oolite cockpit/increasing the viewing angle

General discussion for players of Oolite.

Moderators: winston, another_commander

User avatar
Day
---- E L I T E ----
---- E L I T E ----
Posts: 545
Joined: Tue Mar 03, 2015 11:35 am
Location: Paris

Re: oolite cockpit/increasing the viewing angle

Post by Day »

No problem, it's my pleasure :-)

I agree with you that it should be a game setting, and that it should be available through javascript to oxp'ers.
But what I would like is to be able to zoom/unzoom with an axis on my joystick.
Is it possible to assign keys, buttons and axis through oxps?

Answered to your comment on github.

Edit: enabled issues github functionality on my branch, and added every bug and possible functionality mentioned so far. Feel free to edit/add.
User avatar
Day
---- E L I T E ----
---- E L I T E ----
Posts: 545
Joined: Tue Mar 03, 2015 11:35 am
Location: Paris

Re: oolite cockpit/increasing the viewing angle

Post by Day »

I ran into a problem:

for my new github branch, after having clone'd it locally to start from there, I'm trying to compile.

It's crashing:

$ make -f Makefile debug
make -f libjs.make debug=yes
make[1]: entrant dans le répertoire « /home/day/workspace/oolite »

Configuring Javascript library...

mkdir -p deps/mozilla/js/src/build-debug
cd deps/mozilla/js/src/build-debug && ../configure --disable-shared-js --enable-threadsafe --with-system-nspr --disable-tests --enable-trace-jscalls --enable-debug --disable-optimize
/bin/sh: 1: ../configure: not found

So I think I need to get the dependencies like I did when cloning the main project Oolite master, and as said in http://wiki.alioth.net/index.php/Runnin ... rom_source :
git submodule update --init

But it crashes too:
Sous-module 'Mac-specific' (https://github.com/DaymareOn/oolite-mac-components) enregistré pour le chemin 'Mac-specific'
Sous-module 'Resources/Binary' (https://github.com/DaymareOn/oolite-bin ... ources.git) enregistré pour le chemin 'Resources/Binary'
Sous-module 'deps/Cross-platform-deps' (https://github.com/DaymareOn/oolite-sdl ... encies.git) enregistré pour le chemin 'deps/Cross-platform-deps'
Sous-module 'deps/Linux-deps' (https://github.com/DaymareOn/oolite-lin ... encies.git) enregistré pour le chemin 'deps/Linux-deps'
Sous-module 'deps/Windows-deps' (https://github.com/DaymareOn/oolite-win ... encies.git) enregistré pour le chemin 'deps/Windows-deps'
Sous-module 'deps/libogg' (https://github.com/DaymareOn/libogg-1.3.0.git) enregistré pour le chemin 'deps/libogg'
Sous-module 'deps/libvorbis' (https://github.com/DaymareOn/libvorbis-1.3.3.git) enregistré pour le chemin 'deps/libvorbis'
Sous-module 'deps/mozilla' (https://github.com/DaymareOn/spidermonkey-ff4.git) enregistré pour le chemin 'deps/mozilla'
Sous-module 'tests' (https://github.com/DaymareOn/oolite-tests.git) enregistré pour le chemin 'tests'
Clonage dans 'Mac-specific'...
Username for 'https://github.com': DaymareOn
Password for 'https://[email protected]':
remote: Repository not found.
fatal: repository 'https://github.com/DaymareOn/oolite-mac-components/' not found
Le clonage de 'https://github.com/DaymareOn/oolite-mac-components' dans le chemin de sous-module 'Mac-specific' a échoué

The interesting part being: "fatal: repository 'https://github.com/DaymareOn/oolite-mac-components/' not found"
Would somebody have a solution or a hint so that I can use these dependencies without forking them too?
Notice: i'm a newbie to git and github.

Edit: no worries, I found how to do it: http://git-scm.com/docs/git-submodule
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6683
Joined: Wed Feb 28, 2007 7:54 am

Re: oolite cockpit/increasing the viewing angle

Post by another_commander »

I'm afraid I can't help with the git issue - not sure what could be the problem, maybe if you try to clone again the repository starting clean? Normally git clone and then git submodule update --init should work.

Been experimenting with this a bit and just realized that some of Oolite's scaling issues (but not all of course) could be somewhat mitigated by this feature. Just reducing a bit the FOV angle creates the illusion of things becoming bigger. The distance between objects doesn't change, but the feeling of being closer to the object does the trick pretty well I think.
Image
User avatar
Day
---- E L I T E ----
---- E L I T E ----
Posts: 545
Joined: Tue Mar 03, 2015 11:35 am
Location: Paris

Re: oolite cockpit/increasing the viewing angle

Post by Day »

@another_commander:

No worries on my git issue, it's solved. A conf file to edit was what was needed.

Fov and distance: you're right about the feeling, but: you feel nearer, but are not actually nearer, which is to be taken into account concerning collision (and boarding). Is this a problem?
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6683
Joined: Wed Feb 28, 2007 7:54 am

Re: oolite cockpit/increasing the viewing angle

Post by another_commander »

Day wrote:
Fov and distance: you're right about the feeling, but: you feel nearer, but are not actually nearer, which is to be taken into account concerning collision (and boarding). Is this a problem?
No, not at all, I was just making an observation. In the case of the Python in the shots above, the overall effect is that it feels bigger, without it being actually bigger. Collision detection should not be a problem. Of course, there are other things that need adjusting to complete the effect of scale, like e.g. speed - the Python in the second shot is now moving too fast (inside my window when I move my ship) to be believably big. For a really well executed effect, my Cobra's yaw/pitch/roll rates should be adjusted somewhat to lower values. And, just to be perfectly clear, this is NOT a problem of the FOV feature or anything like that.

