BGS - The BackgroundSet

Discussion and information relevant to creating special missions, new ships, skins etc.

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JazHaz
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Re: BGS - The BackgroundSet

Post by JazHaz »

Hamish wrote:
Hello

I get all the nice new stuff except the new docking/launching fx.
anyone for an answer?
Check to see what version of Cabal Commons OXP you have? Latest is v1.7 I believe.
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Re: BGS - The BackgroundSet

Post by Hamish »

I have cabal 1.7 snoopers2.5
and a s*load other oxps. I have tried the game with only bgs and those required and it all works fine.
here goes: accesories2.1 aquatics2.30 armoury1.11 autoskim behemoth2.6 bigships1.02 black_baron cargoscanner combatHUD2.1
Commies Custsounds Deposed1.3.4 escort_contracts1.5.6 Executive Spaceways2.4
Flight Log1.06 Galactic_Navy5.4.3 Blackjacks Bullion1.2.9 GalaxyInfo Galdrivepod1.3
Green Gecko XL griff_alloys&wreckage griff_shipset_addition1.22 griff_shipset_resources1.2.25
Hawksound Hawksound_BGS1.2 ionics1.3.1 longrangescanner0.3 longway1.1 lovecats1.3.0
ManoAttackShips1.1 military Fiasco2.5.2 Military Fuel Injectors1.03 murgh_Xships1.0.1
Naval Grid1.00 OXPConfig2.3.1 RandomHits1.5.3 Rescue_Stations1.2.4 Rock_Hermit_Locator1.3.3
Saleza2.3 ShieldEqualizer+Capacitors1.3 TAF-reset Taranis1.3 TargetTracker0.2 TCAT1.11
technical_reference_library1.0.1 thargoid_wars4.5.4 Trident Down2.5 Welcome Mat1.13

Oolite1.77.1 full shaders fullscreen Geforce 8600 M GT windows7 pro myself and alot of fun with this best game ever... :D
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Re: BGS - The BackgroundSet

Post by Smivs »

Just to eliminate one possibility, I don't think it's Accessories causing this. BGS automatically does main stations (which are the Dodo, Coriolis and Ico) which are the only ones Accessories re-textures. I have both OXPs running and the docking effect is fine.

Edited to add :-
Note to self - sort out your OXP stations you lazy whatsit :roll:
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Re: BGS - The BackgroundSet

Post by Svengali »

Hamish wrote:
I get all the nice new stuff except the new docking/launching fx.
Hello Hamish, please try to enable the effect via OXPConfig and let us know if it solves the problem.
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Re: BGS - The BackgroundSet

Post by Norby »

Hamish wrote:
I have tried the game with only bgs and those required and it all works fine.
If you are sure that an OXP cause the problem then you can move out the half of them to another folder and if the problem persists then halve again until you locate exactly one.
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Re: BGS - The BackgroundSet

Post by Diziet Sma »

Svengali wrote:
Hamish wrote:
I get all the nice new stuff except the new docking/launching fx.
Hello Hamish, please try to enable the effect via OXPConfig and let us know if it solves the problem.
That was my thinking also.. I had to enable it through OXPConfig before it worked for me..
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: BGS - The BackgroundSet

Post by Hamish »

Thanks everyone, problem solved thru OXPConfig.

game got a little bit better again! :D
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Re: BGS - The BackgroundSet

Post by JazHaz »

I'm currently in Galaxy 3, well been there a long time, and currently in The Outer Reach area of the Galaxy (up in the top right corner), at Quusdi.

Using the BGS X-Mapping feature to show GalNavy stations (Special 1 I believe).

System Rilalela (223) is home to Sector Command 11, however BGS doesn't seem to show it as a Sector Command?

Am I right, is this not showing, or is my cross overwriting the red box indicating it? Or perhap the label for Quusdi overwriting it?

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BGS X-Mapping bug? by JazHaz, on Flickr

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BGS X-Mapping Bug? 2 by JazHaz, on Flickr
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Re: BGS - The BackgroundSet

Post by maik »

I only recently started playing Oolite again, finally with the new BGS. All the transition effects look amazing, really great work! The only improvement for a future version that I can think of is that part of the docking sequence where the door slides open and behind it you see--nothing. Any chance of addressing this? Maybe showing a docking bay, even just a static picture?
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Re: BGS - The BackgroundSet

Post by Svengali »

JazHaz wrote:
System Rilalela (223) is home to Sector Command 11, however BGS doesn't seem to show it as a Sector Command?

