BGS-A_1.10.9 and dev oolite

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DGill
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BGS-A_1.10.9 and dev oolite

Post by DGill »

With oolite 1.90 BGS gives me a nice image on jumping to new system:

Image

with oolite 1.91.0.db17d61 I just get a black and distorted image:

Image

Is there any setting in the dev version to allow BGS to work properly?
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Cody
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Re: BGS-A_1.10.9 and dev oolite

Post by Cody »

Have you set it up using Config for AddOns in F4 (docked)?
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: BGS-A_1.10.9 and dev oolite

Post by DGill »

Not shure how to do that, my f4 screen when docked is:


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Re: BGS-A_1.10.9 and dev oolite

Post by Cody »

Do you have Library 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!
DGill
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Re: BGS-A_1.10.9 and dev oolite

Post by DGill »

No - I'll see if I can locate it

thanks
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Re: BGS-A_1.10.9 and dev oolite

Post by DGill »

My mistake, i have Cabal_Common_Library_1.7.1.oxp installed - is that the one you mean?
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Re: BGS-A_1.10.9 and dev oolite

Post by Cody »

You probably need [EliteWiki] Library instead. I say probably 'cos I haven't played the game for ages, and have forgotten a whole load of stuff. That includes which versions of whatever OXPs I have installed (and I'm running an older version of Oolite Dev).
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!
DGill
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Re: BGS-A_1.10.9 and dev oolite

Post by DGill »

Ok, thanks Cody - I'll give Library a try. I'm ok with oolite 1.90 - just thought I'd have a look at Griff's new ships which I presume needs the new 'materials' features of oolite 1.91.
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Re: BGS-A_1.10.9 and dev oolite

Post by another_commander »

This is an error in the bgs_hyper.fragment shader, which was always there but it now becomes obvious in the 1.91 version due to the new renderer.

Fix:
- Open the bgs_hyper.fragment shader of the oxp in a text editor.
- Go down to the very end, locate the line gl_FragColor = endColor;
- Add the following just below that line:
  gl_FragColor.a = 1.0;
- Save the shader, run the game, all good.
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Re: BGS-A_1.10.9 and dev oolite

Post by Cholmondely »

To try and fix things with Library.oxp, go to the F4 screen while docked and scroll down to AddOns - Config for AddOns - select "list settings," and then select BGS. You will be able to switch the flags on and off, and alter the values:

Flags:
Sounds (7): chatter, countdown, engine, engine ambient, jump, Q-mine, chatter expand.
Shader visual effects (3): hyperspace jump, launch (exit), & dock. You can thus reduce shader use for graphically challenged computers!
Tsoj's newest version of BGS gives an 11th choice: Old Hyperspace which replaces the new Hyperspace sequence with the older spiderweb version

Values:
• Joystick jitter
• Offset for witchjump spoken countdown timing
• Station chatter pause

I'm not sure that this will actually help, though. a_c's tweak sounds like much the better bet!


Edited to add: A_C's tweak now added to the BGS wiki page.
When this is eventually incorporated to the BGS version on the Expansions Manager, can we please also use Tsoj's version?
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: BGS-A_1.10.9 and dev oolite

Post by DGill »

Thanks everyone for the help - all is working fine now.
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Re: BGS-A_1.10.9 and dev oolite

Post by Cody »

Cool! It's time I hung up my troubleshooting hat!
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: BGS-A_1.10.9 and dev oolite

Post by Griff »

DGill wrote: Thu May 18, 2023 5:24 pm
Ok, thanks Cody - I'll give Library a try. I'm ok with oolite 1.90 - just thought I'd have a look at Griff's new ships which I presume needs the new 'materials' features of oolite 1.91.
just popping up to say i'm sure the materials version of the sidewinder and mamba in my specgloss thread will work totally fine in Oolite v1.90 with no missing effects or anything, i'm sure the shader versions will work too, i think Oolites default shader was doing the new specgloss stuff these ships use by then - it might be the new 'render to texture' stuff that's new and is oolite 1.91 only (and is awesome) so you might miss some post-processing graphic effects like that bloom around very bright highlights that are in the more recent screenshots inthe screenshot thread
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Re: BGS-A_1.10.9 and dev oolite

Post by DGill »

Thanks for the info Griff, probably stick with 1.90 for the moment and just to say how awesome your new griff_HP_Mamba_Materials and Griff_SpecGloss_Sidewinder look:

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Re: BGS-A_1.10.9 and dev oolite

Post by Griff »

Thanks! :D Check out some of cbr's retextures if you haven't seen them, they're really great :D
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