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Posted: Fri Jul 02, 2010 12:51 pm
by maik
JazHaz wrote:maik wrote:JazHaz wrote:
This is normally a symptom of a slow PC, like mine.
Mmmh, maybe it's too much now. I'm playing on a MacPro with a 2.66 GHz Xeon Quad-Core and 3GB RAM.
Actually its more about a slow graphics card rather than the main processor.
NVIDIA GeForce GT 120 with 512MB VRAM
Posted: Fri Jul 02, 2010 12:55 pm
by JazHaz
maik wrote:JazHaz wrote:
Actually its more about a slow graphics card rather than the main processor.
NVIDIA GeForce GT 120 with 512MB VRAM
I rest my case!
Posted: Fri Jul 02, 2010 1:01 pm
by maik
El Viejo wrote:maik wrote:When I leave a system and go back to it later the planet texture has changed,
Seems okay on mine... witchspace out, jump back and the texture is the same.
Off for more 'testing'.
Did some more testing myself and couldn't reproduce it. Maybe it just seemed like it after I removed the Lights Down OXP...
However, the planet info screen (F7) only shows the right texture when I am actually in the system. When I look at the info screen of a planet that I am about to visit, I get the "normal" skin.
Cheers,
-Maik
Posted: Fri Jul 02, 2010 1:06 pm
by Cody
maik wrote:However, the planet info screen (F7) only shows the right texture when I am actually in the system. When I look at the info screen of a planet that I am about to visit, I get the "normal" skin.
That's normal... it was the same for System Redux v1.
Posted: Fri Jul 02, 2010 1:23 pm
by maik
El Viejo wrote:maik wrote:However, the planet info screen (F7) only shows the right texture when I am actually in the system. When I look at the info screen of a planet that I am about to visit, I get the "normal" skin.
That's normal... it was the same for System Redux v1.
But can it be improved?
Posted: Fri Jul 02, 2010 1:30 pm
by Eric Walch
maik wrote:El Viejo wrote:maik wrote:However, the planet info screen (F7) only shows the right texture when I am actually in the system. When I look at the info screen of a planet that I am about to visit, I get the "normal" skin.
That's normal... it was the same for System Redux v1.
But can it be improved?
No. It would require a mechanism by Oolite to ask every oxp if it wants to present a special planet for that system. Such a mechanism would be quite different than how an oxp currently works.
Possible but not with current Oolite.
Posted: Fri Jul 02, 2010 1:33 pm
by Svengali
Congrats Cheyd! Very nice .-)
Posted: Fri Jul 02, 2010 1:40 pm
by Cmd. Cheyd
Thank you Kaks, El Viejo, a_c, Jaz, maik, Thargoid, everybody... Feedback is most welcome, and to be completely honest, why I work on this stuff. I'm not ashamed to admit I like a little ego boosting.
I have been putting in a fair bit of effort to make my first real OXP launch a decent showing. You guys set the bar rather high for a guy.
I do need to give special "Thank You's" out to both PhantorGorth and Svengali. Phantor has been an incredible help on the coding side of things, and Svengali helped out massively on the website. And both have kept me from going completely bonkers while I got this ready.
Okay - To take these in order as best I can...
maik wrote:Very very nice, I like the looks a lot! I have a few minor suggestions for improving it further:
* When I leave a system and go back to it later the planet texture has changed, can you assign textures to planets (maybe in a way similar to how system names are created)?
This should not be the case, and I have not been able to re-produce it. However, it should be noted that with only 7 of the intended 41 main planet textures finished, you are going to see repeats. A LOT of repeats. Give me time and I will publish more textures to expand the selection.
maik wrote:* The overall look is very dark now. At first, I played with the Lights Down OXP but then planets and moons were so dark that I almost could only recognize them because I couldn't see the stars that are hidden behind them. But even without Lights Down it is still very dark.
With Lights-Down removed, it should be at "normal" ambient light levels. That was why I specifically put that part as a separate OXP. You may want to check your other OXP planetinfo.plist files for a Universal section and see if they are modifying the light level also.
maik wrote:* The message "the sensors detected n planets and m moons" seems very much like a debugging message to me. I would turn it off.
It is not debug code. It was meant to give an impression of actually having the ASC do another feature/function. I was trying to increase immersion, not lower it. You can remove this by going into SystemRedux2.js and delete lines 259-261.
maik wrote:* When I enter witch space I hear the sound, then it takes 1 or 2 seconds, and only then I get the tunnel visual. Before installing system redux 2 sound and visuals were in sync.
