Re: Moar trunk stuffffff (or drunk?)
Posted: Tue Dec 25, 2012 2:38 pm
Impressive! I had no idea something like that was even possible.
Congratulations to all concerned!
For information and discussion about Oolite.
https://bb.oolite.space/
Helicopter Landing Zone .-) As the shuttle is landing like a Helicopter I thought that it would be ok to use a symbol players are familiar with from RL. I guess we don't know much about the planetary ongoings.</handwavium>El Viejo wrote:Question: why the 'H' on the landing-pad? <chuckles>
The blurry appearance is expected, Oolite will scale them to match the height of the screen resolution (see https://bb.oolite.space/viewtopic.php?f= ... &start=714).El Viejo wrote:I see what you mean about the new BGS icons - cool, but not quite sharp.
Thanks Dizzy. I think I'll remove the quick overview from the readme alltogether and update the [wiki]BGS_Doc[/wiki]. Reduces my work when updating and the info is available immediately .-)Diziet Sma wrote:(The readme for the new version of BGS needs updating to include a mention of the joystick throttle jitter fix via OXPConfig)
If you mean the coloring for the shader - BGS uses a Visual Effect + shader with some uniform bindings. TheAkTanatha wrote:Some questions, what gives you the system info as you emerge from Hyperspace?
vec4 ovSpecials
(bgs_hyper.fragment) is bound to a property .shaderVector2
of the VisualEffect. The property can be changed by a script. The script uses .bgsHyperControl
to prepare and pass the correct settings. When .playerStartedJumpCountdown
is called by Oolite it stores the type of the jump (standard or galactic) and when .shipWillExitWitchspace
is called it spawns the effect and sets the values for interstellar/normal space and passes both settings to the shader (.bgsHyperControl -> .shaderVector2 -> ovSpecials
).Yes, it's a really nice one .-)AkTanatha wrote:Also, has it ever been considered to improve the entering / leaving space station sequence, or has it been done already?Thargoid wrote:Grab the trunk beta of Aquatics, go visit the Aquarian HQ in Aqualina (G3) and tell me what you think of the trip ;)
Up until fairly recently it wasn't. But Cim did some wonderful things in the trunk code, then Svengali used it for an example that he shared with me for Planetfall. And as often happens in these cases, I got somewhat inspired and went a bit further with it...Diziet Sma wrote:
Impressive! I had no idea something like that was even possible.
Congratulations to all concerned!
zdoofop wrote:Having a bit of trouble with the oxp.
After installing several alternative voices, I found that they somehow broke compatibility with your tunnel shader effect
.
After days of scouring through code and documentation, I think I found the problem-the provided vochal countdown is somehow tightly linked to the effect-any attempt to modify it will somehow result in bgHyperFX being set to false and the effect removed from view. I have scoured both your code and the code for the other vocal countdown effect, but I cannot find a way to sever this link for my own personal use. I even tried moving the audio files and renaming them so it looked to the code as if nothing had been touched-no success. I am completely lost. Any ideas?
sry my bad.Svengali wrote:Thanks zdoofop. This is expected and mentioned in the initial post about the trunk version.
I've truncated some compatibility code in v1.6 as it was not used in any other OXP. The new patches are ready, but I wanted to test them a bit more before uploading (except the patch for Captain Berf Pilot as it is Cornys OXP and released under non-derivative if I recall it right. I'll send him the new one.)
PS: Answered here, because I'm assuming you are using the trunk version.
...and welcome onboard .-)
.bgsDisableJump
becomes true. The available patches for Captain Berf Pilot, Customsounds, Halsis and Hawksound are simply changing the customsounds.plist keys to the expected value and are passing the countdown as single files to BGS. In case the patches are not installed or another sound-OXP sets the keys:.bgsDisableJump
in .playerStartedJumpCountdown
Code: Select all
if(duration<1 || (this.bgsDisableJump && !this.bgsHyperFX)) return;
if(!this.bgsCountOnly... else...
in .doBGSWPTimer
in a check for .bgsDisableJump
Code: Select all
if(!this.bgsDisableJump){
if(!this.bgsCountOnly && this.bgsCounter.wp>13){...
} else {...
}
}
.shipWillExitWitchspace
.Thx so much!!! Worked like a charm!!!Svengali wrote:Ah, ok. Then let's dive in .-)
BGS checks the customsounds.plist keys '[galactic-hyperspace-countdown-begun]' and '[hyperspace-countdown-begun]'. If they are set to any other value than 'bgs-m_silence.ogg'.bgsDisableJump
becomes true. The available patches for Captain Berf Pilot, Customsounds, Halsis and Hawksound are simply changing the customsounds.plist keys to the expected value and are passing the countdown as single files to BGS. In case the patches are not installed or another sound-OXP sets the keys:
In BGS 1.5.x:
The countdown + jump sequence are not started. They are coupled because the effect is spawned as standard entity a few seconds before the actual jump happens. The handling happens in the countdown timer function. To decouple the countdown from the effect you'll need to:
- change the check for.bgsDisableJump
in.playerStartedJumpCountdown
- enclose theCode: Select all
if(duration<1 || (this.bgsDisableJump && !this.bgsHyperFX)) return;
if(!this.bgsCountOnly... else...
in.doBGSWPTimer
in a check for.bgsDisableJump
In BGS 1.6:Code: Select all
if(!this.bgsDisableJump){ if(!this.bgsCountOnly && this.bgsCounter.wp>13){... } else {... } }
Only the countdown is not started. The settings are decoupled, because Oolite v1.77 has a new VisualEffect class and the spawning of the effect happens on.shipWillExitWitchspace
.
I'll add the mentioned changes in the next update (1.5.2).
Fine .-) And thx for the pointer!zdoofop wrote:Thx so much!!! Worked like a charm!!!
Hey Dizzy - what means 'some sounds'?Diziet Sma wrote:The latest BGS update has broken compatibility with halsis_BGS again, and some of the halsis sounds are no longer playing.
After taking a closer look at Halsis I'm not surprised.Diziet Sma wrote:The latest BGS update has broken compatibility with halsis_BGS again, and some of the halsis sounds are no longer playing.