Are these the noctilucent clouds you're talking about?CommRLock78 wrote:The bright cloud effect has been bothering me...
Oolite 1.77 deployment build issues
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Re: Oolite 1.77 deployment build issues
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!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Oolite 1.77 deployment build issues
Yep.. on some systems it's a lot worse.. and I have Realistic Stars installed, but not ZygoCinematicSky&Nebulas.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: Oolite 1.77 deployment build issues
Exactly what I'm talking about - it just doesn't look good. I've actually thought about looking into how to remove that cloud layer altogether it bugs me so much .El Viejo wrote:Are these the noctilucent clouds you're talking about?CommRLock78 wrote:The bright cloud effect has been bothering me...
Edit: Diziet - I think this isn't to do with Realistic Stars, since I removed that oxp when I upgraded to trunk.
Last edited by CommRLock78 on Fri Jan 11, 2013 8:30 pm, edited 1 time in total.
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Re: Oolite 1.77 deployment build issues
I have neither of those OXPs, nor Distant Suns, installed.Diziet Sma wrote:Yep.. on some systems it's a lot worse.. and I have Realistic Stars installed, but not ZygoCinematicSky&Nebulas.
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!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Oolite 1.77 deployment build issues
Interesting - I'm beginning to wonder if this is a core game issue...El Viejo wrote:I have neither of those OXPs, nor Distant Suns, installed.Diziet Sma wrote:Yep.. on some systems it's a lot worse.. and I have Realistic Stars installed, but not ZygoCinematicSky&Nebulas.
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
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At the helm of the Caduceus Omega, 'Murderous Morrígan'
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At the helm of the Caduceus Omega, 'Murderous Morrígan'
Re: Oolite 1.77 deployment build issues
Okay:
1) Clouds in 1.76 and earlier had a bug which meant they weren't displayed properly with textured planets. 1.77 fixes this.
1a) 1.77 also introduces the
2) CommRLock78 and Diziet Sma seem to have an OXP installed which drops ambient light levels, and are getting very bright clouds on the dark side. El Viejo's screenshots have normal ambient light levels, so the dark side of the planet is brighter, and the clouds are less noticeable.
So:
- search your OXPs'
- try with those OXPs, but no planetary texture pack, in 1.76.1 (if you still have it around), and see if the clouds are overbright on the dark side there, too.
1) Clouds in 1.76 and earlier had a bug which meant they weren't displayed properly with textured planets. 1.77 fixes this.
1a) 1.77 also introduces the
cloud_alpha
parameter for reducing cloud brightness if you have a planet texture set installed. With Povray Planets, I use 0.2 for this.2) CommRLock78 and Diziet Sma seem to have an OXP installed which drops ambient light levels, and are getting very bright clouds on the dark side. El Viejo's screenshots have normal ambient light levels, so the dark side of the planet is brighter, and the clouds are less noticeable.
So:
- search your OXPs'
planetinfo.plist
s for ambient_level
settings. If you find one, let us know which OXP it's from, and what it is. There may be a need to account for this setting in cloud brightness control, or it may be something else...- try with those OXPs, but no planetary texture pack, in 1.76.1 (if you still have it around), and see if the clouds are overbright on the dark side there, too.
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Re: Oolite 1.77 deployment build issues
[dumb pilot] Is that 0.2 a default value, or do I have to drop thecim wrote:1.77 also introduces thecloud_alpha
parameter for reducing cloud brightness if you have a planet texture set installed. With Povray Planets, I use 0.2 for this.
cloud_alpha
parameter into my planetinfo.plist
and tinker? [/dumb pilot]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!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Oolite 1.77 deployment build issues
1.0 is the default. 0.2 is just a personal preference in my local-settings.oxp
- CommRLock78
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Re: Oolite 1.77 deployment build issues
Now I'm the [dumb pilot] - in which entry should aEl Viejo wrote:[dumb pilot] Is that 0.2 a default value, or do I have to drop thecim wrote:1.77 also introduces thecloud_alpha
parameter for reducing cloud brightness if you have a planet texture set installed. With Povray Planets, I use 0.2 for this.cloud_alpha
parameter into myplanetinfo.plist
and tinker? [/dumb pilot]
cloud_alpha
line be entered in the planetinfo.plist file? BTW - searching my OXPs I'm pretty sure it's my default planetinfo.plist that is the culprit as far as the ambient lighting is concerned, which now opens with the two entries:
Code: Select all
{
"interstellar space" =
{
// sky_color_1 = (0, 1, 0.5);
// sky_color_2 = (0, 1, 0);
// sky_n_blobs = 128;
star_count_multiplier = 100;
nebula_count_multiplier = 3;
sky_rgb_colors = "0.6 0.7 1.0 1.0 0.8 0.4";
ambient_level = "0.1";
sky_n_stars = 99000;
};
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 = 80;
nebula_count_multiplier = 0;
sky_rgb_colors = "0.6 0.7 1.0 1.0 0.8 0.4";
ambient_level = "0.1";
sky_n_stars = 18000;
corona_hues = "0.1";
station_roll = "0.1";
corona_flare = 0.65;
// Default docking clearance requirement for main stations.
stations_require_docking_clearance = no;
};
Edit: With ambient level=1.0 (default), and I get this:
Which has the clouds looking better with the planet brighter, but it's far too bright for my liking - I like the ambient turned down such that the darkside of planets are dark
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
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- CommRLock78
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Re: Oolite 1.77 deployment build issues
I figured this out - I placed the cloud_alpha="0.2" in the universal entry, but I don't think I'd like to get "rid" of them by making them more transparent. Is there any way to fix this that leaves the cloud transparency alone and allows for a lower ambient light? Why are the clouds so bright on the darkside anyway? [/dumb pilot ]CommRLock78 wrote:Now I'm the [dumb pilot] - in which entry should acloud_alpha
line be entered in the planetinfo.plist file?
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
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At the helm of the Caduceus Omega, 'Murderous Morrígan'
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At the helm of the Caduceus Omega, 'Murderous Morrígan'
Re: Oolite 1.77 deployment build issues
The clouds have lighting disabled in their OpenGL settings. I'll have a closer look to see if this is necessary or not.
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Re: Oolite 1.77 deployment build issues
Thanks Cim - it would be good to see something done with that, as it's probably the single biggest complaint I have with the game at this point .cim wrote:The clouds have lighting disabled in their OpenGL settings. I'll have a closer look to see if this is necessary or not.
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
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Re: Oolite 1.77 deployment build issues
Well, sometimes (rather often) I see this:
I'm using Thinkpad R61i
This problem doesn't appear with 1.76.1. Sometimes I haven't this problem, but this is rare situation...
I'm using Thinkpad R61i
This problem doesn't appear with 1.76.1. Sometimes I haven't this problem, but this is rare situation...
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
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- CommRLock78
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Re: Oolite 1.77 deployment build issues
I wonder if that's a GFX card issue - do the planets look normal sometimes?OSH wrote:Well, sometimes (rather often) I see this:
I'm using Thinkpad R61i
This problem doesn't appear with 1.76.1. Sometimes I haven't this problem, but this is rare situation...
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
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At the helm of the Caduceus Omega, 'Murderous Morrígan'
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Re: Oolite 1.77 deployment build issues
Yes. Sometimes, especially, after first I've launched 1.76.1
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Still hunting in Edriuson (G3) for Deadly status...
Still hunting in Edriuson (G3) for Deadly status...