Just thought I'd mention this, because it looks that it can be one more "usage" of such feature, provided that it's applied in sane amounts. In the above example, exaggerating the FOV change will cause the entire illusion to completely break down.
User avatar
Vincentz
Deadly
Deadly
Posts: 174
Joined: Sun Mar 22, 2015 11:26 pm

Re: oolite cockpit/increasing the viewing angle

Post by Vincentz »

Hi guys.

Just installed Oolite (and xxx addons ;)) and tried a 3 monitor Eyefinity resolution.

While it looks amazing, the FOV is too low for a 5080x1050 resolution.

Is there any way I can change a config file to a more fitting FOV, or is it possible to try out the addon you have made here?
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 cockpit/increasing the viewing angle

Post by Cody »

Welcome aboard, Commander!
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!
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6683
Joined: Wed Feb 28, 2007 7:54 am

Re: oolite cockpit/increasing the viewing angle

Post by another_commander »

Vincentz wrote:
Hi guys.

Just installed Oolite (and xxx addons ;)) and tried a 3 monitor Eyefinity resolution.

While it looks amazing, the FOV is too low for a 5080x1050 resolution.

Is there any way I can change a config file to a more fitting FOV, or is it possible to try out the addon you have made here?
Hi and welcome. The field of view is at this moment a proposed feature, It is under discsussion in order to determine the fine details of its inclusion, but is not present in the current production version, 1.80. nor is there any OXP related way to change it. We will bring the feature in very soon and then you will be able to test it in one of our upcoming nightly builds, until v1.82, which will include it, launches as the next stable version of the game.
User avatar
Vincentz
Deadly
Deadly
Posts: 174
Joined: Sun Mar 22, 2015 11:26 pm

Re: oolite cockpit/increasing the viewing angle

Post by Vincentz »

another_commander wrote:
Vincentz wrote:
Hi guys.

Just installed Oolite (and xxx addons ;)) and tried a 3 monitor Eyefinity resolution.

While it looks amazing, the FOV is too low for a 5080x1050 resolution.

Is there any way I can change a config file to a more fitting FOV, or is it possible to try out the addon you have made here?
Hi and welcome. The field of view is at this moment a proposed feature, It is under discsussion in order to determine the fine details of its inclusion, but is not present in the current production version, 1.80. nor is there any OXP related way to change it. We will bring the feature in very soon and then you will be able to test it in one of our upcoming nightly builds, until v1.82, which will include it, launches as the next stable version of the game.
auw :( gotta wait with the Eyefinity then ;)

I do like the idea/concept of being able to switch/change FOV. Both for above reason (in settings) but also for either an Equipment (optics?) or even just a standard feature (focus). The MilSim Arma have the Zoom/Change of FOV, not because they have magic goggles, but because the human eye/mind is able to focus on distant objects a way that a monitor cannot.
"There is a single light of science, and to brighten it anywhere is to brighten it everywhere." - Isaac Asimov
User avatar
Day
---- E L I T E ----
---- E L I T E ----
Posts: 545
Joined: Tue Mar 03, 2015 11:35 am
Location: Paris

Re: oolite cockpit/increasing the viewing angle

Post by Day »

@another_commander: I created a new pull request with the target reticle positionning fix.
Now, there is no more bugs on the fov functionality I am aware of :-)
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6683
Joined: Wed Feb 28, 2007 7:54 am

Re: oolite cockpit/increasing the viewing angle

Post by another_commander »

Day wrote:
@another_commander: I created a new pull request with the target reticle positionning fix.
Now, there is no more bugs on the fov functionality I am aware of :-)
Excellent! I will look at the request in a while and merge it in time for tomorrow's nightly build if all good.

In the meantime, are HUD waypoints shown correctly with variant FOV? I haven't tested that at all, but it could be one more little thing to check.

Edit: The request has been granted and the HUD waypoints seem to function correctly. I think we are looking good for now. Let's see what the nightly testing will reveal.
User avatar
Day
---- E L I T E ----
---- E L I T E ----
Posts: 545
Joined: Tue Mar 03, 2015 11:35 am
Location: Paris

Re: oolite cockpit/increasing the viewing angle

Post by Day »

Nice!

I think I will now work on fov javascript integration (well except if you or somebody else want to do it ;-) ).

Here are the "specs" I'm planning to implement (wip):
https://github.com/DaymareOn/oolite/issues/4
User avatar
Vincentz
Deadly
Deadly
Posts: 174
Joined: Sun Mar 22, 2015 11:26 pm

Re: oolite cockpit/increasing the viewing angle

Post by Vincentz »

Donno if its related, but when using extreme widescreen resolutions (5040x1650), some of the hud-lines are scaled. F.ex. the crosshairs and the radar circles.
"There is a single light of science, and to brighten it anywhere is to brighten it everywhere." - Isaac Asimov
User avatar
Day
---- E L I T E ----
---- E L I T E ----
Posts: 545
Joined: Tue Mar 03, 2015 11:35 am
Location: Paris

Re: oolite cockpit/increasing the viewing angle

Post by Day »

If you compiled your version, then you can zoom/unzoom the fov with the keys k and l.
If the scaling you notice changes when zooming/unzooming, then it's related to fov.
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6683
Joined: Wed Feb 28, 2007 7:54 am

Re: oolite cockpit/increasing the viewing angle

Post by another_commander »

Vincentz wrote:
Donno if its related, but when using extreme widescreen resolutions (5040x1650), some of the hud-lines are scaled. F.ex. the crosshairs and the radar circles.
I'm not sure I see this here. Are you using a nightly build? If so, which version? Can you please post a couple of screenshots demonstarting the issue (you may have to scale them down to meet the forum's requirements)?
Post Reply