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Posted: Sat Apr 26, 2008 3:42 pm
by Commander McLane
The wiki-documentation on [url=http://wiki.alioth.net/index.php/Planetinfo.plist]planetinfo.plist[/url] wrote:
Some options can be applied to the entire universe, such as ambient lighting levels, eg.

<key>universal</key>
<dict>
...
</dict>

Universal options can be overriden by specifying the same option for a specific system or location in interstellar space. Obviously, not all options make sense to apply to the whole universe.
I would just try whether sky_n_blurs and sky_n_stars can be set here, like ambient_level.

Posted: Sat Apr 26, 2008 4:04 pm
by another_commander
Thanks, I'll check that. Still, I don't think this is exactly what I want. If I set universal values for sky_n_blurs and sky_n_stars, then each and every system will have this exact number of stars and blurs. What I had in mind was more like taking the amount of stars and nebulae that appear normally in a system and multiply them by a constant. This way, systems with low star population will seem somewhat more populated, and systems with many stars will be star-flooded.

Anyway, I will revise the implementation to see if there is an easier or more consistent way of achieving this. No need reinventing the wheel if it's already been done, right?

Posted: Sat Apr 26, 2008 4:54 pm
by JensAyton
another_commander wrote:
Thanks, I'll check that. Still, I don't think this is exactly what I want. If I set universal values for sky_n_blurs and sky_n_stars, then each and every system will have this exact number of stars and blurs. What I had in mind was more like taking the amount of stars and nebulae that appear normally in a system and multiply them by a constant. This way, systems with low star population will seem somewhat more populated, and systems with many stars will be star-flooded.
This seems a reasonable thing to do… for 1.72, not 1.71.2. :-)

Posted: Sat Apr 26, 2008 5:03 pm
by another_commander
Agreed, this is definitely 1.72 stuff.

Posted: Tue Apr 29, 2008 7:08 pm
by Griff
Sorry to pimp my stuff in a most uncool way, 3 screenshots showing an attack on an already damaged coriolis.
Image
Image
Image

Posted: Tue Apr 29, 2008 8:26 pm
by Captain Hesperus
:shock:
Guh!
Goddammit
<goes to change trousers>

Captain Hesperus

.

Posted: Tue Apr 29, 2008 8:59 pm
by Lestradae
Looking gorgeous! :shock:

Keep up the good work

L

Posted: Wed Apr 30, 2008 12:12 am
by pagroove
Image

Griffs upcoming ICO-station 'vanilla version' in the new Standard stations update. With my 'Parsec Tuning' Cobra MK1 skin

Posted: Wed Apr 30, 2008 6:43 am
by Rxke
Wow!

Oolite surely has gone a long way since its inception...


8) 8)

Posted: Wed Apr 30, 2008 8:53 am
by Getafix
It would be really useful if the screenshots posted at BerliOS Developer: Screenshots were associated with the related OXP(s) links as well as the Oolite version used.

Posted: Wed Apr 30, 2008 9:00 am
by another_commander
The length of the comments accompanying screenshots on Berlios has to be reasonable. This rules out extensive descriptions of what OXPs are used, version numbers etc. Also, the purpose of the screenshots section at Berlios, from my point of view, is to attract the attention of newcomers or people browsing for Elite related games and want to have a quick look at what Oolite is about. This is why impressive screenshots are needed. If anyone wants to get a closer look, they can always come here and learn about OXPs and what's used to take the shots they've seen.

Posted: Wed Apr 30, 2008 9:37 am
by Selezen
It has to be said - well done to the people involved in the new shader stuff - it's making this game look like a serious commercial venture, but for free!

Elite IV is going to have to be something very special visually to beat Oolite.

Posted: Wed Apr 30, 2008 12:44 pm
by Getafix
another_commander wrote:
The length of the comments accompanying screenshots on Berlios has to be reasonable. This rules out extensive descriptions of what OXPs are used, version numbers etc.
Simple links to the relevant OXP(s) would suffice, man! If this is not possible, could we add these screenshots to the wiki under the OXP section (pm me on this, plz)? :idea:
another_commander wrote:
If anyone wants to get a closer look, they can always come here and learn about OXPs and what's used to take the shots they've seen.
The majority of gamers are not interested in what's behind the scenes of Oolite, before playing. Furthermore, it's not so easy for newcomers to find their way in forums (I still find it difficult to decypher some of the jargon here, but I am getting to it). Well placed hyperlinks will lead gamers to enjoy the latest Oolite faster (fyi the Ubuntu linux forum users still discuss on v1.65!!! Don't worry, though, I am working on it.:wink:). "RTFM" is a well known expression because nobody does it!

Concluding, it is really admirable what is being performed here. Why not make it easily available to a broader public?

..

Posted: Wed Apr 30, 2008 12:50 pm
by Lestradae
Concluding, it is really admirable what is being performed here. Why not make it easily available to a broader public?
Hear, hear!

I see a hornet`s nest upcoming ... just saying. :?

8)

L

Posted: Wed Apr 30, 2008 1:16 pm
by another_commander
Getafix wrote:
Concluding, it is really admirable what is being performed here. Why not make it easily available to a broader public?
I wholeheartedly agree that Oolite and its expansion packs should be as easily available as possible to a broader public. All I am saying is that the Berlios screenshots page is probably not the right place to put links in.

Maybe the best thing would be to update the project home page linked to by Berlios. At least a link to the Oolite wiki should be there. Or, alternatively (and maybe even better), the entire Berlios Oolite homepage could be switched to point to wiki.alioth.net. This should redirect newcomers straight to where the information is.