Ship parade lighting

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Cody
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Ship parade lighting

Post by Cody »

On start-up, the ship parade is lit perfectly - but if in-game I pause->hit F2->begin new game, it is very dark.

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Does that copyright date need changing on the intro screen?
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JazHaz
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Re: Ship parade lighting

Post by JazHaz »

That's in trunk SSE2, what happens in 1.77?
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Re: Ship parade lighting

Post by Tricky »

JazHaz wrote:
That's in trunk SSE2, what happens in 1.77?
I don't see any problems on my system, even if I use the SSE2 version.

I have seen some strange lighting problems where it looks like the sun has been switched off and then it just suddenly turns back on. Before you say, "It's the shadow of the planet!", it isn't that. Strangely intermittent and rare.

Maybe related.
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Re: Ship parade lighting

Post by Svengali »

Cody wrote:
On start-up, the ship parade is lit perfectly - but if in-game I pause->hit F2->begin new game, it is very dark.

<snip>

Does that copyright date need changing on the intro screen?
I can't reproduce it. The copyright date suggests that you are running v1.76.
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Re: Ship parade lighting

Post by Cody »

Svengali wrote:
I can't reproduce it.
Only me then, eh? Hmm... oh well.
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: Ship parade lighting

Post by Griff »

do all the ships look that dark Cody or just that particular cobraIII oxp? If they all do then it might be something with the fragment shader needing gl_LightSource[1] to exist and it not existing for some reason or all it's settings are zero

I don't have that particular oxp installed to check properly but i'm not seeing the problem either here with the Griff_Shipset_Replace_v1.34.oxp
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Re: Ship parade lighting

Post by Cody »

Griff wrote:
do all the ships look that dark Cody... ?
Yep... all your ships are darker. I like the top-hat, Griff.
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: Ship parade lighting

Post by Eric Walch »

Cody wrote:
Does that copyright date need changing on the intro screen?
Yes, but it is long ago set to 2013 in descriptions.plist And a year ago it was 2012. No idea were the 2011 comes from. Probably hardcoded somewhere?

EDIT: I can't see the string anywhere in the code. And the mac version starts with the 2013 date....?

Somehow, I have the feeling you have an other oxp that overwrites the current descriptions.plist
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Re: Ship parade lighting

Post by Cody »

Eric Walch wrote:
Somehow, I have the feeling you have an other oxp that overwrites the current descriptions.plist
Ha... well spotted, Eric. I do indeed have a descriptions.plist in my AddOns/Config folder - when adjusted, 2013 is restored. Thanks!
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: Ship parade lighting

Post by Griff »

heh, yeah i though i'd try out some new hats and wigs on my avatar, i should have put some crow feathers or something in my hatband though for extra coolness.

about the no lighting, I'll have a poke about in my fragment shader, i suspect it's something like the gl lightsource light number not being set correctly, maybe if i hard code it into the shader thinkgs will work and be more robust.
although, it's not an oxp clash do you think? i can't get it to break the lighting here here although i don't have many oxps installed at the moment - you could try whipping out a few of my ones - maybe there's a clash in the shader names or something and the wrong version of a shader is getting picked
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Re: Ship parade lighting

Post by Smivs »

Griff wrote:
...i though i'd try out some new hats and wigs on my avatar...
Maybe a red wig if you are going for this look :P

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Re: Ship parade lighting

Post by Cody »

Griff wrote:
... you could try whipping out a few of my ones...
I'll try that - but the reason I posted this in bug reports is because I don't see the problem in 1.77 Deployment - only in trunk.
I'll experiment some more later today - ensure that the deployment build has exactly the same OXPs as the trunk build (which I think is the case).

Mind you, it isn't exactly much of a problem anyway.
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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