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Re: Tianve 2.0

Posted: Thu Feb 08, 2024 11:56 am
by phkb
Cholmondely wrote: Thu Feb 08, 2024 8:55 am
And I can't see the New Cargoes at the Pulsar either
Now this is just getting weird. Here's what I see:
Image
F4 interface is all prersent and accounted for.

Image
And there's 43t of the stuff to buy!

I wish I could point to what the issue is. I am completely flummoxed by this one. Can you try a vanilla Oolite run, no OXP's at all except for this one and New Cargoes, using the save game provided by the Tianve OXP to get to Tianve, and see if that changes anything? City lights or special cargoes.

Re: Tianve 2.0

Posted: Fri Feb 09, 2024 8:29 am
by phkb
phkb wrote: Thu Feb 08, 2024 11:56 am
Can you try a vanilla Oolite run, no OXP's at all except for this one and New Cargoes, using the save game provided by the Tianve OXP to get to Tianve, and see if that changes anything? City lights or special cargoes.
Actually, I'd forgotten we'd already tried the no-OXP route without success. Perhaps instead you could try turning the graphics settings down to "Shaders enabled", rather than "Extra details", and see if that makes a difference. I can still see the lights on my system on "Shaders enabled".

Re: Tianve 2.0

Posted: Fri Feb 09, 2024 9:19 am
by Cholmondely
phkb wrote: Fri Feb 09, 2024 8:29 am
phkb wrote: Thu Feb 08, 2024 11:56 am
Can you try a vanilla Oolite run, no OXP's at all except for this one and New Cargoes, using the save game provided by the Tianve OXP to get to Tianve, and see if that changes anything? City lights or special cargoes.
Actually, I'd forgotten we'd already tried the no-OXP route without success. Perhaps instead you could try turning the graphics settings down to "Shaders enabled", rather than "Extra details", and see if that makes a difference. I can still see the lights on my system on "Shaders enabled".
I'll have a stab with the "almost vanilla" run when I have the time.

But I know all about where to find New Cargoes - while play-testing Feudal States I've been taking screen shots of the various deals (and Trader Net commodity summaries) at every system I visit. I now have well over 200! (Thank you for sorting out New Cargoes, by the way - it's super to have it back in my game). The prices are truly dynamic - I've seen the profits on Poetry go from 120₢/TC up to 400₢ and then back down to 130₢ while bouncing around Biarge.

I should also mention that my experiments with your code for Digebitian Top Hats also flubbed the dub!

Not a topper to be seen anywhere! Not even one of those nasty felt-lined ones, never mind the silk plush. Could it be the Witchspace Lobster devotees? They already nobbled our tricorns to use them as knee-protectors (for sports? religious rituals?). Giles only knows what they could be doing with our top hats. (If I ever meet Giles, I'll have to ask him.) The whole business is making poor Araminta quite queasy.

PS: Just tried the Shaders enabled setting - no joy. But "Extra Detail" works just fine with "Lave is Earth's" city lights.

Re: Tianve 2.0

Posted: Tue Feb 13, 2024 12:00 am
by Cholmondely
And here's another little oddity for you:

I've not been near Tianve, but I'm now getting continual briefings in TraderNet about an auction of Pulsar Padlamanggan! So something is working!

Re: Tianve 2.0

Posted: Wed Feb 14, 2024 2:22 am
by phkb
Cholmondely wrote: Fri Feb 09, 2024 9:19 am
Just tried the Shaders enabled setting - no joy. But "Extra Detail" works just fine with "Lave is Earth's" city lights.
Cholly, can I get you to try this. tianve_planet.zip
The zip contains an updated version of the tianve_planet.png, which you just need to plonk over the top of the existing one. And, as always, let me know if that makes a difference.

Re: Tianve 2.0

Posted: Wed Feb 14, 2024 7:58 am
by Cholmondely
phkb wrote: Wed Feb 14, 2024 2:22 am
Cholmondely wrote: Fri Feb 09, 2024 9:19 am
Just tried the Shaders enabled setting - no joy. But "Extra Detail" works just fine with "Lave is Earth's" city lights.
Cholly, can I get you to try this. tianve_planet.zip
The zip contains an updated version of the tianve_planet.png, which you just need to plonk over the top of the existing one. And, as always, let me know if that makes a difference.
Unzipped tianve, replaced old "tianve_planet.png" with the new, held down shift key and started up Oolite, and .... no difference.

But this time, as I launched from the Pulsar Monitoring Station, I redocked before flying to the Tianvean nightside - and I suddenly saw the entry for Specialist Markets which had not been there at game startup. And Lo! And Behold!! Pulsar P present in copious quantities for personal purveyance!

Re: Tianve 2.0

Posted: Wed Feb 14, 2024 9:48 am
by phkb
...


Oh.
Cholmondely wrote: Wed Feb 14, 2024 7:58 am
I suddenly saw the entry for Specialist Markets which had not been there at game startup. And Lo! And Behold!! Pulsar P present in copious quantities for personal purveyance!
Well, that's a win, I suppose! Not the one I was after, but still.

One last thing to try. Can you edit the planetinfo.plist in the Tianve OXP, and change this line

Code: Select all

        texture_normspec = "tianve_planet_nm.png";
to this:

Code: Select all

        //texture_normspec = "tianve_planet_nm.png";
And try it again. The planet will lose it's bumpiness, but I just want to eliminate the normal/specular map from the equation.

