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Posted: Mon Mar 08, 2010 9:01 am
by Griff
El Viejo wrote:
The Moray shipdata.plist doesn't look right... a whole bunch of other OXP stuff in there. I need an expert to look at it.
I think i need to put one of those ice cube filled bags on my head for an hour, the moray shipdata.plist did indeed have a whole load of other ships in it too (almost all the ships that started with letters further down the alphabet than 'M' :roll: ) this will probably only effect the individual download version, not the dizzy all-in-1 bundle, i'll have a look now at why the player moray is so dark - if you're testing it with the trunk build, could you also check it against the currest test release version, um, 1.74.4 i think? the reason being that i asked for some extra features for player ship random shader bindings and i think it's meant a lot of rewriting of player ship related shader uniforms, that hasn't quite been finished yet.

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Posted: Mon Mar 08, 2010 9:18 am
by Cody
I was just thinking of an ice-pack under a pirate hat and behold...

I'm just using 1.73.4 atm, no trunk for a while.

Posted: Mon Mar 08, 2010 10:18 am
by Griff
hmm, i just updated trunk to 2057, hacked a save file to give myself a moray med and went to the load commander screen, it does indeed look a bit more dim, i think it's just the placement of the light source on that screen though, it should be OK in game although i haven't seen one yet to verify
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and here's the same oxp in 1.73.4
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Posted: Mon Mar 08, 2010 10:31 am
by Cody
Using 1.73.4 I'm pretty sure it looks alright in-game.

This pic was really hard to take... hardly visible:

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You can just make out the letters. Just noticed that it wiped out my Cobra's resale value again. Odd.

Posted: Mon Mar 08, 2010 10:36 am
by Griff
bimey, that is weird! could it be an oxp conflict or something? didn't something like this get posted up a few weeks ago - a coriolis with half of the texture from another ship on it? did we work out what caused that?
Those letters seem to be coming from another oxp or maybe one of the standard oolite font images, it's not anything i've drawn, it looks to neat and not enough rivets in it.
Incidently, i've re-uploaded the moray with a fixed shipdata.plist- the duplicated entries in it for the orbital shuttle will explain those errors you were getting El Viejo about the missing 'r_channel' fragment file.

Posted: Mon Mar 08, 2010 2:20 pm
by Cody
Thanks Griff

It’s only the Moray Med Boat that looks strange in the shipyard… the Moray Star Boat looks fine.
(My Cobra’s resale value has been restored as well… odd that!).

Posted: Mon Mar 08, 2010 8:33 pm
by Cody
A better pic of the Moray Med Boat in the shipyard, with the fill light turned right up to show the 'letters'. They're elusive in-game, I can't find one. The Moray Star Boat is definitely okay. The log is clear, btw.

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Posted: Mon Mar 08, 2010 9:29 pm
by Griff
oh flip, i think i might know what's causing this - no prizes for guessing, i've made a typo in the shader :oops:
Oolite is using 'uEffectsMap' in the shipdata.plist and the shader is expecting a texture called 'uEffectMap', i'll fix it and re-upoad the oxp
edit: now re-uploaded!

Posted: Mon Mar 08, 2010 9:52 pm
by Cody
Using the same OXP (i.e. not the updated one) as above, I finally tracked down a Moray Med Boat in-game... looks fine.

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I'll now go download the updated OXP.
edit: no I won't... very slow download speed from box.net (I tried several times). I'll try tomorrow.

Posted: Tue Mar 09, 2010 8:52 am
by Commander McLane
El Viejo wrote:
Using the same OXP (i.e. not the updated one) as above, I finally tracked down a Moray Med Boat in-game... looks fine.
You know that the easiest way to track down a Med boat is by just creating one right in front of your ship using the JS console?

The only thing you need is to spawn a ship with the unique role of a Med Boat. For the one from the original set that would be "oolite-morayMED". Not sure about Griff's variant.

Posted: Tue Mar 09, 2010 9:33 am
by Cody
Commander McLane wrote:
You know that the easiest way to track down a Med boat is by just creating one right in front of your ship using the JS console?
Yeah, I know about the JS console... but that's too much for my poor old brain. Editing a plist is about as much as I can do... besides, I like in-game testing.

Posted: Tue Mar 09, 2010 11:36 am
by Commander McLane
El Viejo wrote:
Yeah, I know about the JS console... but that's too much for my poor old brain. Editing a plist is about as much as I can do... besides, I like in-game testing.
Hmm. Actually the JS console is nothing more than a tool to edit JS-scripts (not plists, admittedly) in runtime. So the natural result is in-game testing.

Posted: Tue Mar 09, 2010 12:20 pm
by Cody
If I had just spawned the required ship as and when I wanted it, the hunt for a Moray Med Boat would not have taken me across several systems and on into another chart, and I would not have encountered the ‘clean’ bandits.
That’s what I mean by ‘in-game’… I’m a player, not an OXPer or a coder… I like to mix a ‘test’ in with the game.

Having said that, I’ll probably have a look at the JS console at some stage, I can see how useful it might be.

Posted: Tue Mar 09, 2010 4:51 pm
by Cody
At last, I finally got a download from box.net… it’s been really slow.

The Moray Med Boat now displays properly in the shipyard. I’ll catch up with one in-game later.