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Re: [RELEASE] Gallery OXP v1.0
Posted: Thu Dec 12, 2013 9:23 pm
by Norby
pagroove wrote:The Exhibitions screens need some proofreading by an English native speaker because there are many errors in it.
There are no native english speaker around me so I need contributors from the community.
Cody helped to me once, maybe again?
pagroove wrote:Also the Exhibitions itself are too much for my computer (a Macbook Pro 2011 with a 2 GHZ Core and 4 GB ram).
How many ships you have installed (about) or how many rows you see in the showed ship matrix?
Maybe you have many ships with
large textures and few memory in your graphics card?
I use an i3 with integrated graphics but I increased the allocated graphics memory in BIOS for sure.
pagroove wrote:Maybe an idea to put the exhibitions in a seperate.oxp?
I tend to bundle many function into one OXP mainly due to the lack of an automatic updater. After we have one we can discuss it again.
pagroove wrote:Also I think that the locations (in the Aegis) of those exhibitions is not the best place for the framerate. Maybe lowering the amount of ships by a factor 4 is an idea and then placing them near the sun with an exhibition beacon next to it?
I think you mean Salon of purchaseable ships due to the type specific exhibitions are near witchpoints and contains max. 64 ships, except large ones which can be
limited in js to 64 if needed.
In Salon there are no limit due to it is an eye-candy feature which is not affect your visitor carreer.
Currently you can move out the half of your ship OXPs and see all of them in two step only, but I have an idea to limit the size of Salon using FCB delay value to keep up a reasonable FPS.
Re: [RELEASE] Gallery OXP v1.0
Posted: Thu Dec 12, 2013 10:33 pm
by pagroove
mmm there where about 162 ships in my salon exhibition. And yes. I have many OXP's installed.
I can check for some errors in the text. But I'm not a native speaker.
Re: [RELEASE] Gallery OXP v1.0
Posted: Fri Dec 13, 2013 9:21 am
by Ranthe
Norby wrote:pagroove wrote:The Exhibitions screens need some proofreading by an English native speaker because there are many errors in it.
There are no native english speaker around me so I need contributors from the community.
I'm a native English speaker - what's the best way of providing proofreading feedback to you?
Re: [RELEASE] Gallery OXP v1.0
Posted: Fri Dec 13, 2013 9:41 am
by Norby
Ranthe wrote:I'm a native English speaker - what's the best way of providing proofreading feedback to you?
Either in private message or in email to norbylite at gmail com, as you wish. Thank you!
Re: [RELEASE] Gallery OXP v1.12
Posted: Mon Dec 16, 2013 8:17 pm
by Norby
[wiki]Gallery[/wiki] v1.12 is proofreaded by Ranthe, thanks!
Regarding
Graphics poll there is a performance test in Gallery also: buy Private Exhibition Control equipment, undock and write here how many ships and FPS (Shift+F) you get.
If your FPS maxed out at 60 then install more
ship OXPs.
You can set your wished minimal FPS in exhibitions.js. First two seconds after undock are used for measurement and if result is lower than MinFPS then Private Exhibition will be splitted into more parts, use mode (b) key after primed Private Exhibition Control to show the next part.
My i3 HD4000 do 25 FPS with 66 ships and 30 FPS if Private Exhibition is splitted into two parts (33 ships).
Please publish your results, screenshots are welcomed also.
Re: [RELEASE] Gallery OXP v1.14
Posted: Sat Dec 28, 2013 10:34 pm
by Norby
[wiki]Gallery[/wiki] v1.14 is further proofreaded by Keeper (thanks!) and changed all instances of Salon to Private Exhibition.
Re: [RELEASE] Gallery OXP v1.14
Posted: Fri Jan 17, 2014 5:19 am
by Keeper
Just had this in my log (1.79-trunk), which looks like it relates to the Gallery OXP:
Code: Select all
16:54:52.768 [strings.expand.warning.unknownExpansion]: ----- WARNING: Unknown expansion key [Exhibition Guard] in string.
16:54:52.768 [strings.expand.warning.unbalancedClosingBracket]: ----- WARNING: Unbalanced ] in string.
Re: [RELEASE] Gallery OXP v1.15
Posted: Fri Jan 17, 2014 5:56 am
by Norby
Thank you for the report,
v1.15 contain a workaroud which should fix the "Unknown expansion key [Exhibition Guard]" log messages.
Re: [RELEASE] Gallery OXP v1.15
Posted: Sat Jan 18, 2014 1:00 am
by Duggan
I do think , as communicated already. That this excellent oxp would lose nothing with the absence of an armada of Gallery ships in front of the galcop station. Private Exhibition Control equipment overloads my game and causes crashes in Oolite in my experience.
Re: [RELEASE] Gallery OXP v1.16
Posted: Sun May 18, 2014 6:46 pm
by Norby
Gallery v1.16 contain a fix for
slow startup with many OXZ in Oolite 1.79, thanks to Thargoid.
Re: [RELEASE] Gallery OXP v1.16
Posted: Sun May 18, 2014 7:49 pm
by Thargoid
Happy to say it seems to have resolved that little issue completely
Well done that man!
Re: [RELEASE] Gallery OXP v1.17
Posted: Sun May 18, 2014 8:35 pm
by Norby
The faster startup caused problems in ship names in Gallery what I can not fix easily and cim made
a fix which solved the soruce of slowdown so I reverted back to the original startup method in
v1.17.
Re: [RELEASE] Gallery OXP v1.17
Posted: Sun May 18, 2014 8:52 pm
by cim
Partly-solved, perhaps. It won't stop memory issues: ships are only garbage collected at the end of the frame.
Code which adds a ship to the universe and then removes it in the same function really shouldn't be necessary. What are you trying to do?
Re: [RELEASE] Gallery OXP v1.17
Posted: Sun May 18, 2014 9:05 pm
by Norby
I must know ship names to create an ordered list but I have dataKeys only.
Re: [RELEASE] Gallery OXP v1.17
Posted: Sun May 18, 2014 9:48 pm
by cim
Got it.
Ship.shipDataForKey will be available in tonight's build. Note that there are at least four [wiki]shipdata.plist[/wiki] properties ("name", "ship_class_name", "ship_name" and "display_name") which can make up a ship's name, so it's not completely straightforward.