Liners OXP

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

User avatar
pagroove
---- E L I T E ----
---- E L I T E ----
Posts: 3035
Joined: Wed Feb 21, 2007 11:52 pm
Location: On a famous planet

Re: Liners OXP

Post by pagroove »

Nice Smivs! I didn't know about a bug in the Emerald Dock. Docking worked on my computer.
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
Image
https://bb.oolite.space/viewtopic.php?f=4&t=13709
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Liners OXP

Post by Commander McLane »

pagroove wrote:
Nice Smivs! I didn't know about a bug in the Emerald Dock. Docking worked on my computer.
The bug was probably mainly cosmetic.
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5528
Joined: Thu Jun 12, 2008 6:55 pm

Re: Liners OXP

Post by Thargoid »

Completely cosmetic - somehow the dock had been shifted into the model 100m or so. Hence whilst you could dock, you could also see stars going past between its edge and the front of the liner.

Didn't exactly look good ;)
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: Liners OXP

Post by Smivs »

pagroove wrote:
Docking worked on my computer.
Ha, yes, it all worked OK...Just didn't look good. Thargoid gave me the heads up a few days ago, and when I looked it was definitely not right! The strange thing is nobody noticed it sooner.
Commander Smivs, the friendliest Gourd this side of Riedquat.
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Liners OXP

Post by Commander McLane »

Smivs wrote:
pagroove wrote:
Docking worked on my computer.
Ha, yes, it all worked OK...Just didn't look good. Thargoid gave me the heads up a few days ago, and when I looked it was definitely not right! The strange thing is nobody noticed it sooner.
Well, the fact of the matter is that I never docked with an Emerald, and you don't see it from the distance.

I just tried it for the first time after I posted, and indeed, I could see the stars.
User avatar
Mauiby de Fug
---- E L I T E ----
---- E L I T E ----
Posts: 847
Joined: Tue Sep 07, 2010 2:23 pm

Re: Liners OXP

Post by Mauiby de Fug »

Code: Select all

  16:54:41.711 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for liners_tigershark.vertex:
>>>>> GLSL log:
0:0(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



16:54:41.711 [shader.load.failed]: ***** ERROR: Could not build shader liners_tigershark.vertex/liners_tigershark.fragment.
What a familiar error message... Same fix as always I assume - delete the offending line - which in this case is line 1 in liners_tigershark.vertex
User avatar
JazHaz
---- E L I T E ----
---- E L I T E ----
Posts: 2991
Joined: Tue Sep 22, 2009 11:07 am
Location: Enfield, Middlesex
Contact:

Re: Liners OXP

Post by JazHaz »

Mauiby de Fug wrote:

Code: Select all

  16:54:41.711 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for liners_tigershark.vertex:
>>>>> GLSL log:
0:0(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR



16:54:41.711 [shader.load.failed]: ***** ERROR: Could not build shader liners_tigershark.vertex/liners_tigershark.fragment.
What a familiar error message... Same fix as always I assume - delete the offending line - which in this case is line 1 in liners_tigershark.vertex
Hmmm, I wonder if the preprocessor error is caused by your graphics card not being very good with OpenGL?
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6627
Joined: Wed Feb 28, 2007 7:54 am

Re: Liners OXP

Post by another_commander »

No, it's a shader code error, one I'll never forgive myself for. I never thought this mistake would be so widely spread across OXPs.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Liners OXP

Post by Cody »

another_commander wrote:
No, it's a shader code error, one I'll never forgive myself for.
<hands the Admiral a pistol, salutes, turns and leaves the room>
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
JazHaz
---- E L I T E ----
---- E L I T E ----
Posts: 2991
Joined: Tue Sep 22, 2009 11:07 am
Location: Enfield, Middlesex
Contact:

Re: Liners OXP

Post by JazHaz »

another_commander wrote:
No, it's a shader code error, one I'll never forgive myself for. I never thought this mistake would be so widely spread across OXPs.
How comes it doesn't get seen by everyone though?
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6627
Joined: Wed Feb 28, 2007 7:54 am

Re: Liners OXP

Post by another_commander »

JazHaz wrote:
How comes it doesn't get seen by everyone though?
No idea. I would dare say that drivers that don't report the error are the ones likely to be considered buggy. Believe me, it is an error.
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: Liners OXP

Post by Smivs »

The mug person responsible for hosting this OXP hasn't got a clue about this clever shadery stuff :roll: so could someone confirm that to fix this all I need to do is delete line 1

Code: Select all

#define OO_TANGENT_ATTR 1  // <---- Define OO_TANGENT_ATTR to 1 so that Oolite gives correct tangent data to shader.
from the liners_tigershark.vertex file?
Commander Smivs, the friendliest Gourd this side of Riedquat.
User avatar
Svengali
Commander
Commander
Posts: 2370
Joined: Sat Oct 20, 2007 2:52 pm

Re: Liners OXP

Post by Svengali »

Get rid of the whole head part

Code: Select all

#define OO_TANGENT_ATTR 1
#ifdef OO_TANGENT_ATTR
attribute vec3 tangent;
#else
const vec3 tangent = vec3(1.0, 0.0, 0.0);
#endif
and simply use

Code: Select all

attribute vec3 tangent;
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: Liners OXP

Post by Smivs »

Thank you :)

<heads off to the OXP workshop...>
Commander Smivs, the friendliest Gourd this side of Riedquat.
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: Liners OXP

Post by Smivs »

<...returns!>
v1.6 is now available with the fix suggested above. Hopefully this will clear-up this problem for good. Thanks again, Svengali.
Commander Smivs, the friendliest Gourd this side of Riedquat.
Post Reply