Am I right, is this not showing, or is my cross overwriting the red box indicating it? Or perhap the label for Quusdi overwriting it?
It's there, but needs a bigger circle and probably a 'slightly' brighter color. Thanks, JazHaz.
maik wrote:
The only improvement for a future version that I can think of is that part of the docking sequence where the door slides open and behind it you see--nothing. Any chance of addressing this? Maybe showing a docking bay, even just a static picture?
Possible and quite easy, yes. But then you are back to the 'clash' thingummie between station/dock textures and the texture showing stuff behind the door. And a static pic? I don't know if this won't get boring soon. The current shader leaves it open what really happens when the player docks and is generic enough to be used for different stations. Besides from additional texture lookups + possible effects (read performance) it's really difficult to find something that fits well enough to be usable. The initial idea was (and still is) to show the player ship landing. It's not possible yet though... .-)
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Re: BGS - The BackgroundSet

Post by Smivs »

Is it possible to have the doors opening to reveal the f5 screen? That's what you see a moment later anyway, and would avoid any clashes. This would, of course, also have to handle mission screens.
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Re: BGS - The BackgroundSet

Post by Svengali »

Smivs wrote:
Is it possible to have the doors opening to reveal the f5 screen? That's what you see a moment later anyway, and would avoid any clashes. This would, of course, also have to handle mission screens.
It doesn't feel right for me to show a GUI clone in a any landing sequence. But even if you'd want it - there's no way to predict anything. When the docking sequence gets initialized the player is not docked, OXPs have not set anything and there's no way to determine if a mission (or report) screen may pop up. In other words, whatever the shader is doing - there's no smooth transition between sequence and the following screen.
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Re: BGS - The BackgroundSet

Post by Smivs »

Yes, that's what I thought. Personally I'm more than happy with the current offering and don't find the half-second or so of black a problem at all. I'd rather have that than an image or something - that may not look anything like the station as I picture it in my mind.
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Re: BGS - The BackgroundSet

Post by Zireael »

New BGS-XMapping:
The second new feature is that BGS-XMapping has been implemented. BGS-XMapping is a mechanism to display the named areas and lanes from Clym Angus excellent maps in the game. To use this feature the player needs the ANA (ADVANCED NAVIGATIONAL ARRAY) and starts with one area and one lane in all galaxies. Via Snoopers updates are received (so you need Snoopers as well for this feature).
You guys gave me a reason to use Snoopers again!
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Re: BGS - The BackgroundSet

Post by Diziet Sma »

Just an update on the joystick throttle jitter situation I reported back on page 16 of this thread.


Svengali's fix for this worked great for me, on the very lowest setting (0x01) but during flight, I was still experiencing some unprovoked engine up/down sounds. With the Numeric HUD, it was easy to see why.. without touching the throttle at all, my speed was randomly (and rapidly!) fluctuating up and down by as much as 5m/s at times.

This wasn't too annoying, since I was actually moving, at least, but I finally decided to see if I could do something about it. Svengali's logging routine confirmed my suspicions.. the range was far too large for the jitter damping (with a maximum setting of 0.102m/s) to fix, as a small sample shows.

(Both up and down changes are logged separately, which is why each value appears twice)

Code: Select all

07:19:42.233 [BGS-M]: Speed: 123.18081665039062
07:19:42.234 [BGS-M]: Speed: 123.18081665039062
07:19:42.836 [BGS-M]: Speed: 122.0797119140625
07:19:42.836 [BGS-M]: Speed: 122.0797119140625
07:19:44.050 [BGS-M]: Speed: 118.91236114501953
07:19:44.050 [BGS-M]: Speed: 118.91236114501953
07:19:44.635 [BGS-M]: Speed: 117.64466857910156
07:19:44.635 [BGS-M]: Speed: 117.64466857910156
07:19:45.234 [BGS-M]: Speed: 122.88003540039062
07:19:45.235 [BGS-M]: Speed: 122.88003540039062
I fixed this by opening BGS-M.js and editing line #853, changing this.bgsJitterRemove = this.bgsJitterRemoveS*[color=#FF0000]0.0004[/color]; to this.bgsJitterRemove = this.bgsJitterRemoveS*[color=#FF0000]0.04[/color]; and, for the sake of completeness, editing line #844 as well, so that the comment in OXPConfig would accurately reflect the change. (from "Threshold / 2500" to "Threshold / 25")

I found that a setting of 53% (0x87), corresponding roughly to a speed of 5.3m/s, solved the problem nicely.

The upshot is that even though I still see the speed randomly change by a few m/s, the engine sounds won't kick in unless the change in speed is more than 5.3m/s, so now when cruising at mid-range throttle settings, peace has been restored.

The best thing is that the throttle sensitivity has not been affected.. I can still make tiny changes with no problem.. but unless the change in speed is more than 5.3m/s, no engine up/down sounds will play. I can live with that! :D 8)
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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