Thanks for that. Went over my head a bit but at the end of the day it means better Oolite for all! Can't wait!another_commander wrote:Here is some good information on normal maps and what they do and how they work. Regarding the other questions, the standard ships are going to be still standard in 1.73. The ships shown on the screens are from OXPs (Griff's ships mainly) and support normal maps.dalek501 wrote:very nice indeed! I'm a bit of a layman on these things, and perhaps not the right thread (please feel free to point me to the right place if not!) but I'm not quite getting this 1.73. business and normal maps(?) etc. Are these going to be the standard ships or are they oxp's? How are they different to those ships in 1.72 and before?
Having said that, if Griff manages to create a full replacement ship set of this quality before 1.73 gets out, I would really like to give consideration to replacing the original ships with his.
Screenshots
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Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
Another fantastic ship from Griff! I hope you manage to get the whole lot done before 1.73 as it would be great to have these as the standard ships.Having said that, if Griff manages to create a full replacement ship set of this quality before 1.73 gets out, I would really like to give consideration to replacing the original ships with his.
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This screenshot was taken at the exact moment an explosion happened. And despite the fact that explosions last only a fraction of a second, it has never been easier to grab the actual moment. Why? Because of the new feature coming up in v1.73: Bullet time, baby!
At the upper left corner, you can see the FPS counter, with a small addition in it: TAF (Time Acceleration Factor). This can be anything from x1/16 to x16. To change it, you either a) pause the game and use the left and right arrow keys (each key press doubles or halves the factor) or b) use the JavaScript global property timeAccelerationFactor, if you want to set it to the value of your choice and script cool Matrix-like cutscenes during battle or whatever. On the other hand, if you feel like it takes way too long to get past that Anaconda that is mass locking you, maybe you can turn time acceleration up to x2 or x4 and things might become just a little bit less boring. Even escort missions can become fun . Reminds of FFE's StarDreamer, doesn't it?
At the upper left corner, you can see the FPS counter, with a small addition in it: TAF (Time Acceleration Factor). This can be anything from x1/16 to x16. To change it, you either a) pause the game and use the left and right arrow keys (each key press doubles or halves the factor) or b) use the JavaScript global property timeAccelerationFactor, if you want to set it to the value of your choice and script cool Matrix-like cutscenes during battle or whatever. On the other hand, if you feel like it takes way too long to get past that Anaconda that is mass locking you, maybe you can turn time acceleration up to x2 or x4 and things might become just a little bit less boring. Even escort missions can become fun . Reminds of FFE's StarDreamer, doesn't it?
Last edited by another_commander on Mon Jun 15, 2009 2:36 pm, edited 1 time in total.
Not only is that a cool picture, the feature sounds really great!
DeepSpace Pirates makes the area outside of the spacelanes sufficiently dangerous that you should stick to the lanes, at least initially. Witchspace Fuel Injectors are practically a necessity if you want to get anywhere along the spacelanes in a reasonable amount of time, though. Too many ships there that could mass-lock you.
Having the time acceleration will let you conserve Witchspace fuel for when you really need, like getting far, far away from a fight you can't win.
Thumbs up to that one.
DeepSpace Pirates makes the area outside of the spacelanes sufficiently dangerous that you should stick to the lanes, at least initially. Witchspace Fuel Injectors are practically a necessity if you want to get anywhere along the spacelanes in a reasonable amount of time, though. Too many ships there that could mass-lock you.
Having the time acceleration will let you conserve Witchspace fuel for when you really need, like getting far, far away from a fight you can't win.
Thumbs up to that one.
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Cool feature although I hope it doesn't make Oolite too fast.
For P.A. Groove's music check
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Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
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Can you please fall back to previous revisions, one at a time, and let us know which exact revision introduced the problem? Do that by executingDGill wrote:TAF is neat feature but vrs 2181 seems to screw up joystick configuration.
Joystick hat works ok for forward view etc with 1.73 vrs 2173 and previous but not with vrs 2181.
Code: Select all
svn up -r2173
Code: Select all
make clean
make debug=no
Vrs 2180 works fine. I'll try 2181 again to see if I've done something wronganother_commander wrote:Can you please fall back to previous revisions, one at a time, and let us know which exact revision introduced the problem? Do that by executingDGill wrote:TAF is neat feature but vrs 2181 seems to screw up joystick configuration.
Joystick hat works ok for forward view etc with 1.73 vrs 2173 and previous but not with vrs 2181.or -r2174, -r2175 etc., then doing a clean rebuild of the code:Code: Select all
svn up -r2173
Code: Select all
make clean make debug=no
p.s. thanks for help
I did update to the newest version today but did not experience that problem with my sticks hat. I'm running Vista 64, in case that this should make a difference.DGill wrote:TAF is neat feature but vrs 2181 seems to screw up joystick configuration.
Joystick hat works ok for forward view etc with 1.73 vrs 2173 and previous but not with vrs 2181.
Screet, hoping that this little off-topic bit is more helpful than distracting.
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