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Re: BGS - The BackgroundSet

Posted: Mon Jan 21, 2013 4:34 pm
by JeX
Diziet Sma wrote:
G'day JeX, and welcome aboard! 8)
JeX wrote:
I have been hooked ever since I took on a transportation mission and finishing it with 1 minute to spare on the deadline. I have never experienced that much adrenaline while playing ever, landing in the system, dodging pirates with guns blazing and throwing my ship into the docking entrance of the station in order to reach it in time. So awesome.
I got quite a chuckle out of your little tale.. it reminded me of the time I wound up cutting a passenger-run really close.. it's written up here. If you feel inclined, we'd love to read a more detailed description of your adventure in the Tales from the Spacelanes thread.
Yeah, I have read a lot of tales in that thread. It's so amusing that you can have a game with so random (but well designed) mechanics where you can actually get a kick out of some of the actions you take.

I will definitely write it up on a later time :)

My favorite tale is the one where a user explains how he was stuck at a shootout near a space station, jumped to another system only to find that everybody near the station were hitching ride on his wormhole, eventually crashing his computer because so many blue holes opened up in front of him! >_>

Re: BGS - The BackgroundSet

Posted: Mon Jan 21, 2013 4:47 pm
by Svengali
A mirror for [EliteWiki] BGS1.6 is available.

Re: BGS - The BackgroundSet

Posted: Mon Jan 21, 2013 4:56 pm
by Cody
Svengali wrote:
A mirror for [EliteWiki] BGS1.6 is available.
It's all done with mirrors - smoke and mirrors!

Re: BGS - The BackgroundSet

Posted: Mon Jan 21, 2013 9:07 pm
by Svengali
El Viejo wrote:
It's all done with mirrors - smoke and mirrors!
Muchas gracias, amigo.

It's all done a bit in a hurry these days. RL projects and family are demanding - I guess it could be worse .-)

Re: BGS - The BackgroundSet

Posted: Mon Jan 28, 2013 9:41 pm
by Koshed
Hi,

Had a good look and play with this OXP and it really is an excellent job. Congrats! :D

However I wondered if there is any way that it can or could be more configureable?

Example, I wanted to keep the "Vanilla" scooping sound rather than the voice "Scoop activated" keep repeating?

Also I love the wrap effect when jumping, is that available separately?

Sorry if this has all been asked before as I'm catching up?

Regards

K.

Re: BGS - The BackgroundSet

Posted: Tue Jan 29, 2013 12:02 am
by Svengali
Koshed wrote:
Example, I wanted to keep the "Vanilla" scooping sound rather than the voice "Scoop activated" keep repeating?
The standard sounds declared in customsounds.plist (like the scoop sound) are not configurable. A script can't change them (read only). All you can do to get rid of specific sounds is to delete the declaration in customsounds.plist.
Koshed wrote:
Also I love the wrap effect when jumping, is that available separately?
Nope - the jumpsequence is not available separately. BGS uses Cabal_Common_Library which spawns and handles the effect. BGS passes additionally settings to the shader. It is possible (although a little bit work) to separate the effect from BGS + CCL and - based on the used script - may require changes to the shader as well, but after all it's the combination of elements which is BGS strongest point, so it won't be me who does it :mrgreen:

Re: BGS - The BackgroundSet

Posted: Tue Mar 19, 2013 2:04 pm
by Thermonuklear
I there a way to adjust sensitivity for acceleration-deceleration sounds? My T.Flight Hotas X has a twitchy throttle quadrant. The cheap potentiometer gives false ~0.1% changes to the throttle position, resulting in constant wiuuuh-wouuuh sound. I know it's a joystick problem, but I can't set the hysteresis via stick software/firmware/drivers...

Re: BGS - The BackgroundSet

Posted: Tue Mar 19, 2013 2:17 pm
by Cody
Thermonuklear wrote:
I there a way to adjust sensitivity for acceleration-deceleration sounds?
This post and onwards may be of help... it's all beyond my ken.

