Re: Progress
Posted: Mon Feb 17, 2014 2:27 pm
The new sun-stare glare has a nice effect up close - I like it:
player.ship.scannerNonLinear
and player.ship.scannerUltraZoom
. The first sets or unsets the linearity of the scanner, while the other chooses between standard 1:1, 2:1, 3:1, 4:1, 5:1 and enhanced 1:1, 2:1, 4:1, 8:1, 16:1 zoom sets. Use in the standard way in scripts:
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player.ship.scannerNonLinear = true/false;
player.ship.scannerUltraZoom = true/false;
scanner_non_linear
and scanner_ultra_zoom
. In the standard game we have them both set as false to have an initial unchanged scanner behaviour, but you can adjust this as you see fit. Any combination of the two settings is possible, although I personally quite like the result when both are set to true.Where can I insert these lines? I'd like not to alter a script in AddOns, as I've moved oolite-trunk.app in my standard Oolite folder in order to benefit from the already-installed OXPs.another_commander wrote:Regarding enabling the non-linear scanner: We now have two new Javascript player ship properties, which are boolean and read/write:player.ship.scannerNonLinear
andplayer.ship.scannerUltraZoom
. The first sets or unsets the linearity of the scanner, while the other chooses between standard 1:1, 2:1, 3:1, 4:1, 5:1 and enhanced 1:1, 2:1, 4:1, 8:1, 16:1 zoom sets. Use in the standard way in scripts:Code: Select all
player.ship.scannerNonLinear = true/false; player.ship.scannerUltraZoom = true/false;
If you just want to activate the feature, the easiest way would probably be to use hud.plist. Inside your AddOns, make a folder named Config and paste your active HUD's plist there. Then addAstrobe wrote:Where can I insert these lines? I'd like not to alter a script in AddOns, as I've moved oolite-trunk.app in my standard Oolite folder in order to benefit from the already-installed OXPs.
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scanner_non_linear = yes;
scanner_ultra_zoom = yes;
Please try without any OXPs and, if it still doesn't work, post a topic in Testing and Bug Reports with the following information:Also, I don't see the sun glare effect (oolite-trunk-1.79.0.cdb9004-dev.x64).
I'm using a tweaked version of Kaks' old Far Sun OXP, and the glare is detectable from within the aegis.another_commander wrote:If you use OXPs that put the suns really far away, it is possible that you may not be able to see the glare.
<ears prick up>Cody wrote:I'm using a tweaked version of Kak's old Far Sun OXP
This would be a better solution for that..Astrobe wrote:I'd like not to alter a script in AddOns, as I've moved oolite-trunk.app in my standard Oolite folder in order to benefit from the already-installed OXPs.
That's very technical of you, Cody!Cody wrote:The non-linear, ultra-zoom, scanner thingy
Thank you kindly, sir! A long time ago, in a galaxy far, far away... I had a fully-functional, technical-type brain. Alas, 'tis no more!Pleb wrote:That's very technical of you, Cody!
Oh, I missed the Test and Bug Reports board. Sorry about that.another_commander wrote:Please try without any OXPs and, if it still doesn't work, post a topic in Testing and Bug Reports with the following information:Also, I don't see the sun glare effect (oolite-trunk-1.79.0.cdb9004-dev.x64).
- Latest.log from start till the point of listing OpenGL supported extensions.
- Location in the game (galaxy and planet).
- Screenshot showing the sun directly (or almost directly) ahead of you.
The sun glare decreases with distance (slowly, but steadily). If you use OXPs that put the suns really far away, it is possible that you may not be able to see the glare. The effect is also set to become almost insignificant the deeper you go into the atmosphere. So make sure that you are close enough to the sun and not close enough to the planet to be sure to witness the effect when turning to face the sun. Also note that external views don't show glare at this time, you have to be in one of the internal views to see it.