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Re: GRS buoyRepair.oxp

Posted: Thu Dec 22, 2011 5:37 pm
by CommonSenseOTB
Eric Walch wrote:
Kaks wrote:
Nope, we must have the animated version! Wouldn't expect anything less from the illustrious GRS! :D

Ok, not must, but it would be nice to have! ;)
It was my first though of solving the problem by making an unfolding buoy. Thant I got the idea that doing it by cheating also might work. It was bouyRepair oxp that started with entity switching in the first place. so the cheat was just a continuation of existing code. I'll see if I can break up the buoy model in two pieces with wingz and make it 'unfolding' :wink:
How about inflating?

Re: GRS buoyRepair.oxp

Posted: Thu Dec 22, 2011 7:46 pm
by Cmdr. Maegil
Erm... if they could be disassembled, why bother with towing them at all? It only makes sense if the buoys aren't foldable or collapsible, else they'd be much more easily transported in a large freighter's cargo bay.

Although it may be harder, the only things that would make sense would be to either make the buoys smaller or the bay larger.

Re: GRS buoyRepair.oxp

Posted: Thu Dec 22, 2011 8:10 pm
by DaddyHoggy
Cmdr. Maegil wrote:
Erm... if they could be disassembled, why bother with towing them at all? It only makes sense if the buoys aren't foldable or collapsible, else they'd be much more easily transported in a large freighter's cargo bay.

Although it may be harder, the only things that would make sense would be to either make the buoys smaller or the bay larger.
We're not talking about disassembly are we - we're only talking about a little pre-launch folding...

Image

Re: GRS buoyRepair.oxp

Posted: Thu Dec 22, 2011 8:53 pm
by Eric Walch
Okay, it is working now. As the buoy only exists of 3 identical disks, it did ask for an unfolding operation.

I now added three of the disk subEntities on top of each other, aligned with the docking bay. Some time after launch the second and third disk start to slowly rotate by 90 degrees around the x and z axis, respectively. After about 10 seconds we than have a fully unfolded, original buoy. :lol:

Its probably a much nicer solution than my previous hack :wink:

Re: GRS buoyRepair.oxp

Posted: Thu Dec 22, 2011 8:56 pm
by DaddyHoggy
Nice One Eric - somebody will have to post a video!

Re: GRS buoyRepair.oxp

Posted: Fri Dec 23, 2011 5:40 pm
by Kaks
Yay! :D

Re: GRS buoyRepair.oxp

Posted: Fri Dec 23, 2011 5:50 pm
by Svengali
Eric was splendid - v1.3.1 is online.

Changes:
- Buoys (un)folding
- Other tweaks

And...

Merry christmas .-)

Re: GRS buoyRepair.oxp

Posted: Sun Dec 25, 2011 7:47 am
by SandJ
Eric Walch wrote:
As the buoy only exists of 3 identical disks, it did ask for an unfolding operation.

I now added three of the disk subEntities on top of each other, aligned with the docking bay. Some time after launch the second and third disk start to slowly rotate by 90 degrees around the x and z axis, respectively. After about 10 seconds we than have a fully unfolded, original buoy. :lol:
Installed this OXP this morning and ended up a Fugitive just so I could watch the tug launch and unfold the buoy. It works and it's really neat! Thank you for this cool addition to the Ooniverse.

(So that's my 2nd Xmas present to myself sorted.)

GRS buoyRepair.oxp slows my PC too much

Posted: Mon Dec 26, 2011 10:06 am
by SandJ
I play Oolite on my netbook which has a 900 MHz Celeron processor. I cannot have any of the detailed graphics OXPs because they slow my PC too much.

I can tell when I have hyperspaced into a system with a Buoy Factory in it because of how the game performs. I have to knock the TAF down to 0.25 to be able to control my ship.

The Buoy Factory is indeed a thing of wonder and beauty, worthy of marvel. But now I have marvelled at its beauty, I wonder how to get shot of its performance impact without uninstalling the .OXP

Any suggestions?

