Page 94 of 138
Re: Progress
Posted: Wed Jan 01, 2014 6:49 pm
by Zireael
Better explosion graphics! YAAAY!
Re: Progress
Posted: Wed Jan 01, 2014 6:57 pm
by cim
Specifically:
- high = the graphics already in, with a very slight tweak to increase initial brightness
- medium = a simplified version of the 1.79 graphics
- low = the old 1.77 explosions
Re: Progress
Posted: Sat Jan 04, 2014 10:49 pm
by JensAyton
For tonight’s nightly, multitexture lighting effects have been enabled for low-detail mode. To minimize the performance impact, light maps are constricted to 256×256 pixels in this mode.
We’re very interested in knowing if this affects performance significantly for people using this mode.
Re: Progress
Posted: Mon Jan 06, 2014 12:54 am
by CaptSolo
Question: Do AI's written in Javascript execute faster than previous .plist files? Sorry if this has already been covered.
Re: Progress
Posted: Mon Jan 06, 2014 7:48 am
by cim
CaptSolo wrote:Question: Do AI's written in Javascript execute faster than previous .plist files? Sorry if this has already been covered.
I haven't really tested them head-to-head, but I would expect the .plist ones to be faster for the same operations. There are perhaps particular things - complex checks on the situation, for instance - which are quicker in JS just because they can be done as a simple if statement rather than a whole sequence of complex .plist AI operations, though.
Re: Progress
Posted: Sat Jan 11, 2014 9:24 pm
by cim
It's been a while since these were last seen in a nightly build, but the new planets are now - finally - back.
You'll need to run with maximum graphics settings to get the full effect.
Last time they were in they were causing all sorts of problems with cube-map texture sets. Those now work. This also - by completely avoiding it - should fix the "disappearing atmosphere" problem in recent nightly builds. There are probably still various bugs left, though - maybe that only appear at particular planet settings - so please go and have a look for them.
(These are not submersible's shady planets - but having these working is the first step towards getting those in)
Re: Progress
Posted: Sun Jan 12, 2014 10:14 am
by Griff
Wow, amazing work cim!
Re: Progress
Posted: Sun Jan 12, 2014 10:32 am
by cim
This one mostly wasn't mine (and none of the visual look is) - the new planets code has been around since 2009 with plenty of work from Jens and Kaks, but was never quite finished in time for a release - all that was left was to fix a couple of bugs and add cube-map support.
Re: Progress
Posted: Sun Jan 12, 2014 1:38 pm
by Cody
cim wrote:There are probably still various bugs left, though - maybe that only appear at particular planet settings - so please go and have a look for them.
<runs through the new, incredibly complex, process of updating the nightly, disables Povray Planets, and goes hunting>
Re: Progress
Posted: Fri Jan 17, 2014 11:06 pm
by cim
A couple of things for tonight's build:
Firstly, following Keeper's point
about escorts and docking ships, the escorts in 1.79 now won't get released from duty - if the mothership is using a 1.79 AI - until near the end of the docking process.
Secondly, there's a new way to install expansion packs
There's not a lot there at the moment, but I expect that list will grow - and become more diverse in terms of authorship! - as time goes by.
If you'd like yours to be in the list, then there are two major changes needed for most people's OXPs:
1) You must package them in OXZ format with a [wiki]manifest.plist[/wiki]. Oolite needs the single-file packaging format and provided data to know what it's installing and how.
2) You must host them somewhere that allows direct download of the file. Oolite is not a web browser and can't handle anything more complicated than "it's here". Without that you still get the easier install of an OXZ, but not the easier download.
If you've got both of those, PM me the
manifest.plist
file in openstep format and I'll add it to the list. (Yes, a way that doesn't involve personally sending me every single new and updated manifest is planned: the more I get sent the more chance I'll get around to it sooner rather than later)
Obviously while this has been through quite a bit of internal testing there are plenty of potential bugs, so please report anything that seems odd. You can turn on
oxz.manager.debug
in
logcontrol.plist
to get a lot of extra debugging information.
Re: Progress
Posted: Fri Jan 17, 2014 11:36 pm
by Smivs
The oxz management screens look impressive - great idea.
cim wrote:
There's not a lot there at the moment, but I expect that list will grow...
How will this handle numbers similar to the current OXP list/table? There are hundreds!
Re: Progress
Posted: Fri Jan 17, 2014 11:48 pm
by cim
Smivs wrote:How will this handle numbers similar to the current OXP list/table? There are hundreds!
There are, but at the moment they're sorted by category then alphabetically, and already-installed ones are highlighted. That should scale up to 100 or so while still being manageable, and by then I should have had time to put in some sort of free-text search option.
Re: Progress
Posted: Sat Jan 18, 2014 3:12 am
by submersible
Installed worked as I would expect - except for allowing me to dl and install Aquatics , despite warning that it required 'another OXP'. I installed everything I could. After relaunch aquatics is installed and seems to work (I see 'Shark' at least) , OXP management does not warn of the issue any more.
Uninstalled Aquatics, downloaded updated OXP list.
Install screen now tells me Aquatics is installed - but an update download is available. Downloaded it again.All seems well.
Launched a Jameson and was staring at (Mysterious White) Lave.
Re: Progress
Posted: Sat Jan 18, 2014 3:29 am
by Diziet Sma
What a brilliant addition the OXP handler is! You guys really do keep the exciting stuff under your hats until almost ready to go, don't you?
cim wrote:2) You must host them somewhere that allows direct download of the file. Oolite is not a web browser and can't handle anything more complicated than "it's here". Without that you still get the easier install of an OXZ, but not the easier download.
I imagine this cuts box.com (and most other file-hosting services, for that matter) out as an option then.. their links always result in a "click here to download" button.
Re: Progress
Posted: Sat Jan 18, 2014 9:24 am
by Thargoid
submersible wrote:Installed worked as I would expect - except for allowing me to dl and install Aquatics , despite warning that it required 'another OXP'. I installed everything I could. After relaunch aquatics is installed and seems to work (I see 'Shark' at least) , OXP management does not warn of the issue any more.
Uninstalled Aquatics, downloaded updated OXP list.
Install screen now tells me Aquatics is installed - but an update download is available. Downloaded it again.All seems well.
Launched a Jameson and was staring at (Mysterious White) Lave.
Aquatics needs BigShips oxp to work fully and get the HammerHead hauler too.
Without it you will still get the normal ships though.