Re: Progress
Posted: Sat Feb 25, 2023 7:14 pm
I think it's at least a reference; like calibrating white balance on a camera.
I think it's at least a reference; like calibrating white balance on a camera.
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this.$openScreen = function () {
var opts = {
screenID: "myScreenID",
title: "Sample Title",
message: "A sample screen.",
choices: {"default":{"text":"Press ESC to exit"}},
registerKeys: {"escape":[{key:"esc"}]}
};
mission.runScreen(opts, this.$myScreenHandler.bind(this), this);
}
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this.$myScreenHandler = function(choice, keyPress) {
if (keyPress != "escape") this.$openScreen();
}
You do everything via the list of menu items. Arrow up and down to select an option. Press enter to do that function. The update I've just pushed in would allow for a bunch of keys to function as actions, without needing to press enter constantly. It would allow for a completely different implementation.Cholmondely wrote: ↑Sun Aug 13, 2023 4:24 amQuestion: how did Svengali (OBM) manage this in Vector OXP/Library OXP:
Apropos of Hiran's comment earlier this week, there should really be several systems, no? One official GalCop version for each Galaxy, one for the Commies (thought police with blinking blotches), one for the Juntas (puffs of smoke from the "chimneys" of the astrofactory), one for the english feudals (squires with flags), one for the korean feudalsetc. Merry havoc could ensue! But gosh! would it look good....Celt wrote: ↑Sat Nov 02, 2013 5:46 amOn the subject of docking and buoys, it would seem that an alternative (and more real-life likely) docking aid would be something like the PAPI system used IRL today at airports, where pilots get a series of red and white lights which change colour depending where the pilot is on the glide slope . . . All red = too low . . . All white = too high . . . Do this in two dimensions and the pilot would be able to lock the centerline much easier and then just has to get the rotation right. aircraft carriers have similar systems called the Optical Landing System, or meatball . . .
Probably very OXPable . . .
http://en.wikipedia.org/wiki/Precision_ ... _indicator
http://en.wikipedia.org/wiki/Optical_landing_system
Coming back to this for a second, in today's nightly we will have the ability to set the color saturation by script. To achieve that, two new global methods will be used:another_commander wrote: ↑Fri Feb 24, 2023 7:26 pmJust added some intital shader code to control final output color saturation. Right now you have to edit the value at the start of the main function of the final fragment shader to change it, but I believe it would not be very hard to make it a game parameter, either as a defaults file entry or as a game menu option (if we are able to find any space in the options list to insert it, that is).
What this does, you ask? Well, here are two sets of screens to show you. The first screen in each set uses a saturation of 0.5, the second one uses 1.0 (the default value which creates the output we are all used to), the third uses a saturation of 2.0 and the fourth uses 3.0, which is probably too high a value and is used for demonstration of the effect. A saturation of 0.0 will produce a black and white image and the HUD is not affected by default, it is affected when in colorblind mode, though. There is no current limit to the saturation value, but IMO it should be restricted between 0.0 and 2.0, so that it does not producce unreasonable or simply ugly or ridiculous results.
getColorSaturation()
and setColorSaturation(desiredColorSaturation)
. For the second method the range of saturation will be from 0.0 to 2.0, with 0.0. being black and white and 2.0 being full saturation. The current saturation default is 1.0.Code: Select all
setExtraGuiScreenKeys(this.name,
{
guiScreen:"GUI_SCREEN_MANIFEST",
registerKeys:{"key1":[{key:"g",mod1:true}],
callback:this.$myGuiScreenCallback.bind(this)
}
);
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clearExtraGuiScreenKeys(this.name, "GUI_SCREEN_MANIFEST");
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{
// main ship explosion
"oolite-default-ship-explosion" = {
"alpha" = 0.85;
"brightness" = 10.0;
"color_order" = "rgb";
"count" = 25;
"duration" = 2.5;
"growth_rate" = 1.5;
"size" = 2.5;
"texture" = "ZygoUgo-particle-cloud2.png";
};
// slower clouds from fragment explosions
"oolite-wreckage-explosion" = {
"alpha" = 0.85;
"brightness" = 4.0;
"color_order" = "rgb";
"count" = 10;
"duration" = 4.5;
"growth_rate" = 0.6;
"size" = 2.5;
"texture" = "ZygoUgo-particle-cloud2.png";
};
/*
// spark effects as ships badly hit
"oolite-wreckage-chunk" = {
"alpha" = 0.85;
"brightness" = 3.0;
"color_order" = "rgb";
"count" = 10;
"duration" = 1.2;
"growth_rate" = 2.6;
"size" = 2.5;
"texture" = "ZygoUgo-particle-cloud2.png";
};
*/
}
How bright is the sun? I've not found anything on the wiki about it. Sky/Nebulae, yes. Suns, no.another_commander wrote: ↑Fri Jan 19, 2024 3:40 pmIf you do decide to change the brightness of explosions, be aware that the brightness property value is clamped to 1.0, but is not clamped on the other side, so theoretically you can make them stupidly bright. Some caution is advised, though. The sun is supposed to be the brightest thing in the game, so explosions should typically be kept a bit lower.
It's currently set to 6400 nits absolute brightness, but normal screens will display it with their maximum available brightness, whichever that might be.Cholmondely wrote: ↑Sat Jan 20, 2024 5:58 pmHow bright is the sun? I've not found anything on the wiki about it. Sky/Nebulae, yes. Suns, no.
postFX=5
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#define FXAA_STRENGTH 10.
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// sample equipment.plist file
(
(
5,
1000,
"My special equipment item",
"EQ_MYSPECIALEQUIP",
"An example equipment item with default keys",
{
available_to_all = yes;
available_to_NPCs = no;
available_to_player = yes;
default_activate_key = ({key = "0"; mod1 = true;});
default_mode_key = ({key = "9"; mod1 = true;});
script = "my_equipment_script.js";
}
)
)