Re: GRS buoyRepair.oxp

Posted: Mon Dec 26, 2011 12:24 pm
by Svengali
SandJ wrote:
The Buoy Factory is indeed a thing of wonder and beauty, worthy of marvel. But now I have marvelled at its beauty, I wonder how to get shot of its performance impact without uninstalling the .OXP

Any suggestions?
Yep. There are several things you could try.

General:
- Define "max-texture-size" in .GNUStepDefaults, set to 512 or 256.
- Define "texture-anisotropy-scale" in .GNUStepDefaults, set to 0.

buoyRepair:
- Comment out the subent declaration for the screen animation in shipdata (line 449 "grs_ani")
- Comment out the materials and shader entries (except the materials for "grs_bay")
- Reduce the number of spawned ships (buoyRepair.js, this.addShips, line 111ff)

Re: GRS buoyRepair.oxp

Posted: Mon Dec 26, 2011 9:39 pm
by SandJ
Svengali wrote:
There are several things you could try.

General:
- Define "max-texture-size" in .GNUStepDefaults, set to 512 or 256.
- Define "texture-anisotropy-scale" in .GNUStepDefaults, set to 0.
I am sure that made things worse everywhere, and systems with a Buoy Factory impossible to fly in unless TAF is set to .25.
Svengali wrote:
buoyRepair:
- Comment out the subent declaration for the screen animation in shipdata (line 449 "grs_ani")
- Comment out the materials and shader entries (except the materials for "grs_bay")
Doing those got the FPS from 7 to about 26 when not in the vicinity of the factory, which is good enough.

Thank you! :D

Re:

Posted: Mon Dec 26, 2011 9:43 pm
by SandJ
Eric Walch wrote:
If you can't fight it, at least turn it in a profit for you.

That's were the upcoming oxp is about. Set up a repair system of buoys. With such an upcoming shortage we can ask any prise for repair! Big business!

Cmdr. Walch,
Salesman of the GRS.
Commander, I see you have these operations running in Communist systems. Given the capitalist nature of your venture, however did you get the Communist systems (e.g. Reriza in Galaxy 5 where I have been playtesting this .OXP all evening) to allow you to operate?

Re: GRS buoyRepair.oxp

Posted: Mon Dec 26, 2011 9:56 pm
by SandJ
At the risk of sounding petty, in \Config\descriptions.plist there is a trivial change needed:

"... it's facilities" --> "... its facilities" x 4

Re: GRS buoyRepair.oxp

Posted: Tue Dec 27, 2011 7:30 am
by Wildeblood
SandJ wrote:
At the risk of sounding petty, in \Config\descriptions.plist there is a trivial change needed:

"... it's facilities" --> "... its facilities" x 4
There's no excuse for that.

https://bb.oolite.space/viewtopic.php?f= ... 80#p142925

Re: GRS buoyRepair.oxp

Posted: Tue Dec 27, 2011 2:23 pm
by Svengali
SandJ wrote:
Svengali wrote:
buoyRepair:
- Comment out the subent declaration for the screen animation in shipdata (line 449 "grs_ani")
- Comment out the materials and shader entries (except the materials for "grs_bay")
Doing those got the FPS from 7 to about 26 when not in the vicinity of the factory, which is good enough.

Thank you! :D
Fine, fine .-)

To make it complete - you can rename the texture grs_bay_shadow.png to grs_bay.png, then you can comment out the remaining materials entry as well. We'll rename it for the next version too. This is a oversight on my side - I've created quite a few different textures for it with different lighting situations and simply forgotten to change the name back. The change makes it easier for all of us .-)
Wildeblood wrote:
SandJ wrote:
At the risk of sounding petty, in \Config\descriptions.plist there is a trivial change needed:

"... it's facilities" --> "... its facilities" x 4
There's no excuse for that.

https://bb.oolite.space/viewtopic.php?f= ... 80#p142925
Pesky apostrophe trumbles... <mumbles something about a never ending story> .-)