Oolite 1.77 deployment build issues

For test results, bug reports, announcements of new builds etc.

Moderators: winston, another_commander, Getafix

User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Oolite 1.77 deployment build issues

Post by Cody »

CommRLock78 wrote:
The bright cloud effect has been bothering me...
Are these the noctilucent clouds you're talking about?

Image
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!
User avatar
Diziet Sma
---- E L I T E ----
---- E L I T E ----
Posts: 6312
Joined: Mon Apr 06, 2009 12:20 pm
Location: Aboard the Pitviper S.E. "Blackwidow"

Re: Oolite 1.77 deployment build issues

Post by Diziet Sma »

Yep.. on some systems it's a lot worse.. and I have Realistic Stars installed, but not ZygoCinematicSky&Nebulas.

Image

Image

Image
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
User avatar
CommRLock78
---- E L I T E ----
---- E L I T E ----
Posts: 1138
Joined: Sat Apr 07, 2012 7:35 pm
Location: US
Contact:

Re: Oolite 1.77 deployment build issues

Post by CommRLock78 »

El Viejo wrote:
CommRLock78 wrote:
The bright cloud effect has been bothering me...
Are these the noctilucent clouds you're talking about?
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 :(.

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.
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
---------------------------
At the helm of the Caduceus Omega, 'Murderous Morrígan'
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Oolite 1.77 deployment build issues

Post by Cody »

Diziet Sma wrote:
Yep.. on some systems it's a lot worse.. and I have Realistic Stars installed, but not ZygoCinematicSky&Nebulas.
I have neither of those OXPs, nor Distant Suns, installed.
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!
User avatar
CommRLock78
---- E L I T E ----
---- E L I T E ----
Posts: 1138
Joined: Sat Apr 07, 2012 7:35 pm
Location: US
Contact:

Re: Oolite 1.77 deployment build issues

Post by CommRLock78 »

El Viejo wrote:
Diziet Sma wrote:
Yep.. on some systems it's a lot worse.. and I have Realistic Stars installed, but not ZygoCinematicSky&Nebulas.
I have neither of those OXPs, nor Distant Suns, installed.
Interesting - I'm beginning to wonder if this is a core game issue...
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
---------------------------
At the helm of the Caduceus Omega, 'Murderous Morrígan'
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Oolite 1.77 deployment build issues

Post by cim »

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 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.plists 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.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Oolite 1.77 deployment build issues

Post by Cody »

cim wrote:
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.
[dumb pilot] Is that 0.2 a default value, or do I have to drop the 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!
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Oolite 1.77 deployment build issues

Post by cim »

1.0 is the default. 0.2 is just a personal preference in my local-settings.oxp
User avatar
CommRLock78
---- E L I T E ----
---- E L I T E ----
Posts: 1138
Joined: Sat Apr 07, 2012 7:35 pm
Location: US
Contact:

Re: Oolite 1.77 deployment build issues

Post by CommRLock78 »

El Viejo wrote:
cim wrote:
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.
[dumb pilot] Is that 0.2 a default value, or do I have to drop the cloud_alpha parameter into my planetinfo.plist and tinker? [/dumb pilot]
Now I'm the [dumb pilot] - in which entry should a 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: I set universal to ambient level to 0.5, and this is what I get now - definitely better (and more like EV's snapshot), but still not great:
Image

Edit: With ambient level=1.0 (default), and I get this:
Image
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
---------------------------
At the helm of the Caduceus Omega, 'Murderous Morrígan'
User avatar
CommRLock78
---- E L I T E ----
---- E L I T E ----
Posts: 1138
Joined: Sat Apr 07, 2012 7:35 pm
Location: US
Contact:

Re: Oolite 1.77 deployment build issues

Post by CommRLock78 »

CommRLock78 wrote:
Now I'm the [dumb pilot] - in which entry should a cloud_alpha line be entered in the planetinfo.plist file?
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 :D]
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
---------------------------
At the helm of the Caduceus Omega, 'Murderous Morrígan'
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Oolite 1.77 deployment build issues

Post by cim »

The clouds have lighting disabled in their OpenGL settings. I'll have a closer look to see if this is necessary or not.
User avatar
CommRLock78
---- E L I T E ----
---- E L I T E ----
Posts: 1138
Joined: Sat Apr 07, 2012 7:35 pm
Location: US
Contact:

Re: Oolite 1.77 deployment build issues

Post by CommRLock78 »

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.
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 :P.
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
---------------------------
At the helm of the Caduceus Omega, 'Murderous Morrígan'
User avatar
OSH
Dangerous
Dangerous
Posts: 124
Joined: Thu Dec 04, 2008 2:57 pm
Location: Poland, Lave Station :)
Contact:

Re: Oolite 1.77 deployment build issues

Post by OSH »

Well, sometimes (rather often) I see this:
Image

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
Still hunting in Edriuson (G3) for Deadly status...
User avatar
CommRLock78
---- E L I T E ----
---- E L I T E ----
Posts: 1138
Joined: Sat Apr 07, 2012 7:35 pm
Location: US
Contact:

Re: Oolite 1.77 deployment build issues

Post by CommRLock78 »

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 wonder if that's a GFX card issue - do the planets look normal sometimes?
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
---------------------------
At the helm of the Caduceus Omega, 'Murderous Morrígan'
User avatar
OSH
Dangerous
Dangerous
Posts: 124
Joined: Thu Dec 04, 2008 2:57 pm
Location: Poland, Lave Station :)
Contact:

Re: Oolite 1.77 deployment build issues

Post by OSH »

Yes. Sometimes, especially, after first I've launched 1.76.1
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