Re: BGS - The BackgroundSet

Posted: Tue Mar 19, 2013 2:33 pm
by Thermonuklear
Cody wrote:
Thermonuklear wrote:
I there a way to adjust sensitivity for acceleration-deceleration sounds?
This post and onwards may be of help... it's all beyond my ken.
Argh, didn't notice that... That's exactly what I was looking for :)

EDIT:
Svengali wrote:
BGS1.5.1 is online (BGS-A and BGS-M).

Changes:
- Added dampening for the speed checks.

The fix probably solves the jitter some users have experienced when using a joystick to handle the throttle when the ships should be at full stop. v1.5.1 uses a static dampening of 0.01 which will become adjustable in v1.6. I've also backported the cleaner approach of the code from v1.6.

Special thanks to Diziet Sma - I was not aware of the joystick deadzone jitter.

The development version (v1.6) may follow, but probably not this month anymore (94% bandwidth).
I'm a blind idiot. :roll:

Re: BGS - The BackgroundSet

Posted: Tue Mar 19, 2013 2:52 pm
by Cody
Thermonuklear wrote:
I'm a blind idiot.
<chuckles> Welcome to the club!

Re: BGS - The BackgroundSet

Posted: Tue Mar 19, 2013 3:10 pm
by Thermonuklear
Cody wrote:
<chuckles> Welcome to the club!
Feeling at home already!

And the 0.001% fix worked, no wish-wosh anymore! *victory dance*

Re: BGS - The BackgroundSet

Posted: Tue Mar 19, 2013 4:06 pm
by Svengali
Thermonuklear wrote:
And the 0.001% fix worked, no wish-wosh anymore! *victory dance*
<smirks>

Re: BGS - The BackgroundSet

Posted: Wed Mar 27, 2013 11:03 am
by D`Ali
Good day! I had a problem with the latest version BGS 1.6. After pressing the key "h" the countdown starts ticking for the hyper-jump. He goes to zero and the program crashes (exit ti windows). The logs clean. All versions is the latest (Oolite 1.77, CCL 1.7). No more add-ons do not use. In version BGS 1.5.2 all worked - on the fifth second animation is began, then the ring. What could be wrong?

I have Windows 7 on ASUS notebook.

Re: BGS - The BackgroundSet

Posted: Wed Mar 27, 2013 11:57 am
by Svengali
Hello D`Ali,

without any hint it is hard to guess. BGS v1.6 creates the effect on entering witchspace (not 5 seconds before as in v1.5.x). When the player enters witchspace lots of things are happening. A crash is something that is not handled by Oolite or the underlaying libraries, the OS, the graphics driver, etc... It could even be that it is not related to BGS.

But when I should guess, I'd think this is maybe a graphics card/driver problem.

Some more infos about your system can (maybe) give a pointer.
- Graphics card and driver version
- Reported OpenGL support in Latest.log
- Location of Oolite (path where it is installed)

Re: BGS - The BackgroundSet

Posted: Wed Mar 27, 2013 6:53 pm
by D`Ali

Code: Select all

Opening log for Oolite version 1.77 (x86-32) under Windows 6.1.7600  32-bit at 2013-03-27 23:38:51 +0400. 2 processors detected.
...
[rendering.opengl.version]: OpenGL renderer version: 2.1.8304 ("2.1.8304 Release"). Vendor: "ATI Technologies Inc.". Renderer: "ATI MOBILITY RADEON X1700 ". PCI Express x 16;  1024 Mb. 
From catalyst control center:
- Direct3D version - 7.14.10.0630
- OpenGL version - 6.14.10.8304

Driver version - 8.561.0.0 from 1.12.2008

Other parameters:
- CPU Intel Core2, T5300 @1.73GHz, 2 Gb RAM.

May be necessary to adjust the output log for more details, but I do not know - how.