I was told this is actually caused by the core Oolite code when you add planets/moons. It can cause a significant delay. More Moons/Planets = More delay. You can adjust the max moons and planets in a system by altering two variables in SystemRedux2.js, lines 20 & 21. They're there specifically so players can make that adjustment for themselves without having to deep dive into my script.
JazHaz wrote:Have downloaded the standard texture pack. Will probably need to get the low res one when you have finished it though. Assume you will announce it in this thread?
I will make an announcement when it's available - Probably next week as I am traveling this weekend to visit with my parents.
Thargoid wrote:One other small point - the documentation (at least the license.txt file) is inside the OXP itself (in the .oxp folder) - hence a lot of Mac users may never see it.
It's always better to put a copy in the outer skin of the zip file too to ensure that it gets noticed.
Noted, and I'll make the alteration when the next version goes up. I'm waiting a day or so for bugs / issues / etc to crop up and will likely update over the weekend or on Monday.
maik wrote:
However, the planet info screen (F7) only shows the right texture when I am actually in the system. When I look at the info screen of a planet that I am about to visit, I get the "normal" skin.
Waiting for a feature addition that is likely post-MNSR to be able to handle that. Sorry.
Posted: Fri Jul 02, 2010 2:30 pm
by JazHaz
I've installed the Gas Giant Skimming OXP, and it seems to be replacing the main planet in a system with a gas giant.
When I first loaded today after installation I launched and flew to land at what I thought was the planet (using Planetfall v1.30), only to crash at low altitude. Thought my planetary equipment might have been damaged, so I tried again, however, just in time, I noticed the warning about it being a gas giant before I crashed again!
Another question, am in G7 using Assassins OXP. Does Assassins overwrite SR2's planet textures?
Posted: Fri Jul 02, 2010 2:45 pm
by Cmd. Cheyd
SR2 includes several gas giant textures. Unfortunely, they're 3 of the 7 completed so currently make an unusually high appearance.
SR2 does work in conjunction with Planetfall, so if an SR2 Gas Giant texture is chosen, it sets the property Planetfall is looking for (and Thanks to Thargoid, Planetfall also looks for the property SR2 sets) to specify a gas giant, and therefore disallow landing. This is intentional on both OXP parts. But again, keep in mind, gas giants are more populous now than they will be in the future due to the texture availability.
Assassins does not currently (to the best of my knowledge) specifically communicate with SR2. Therefore, either can overwrite the others texture. Assassins was the specific case sample that caused me to write the SR2API. Hopefully Commander Mcclane will include SR2 compatibility in his next assassins update.
Posted: Fri Jul 02, 2010 2:50 pm
by Cody
maik wrote:When I enter witch space I hear the sound, then it takes 1 or 2 seconds, and only then I get the tunnel visual.
On my machine the delay is momentary, and no problem. The only thing is that the ‘Sensors detect…’ message appears while I’m still in the tunnel… a second before the system name appears. Still no problem, though.
Posted: Fri Jul 02, 2010 3:04 pm
by maik
JazHaz wrote:I've installed the Gas Giant Skimming OXP, and it seems to be replacing the main planet in a system with a gas giant.
When I first loaded today after installation I launched and flew to land at what I thought was the planet (using Planetfall v1.30), only to crash at low altitude. Thought my planetary equipment might have been damaged, so I tried again, however, just in time, I noticed the warning about it being a gas giant before I crashed again!
Another question, am in G7 using Assassins OXP. Does Assassins overwrite SR2's planet textures?
Same here. The texture also doesn't really look gas planetish
:
Posted: Fri Jul 02, 2010 3:08 pm
by Cmd. Cheyd
Hmm... Looks like Thargoid and I have a few more things to talk about.
Posted: Fri Jul 02, 2010 3:57 pm
by Poro
I haven't tried your meta-OXP yet Cmd. Cheyd, but I want to +1 the website comment from earlier - it's a very well executed design.
Posted: Fri Jul 02, 2010 4:31 pm
by Thargoid
Cmd. Cheyd wrote:Hmm... Looks like Thargoid and I have a few more things to talk about.
Having seen your script, I can see what's happening.
PF just checks if "isGasGiant" exists for the planet in question. If it does then it's taken as a gas giant and landing is disallowed.
But in your case you're assigning it to everything, and setting it to true for gas giants and false for normal planets and hence PF is detecting every script-added planet as a gas giant (as they all have "isGasGiant" property in existence).