Planets in oolite-trunk-1.77.0.5048-dev.win32

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Planets in oolite-trunk-1.77.0.5048-dev.win32

Post by Fatleaf »

While testing Griffs new addition I get this! I have System_Redux.oxp installed.

Image

Image

I don't think the terminator is supposed to be so stark!
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Re: Planets in oolite-trunk-1.77.0.5048-dev.win32

Post by Cody »

The planetary code (or whatever they call it) is still a wip, I think... that's how it looks in trunk.
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: Planets in oolite-trunk-1.77.0.5048-dev.win32

Post by Eric Walch »

Fatleaf wrote:
I don't think the terminator is supposed to be so stark!
That is a matter of writing a good shader for the planets. All the planet shader stuff happens is a special branch of the code and there it looks already much better. See these pictures. This code is not part of trunk or the nighties yet. You will have to live with those planets or the time being. (Or compile the shady branch yourself)
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Re: Planets in oolite-trunk-1.77.0.5048-dev.win32

Post by Fatleaf »

Eric Walch wrote:
Fatleaf wrote:
I don't think the terminator is supposed to be so stark!
That is a matter of writing a good shader for the planets. All the planet shader stuff happens is a special branch of the code and there it looks already much better. See these pictures. This code is not part of trunk or the nighties yet. You will have to live with those planets or the time being. (Or compile the shady branch yourself)
I can live with it. It is the first time I have really used 1.77 and got a bit of catch up to do it seems :oops:
Eric Walch wrote:
(Or compile the shady branch yourself)
But I'm just a dumb test pilot :roll:
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Re: Planets in oolite-trunk-1.77.0.5048-dev.win32

Post by Cody »

Fatleaf wrote:
But I'm just a dumb test pilot
<smirks>
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: Planets in oolite-trunk-1.77.0.5048-dev.win32

Post by Wildeblood »

Eric Walch wrote:
You will have to live with those planets for the time being. (Or compile the shady branch yourself)
So, where do we find this "shady branch"?
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Re: Planets in oolite-trunk-1.77.0.5048-dev.win32

Post by cim »

Wildeblood wrote:
So, where do we find this "shady branch"?
Follow the instructions at Berlios for SVN access, but replace "trunk" with "branches/shady-planets". Build as normal.
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Re: Planets in oolite-trunk-1.77.0.5048-dev.win32

Post by submersible »

cim wrote:
Wildeblood wrote:
So, where do we find this "shady branch"?
Follow the instructions at Berlios for SVN access, but replace "trunk" with "branches/shady-planets". Build as normal.
If it builds for you - I'm glad. However - planets textured the regular way with a "texture=" plist key or via JS - will probably still look wrong. See https://bb.oolite.space/viewtopic.ph ... 90#p172817 for starters
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Re: Planets in oolite-trunk-1.77.0.5048-dev.win32

Post by Wildeblood »

submersible wrote:
If it builds for you - I'm glad.
Nah, it says, "No targets specified and no makefile found. Stop."
What do I need to do now?
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Re: Planets in oolite-trunk-1.77.0.5048-dev.win32

Post by cim »

Wildeblood wrote:
submersible wrote:
If it builds for you - I'm glad.
Nah, it says, "No targets specified and no makefile found. Stop."
What do I need to do now?
That suggests that either the SVN command hasn't worked, or it's put the files into a different directory. You might need to do a 'cd shady-planets' first, or similar.
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