed was more textures and it is designed so that it can be used by others OXPers.
Chat and relax with other commanders in the [url=irc://irc.oftc.net/oolite]DS's Seedy Space Bar[/url]. The Coolest Bar in the Eight.
This process of using keywords in the system description to choose the right set of planet textures to pick from has already been done in Cmd. Cheyd's Deep Horizons-Systems. The code is there for anyone to see, so I don't think that you need to reinvent the wheel. It has a non-derivative license so I suggest someone contact him if you want to reuse to the code.
DH is making runtime decisions about main planet texture, based on economy / techlevel / saved info , it chooses from a collection of available textures. Povray Planets provides an entire galaxy of textures, a unique texture per planet. They're different wheels. Since PP is choosing the type of planet to generate during OXP production, prior to packaging and distribution - not during game runtime - it makes sense to perform similar behaviour based on keywords - only much earlier.
PhantorGorth wrote:
BTW there was nothing wrong with DH-systems all it needed was more textures and it is designed so that it can be used by others OXPers.
FYI - the only obviously wrong things I see with DH
Two of the faces on Inzaquma (Gal 2) don't seem to match the rest of the planet. Four are continental in fairly subdued colours; the other two are islands in brighter colours.
Two of the faces on Inzaquma (Gal 2) don't seem to match the rest of the planet. Four are continental in fairly subdued colours; the other two are islands in brighter colours.
Confirmed - thanks , that's certainly a rendering bug.
Interestingly, if you have a look at Oolite's default descriptions.plist, there are various potential natural features that just don't show up in game. For example, there are no "dust clouds" or "ice bergs" (which should be one word, not two, but as it doesn't actually appear in-game I'm not too fussed), and the oceans could theoretically be "funny", "weird", "strange", "peculiar", "ancient" and "great" as well. I'm also not aware of any "exuberant" forests".
Yes, I never realised before that the 'random' selection is so strong biassed. It is even skipping any icy stuff at two places:
But, as it mimics the original elite, it must have happened there also
I was thinking that planets with a lot of 'ice' in the description must have textures with big icy poles, but those ice bergs are never mentioned...
There's all sorts of oddities in the random seed. I don't think there's a single system whose name begins with "P" ...
The string from which name characters are chosen doesn't include F, H, J, K, P, W or Y, so that particular one isn't down to the random seeding. There are also none beginning with N because it never starts a digram.
Eric Walch wrote:
"ice", "mud", "Zero-G", "vacuum", "%I ultra"
The "%I ultra" never gets used in that either, and as a result "polo" never comes up as a possible sport.
Looking at the relationship between the adjective and the sport - which gives an idea of just how bad the RNG is - there would only be "ice tennis" and "ice polo", and "ultra polo" and "ultra karate", if they did exist.