Re: Tianve 2.0

Posted: Fri Feb 16, 2024 12:36 pm
by Cholmondely
phkb wrote: Wed Feb 14, 2024 9:48 am
One last thing to try. Can you edit the planetinfo.plist in the Tianve OXP, and change this line

Code: Select all

        texture_normspec = "tianve_planet_nm.png";
to this:

Code: Select all

        //texture_normspec = "tianve_planet_nm.png";
And try it again. The planet will lose it's bumpiness, but I just want to eliminate the normal/specular map from the equation.
Done!

But not a glimmer to be seen!




One point - the lightballs from Telescope shine through the planet (even with the normal/specular map present - and through the sun, too). This can of course be handwaved away as an artefact from Telescope's effect on the Viewscreen, but it is just worth remarking on.

Re: Tianve 2.0

Posted: Fri Feb 16, 2024 12:59 pm
by phkb
Cholmondely wrote: Fri Feb 16, 2024 12:36 pm
One point - the lightballs from Telescope shine through the planet (even with the normal/specular map present - and through the sun, too). This can of course be handwaved away as an artefact from Telescope's effect on the Viewscreen, but it is just worth remarking on.
Is that at all planets, or just Tianve?

Re: Tianve 2.0

Posted: Fri Feb 16, 2024 2:08 pm
by Cholmondely
phkb wrote: Fri Feb 16, 2024 12:59 pm
Is that at all planets, or just Tianve?
All. But I've not checked with the vanilla game planets and Telescope.

Re: Tianve 2.0

Posted: Sat Mar 09, 2024 11:40 am
by phkb
Small update to ensure the planet textures are applied, no matter what.

Re: Tianve 2.0

Posted: Sun Apr 28, 2024 7:13 am
by Cholmondely
phkb wrote: Sat Mar 09, 2024 11:40 am
no matter what.
Update for PlanetFall v.2.0

I'm not sure whether it makes more sense to include these landing spots with Tianve 2.0 or with Famous Planets (can one do both?)

Here are some landing sights for Tianve based on the Lore (see references below).

City: Tianvilus
Other City: Wagarville
Other City: Drewston
Leisure: Pillars of Tiaxus (Xootian Desert)
Leisure: Mount Alioth
Factory: Acid Lake City



References:
Wiki pages: Tianve (Rough Guide)

In my game (Stranger's World OXPs) Tianve initially started with:
Kabah Landing Immigration Control
Kesari Landing Ground Control
Harper Junkyard (Recycling Sector)
New Preston (Visitor’s Facility)
Buhallin Cannery (Urban Quadrant)

I then loaded my Lave test Jameson. On reloading my Tianve test Jameson and restarting I then had:
New Cambridge (Planetary Capital)
Leons Anchorage Tourist Facility
Nagala Scrapyard (Disposal Quadrant)
New Columbus Tourist Facility
Lustrix foundry (Manufacturing Quadrant)

Re: Tianve 2.0

Posted: Sun Apr 28, 2024 7:20 am
by phkb
Cholmondely wrote: Sun Apr 28, 2024 7:13 am
In my game (Stranger's World OXPs) Tianve initially started with:
Kabah Landing Immigration Control
Kesari Landing Ground Control
Harper Junkyard (Recycling Sector)
New Preston (Visitor’s Facility)
Buhallin Cannery (Urban Quadrant)

I then loaded my Lave test Jameson. On reloading my Tianve test Jameson and restarting I then had:
New Cambridge (Planetary Capital)
Leons Anchorage Tourist Facility
Nagala Scrapyard (Disposal Quadrant)
New Columbus Tourist Facility
Lustrix foundry (Manufacturing Quadrant)
With PF1.51 and Galactic Almanac, you would continue to get new locations every time you "landed". Even if you landed at a "city" twice, you'd get a new name for it each time.

Re: Tianve 2.0

Posted: Sun Apr 28, 2024 7:24 am
by Cholmondely
phkb wrote: Sun Apr 28, 2024 7:20 am
Cholmondely wrote: Sun Apr 28, 2024 7:13 am
In my game (Stranger's World OXPs) Tianve initially started with:
Kabah Landing Immigration Control
Kesari Landing Ground Control
Harper Junkyard (Recycling Sector)
New Preston (Visitor’s Facility)
Buhallin Cannery (Urban Quadrant)

I then loaded my Lave test Jameson. On reloading my Tianve test Jameson and restarting I then had:
New Cambridge (Planetary Capital)
Leons Anchorage Tourist Facility
Nagala Scrapyard (Disposal Quadrant)
New Columbus Tourist Facility
Lustrix foundry (Manufacturing Quadrant)
With PF1.51 and Galactic Almanac, you would continue to get new locations every time you "landed". Even if you landed at a "city" twice, you'd get a new name for it each time.
Those blinking beacons are definitely on the blink...

Re: Tianve 2.0

Posted: Sun Apr 28, 2024 7:46 am
by phkb
Cholmondely wrote: Sun Apr 28, 2024 7:24 am
Those blinking beacons are definitely on the blink...
Were you saying you were actually running PF2.0 in those scenarios? If so, did you save the game after the first set of names were allocated? If so, and you were still getting random names each time, I'll have to look into the issue. And given the only variable is the SW suite, the problem is probably in there somewhere. *sigh*

Actually, I reread what you said, and the issue isn't an issue - it's by design. The names are random until you save the game after they've been generated. Then they will stay the same. And everyone's will be different, at least until I roll out the Tianve OXP update that forces fixed names on that system.