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Re: BGS - The BackgroundSet
Posted: Fri Aug 02, 2013 5:20 pm
by CheeseRedux
Smivs wrote:Hi Cheesy, long time no see. Good to see you back
Thanks. The whole Real Lifeā¢ business has kept me away. Still is, really.
Re: BGS - The BackgroundSet
Posted: Sat Aug 10, 2013 7:36 pm
by Svengali
BGS-A1.9 is online.
Changes:
- New BGS-XMapping (requires Snoopers2.5) on LongRangeChart
- New launching/docking FX
- Jump shader tweaks
- New script_info keys (bgs_tunnel_shape
and bgs_tunnel_texture
) for stations
New launching/docking FX:
It' a simple texture distortion, a lot faster, less resource hungry and the shape of the tunnel can be adjusted. Stations can define own tunnel textures and shapes (script_info keys). By default BGS will do it only for main stations, but if secondary stations are defining at least one of the keys BGS will do it's job.
New BGS-XMapping:
The second new feature is that BGS-XMapping has been implemented. BGS-XMapping is a mechanism to display the named areas and lanes from Clym Angus excellent maps in the game. To use this feature the player needs the ANA (ADVANCED NAVIGATIONAL ARRAY) and starts with one area and one lane in all galaxies. Via Snoopers updates are received (so you need Snoopers as well for this feature).
Special thanks to Smivs for running some tests .-)
Re: BGS - The BackgroundSet
Posted: Sat Aug 10, 2013 8:11 pm
by Cody
Very cool launch/dock effects indeed - and the jump shader tweaks are cool too. Muchas gracias, Svengali.
Question: can I get that effect working for rock hermits (Griff's)? If so, in plain language - how?
Re: BGS - The BackgroundSet
Posted: Sun Aug 11, 2013 9:29 am
by Svengali
Cody wrote:Very cool launch/dock effects indeed - and the jump shader tweaks are cool too. Muchas gracias, Svengali.
Question: can I get that effect working for rock hermits (Griff's)? If so, in plain language - how?
Yes, the jump shader is a lot faster now too. It got rid of 50% of instructions and 3 registers (ok, it was a mess before) and may perform better on slower machines now.
Simply add one of the script_info keys to the hermits shipdata.plist.
For a circle ->
script_info = {bgs_tunnel_shape = "1.0";};
Values: 0.5 Square, 1.0 Circle, >1.0 Squircle. Meaningful values are in range 0.38...6.0.
Values above 1.1 are stretching the x-axis to get a wider tunnel.
Or define the texture ->
script_info = {bgs_tunnel_texture = "bgs_docking_tunnel01.png";};
If the shape is not defined BGS will look up the dock bounding box to get the shape.
You can use both keys together as well.
Re: BGS - The BackgroundSet
Posted: Sun Aug 11, 2013 9:38 am
by JazHaz
I ran Oolite for 5 minutes last night to test out the new docking sequence. Looks great.
The only problem was that I didn't see any difference to the long range chart. Would I need to fly to another station to get a snoopers update to see any difference?
Re: BGS - The BackgroundSet
Posted: Sun Aug 11, 2013 10:47 am
by Svengali
JazHaz wrote:The only problem was that I didn't see any difference to the long range chart. Would I need to fly to another station to get a snoopers update to see any difference?
If you have the ANA just move your cursor around on the chart.
E.g. in the first galaxy you are getting the 'Old Worlds' (around Lave) and 'Lane 1' (Lave -> Lerelace) in the beginning. Snoopers updates are popping in from time to time (they are using a low priority so it may take some time), expanding the regions and lanes which are displayed and over time you have the full set. The script (BGS-XMapping) checks the status and if all is done shuts down to free resources after inserting the maps in BGS.
The mechanism in BGS checks if your current cursor position is inside a specified polygon or on a lane - a collision check if you like. If so it switches the overlay image. Overlays can't be combined so regions have a higher priority than lanes. Via switches on the right side you can enable/disable displaying regions or lanes.
The 'Specials' purpose is to display things like 'All Navy HQs' in the current galaxy - BGS-XMapping inserts the Navy HQ maps only if Galactic Navy is installed.
Both mechanisms can be used by other OXPs as well (see [wiki]BGS_Doc[/wiki]) and it should also work with Smivs Better Screens.oxp.
Re: BGS - The BackgroundSet
Posted: Sun Aug 11, 2013 11:32 am
by JazHaz
Svengali wrote:
The mechanism in BGS checks if your current cursor position is inside a specified polygon or on a lane - a collision check if you like. If so it switches the overlay image. Overlays can't be combined so regions have a higher priority than lanes. Via switches on the right side you can enable/disable displaying regions or lanes.
The 'Specials' purpose is to display things like 'All Navy HQs' in the current galaxy - BGS-XMapping inserts the Navy HQ maps only if Galactic Navy is installed.
Does the GalNavy Specials option work straight away or do I have to wait for the Snoopers updates? How do I select it, do I click on the side panel?
Re: BGS - The BackgroundSet
Posted: Sun Aug 11, 2013 12:00 pm
by Cody
Svengali wrote:Simply add one of the script_info keys to the hermits shipdata.plist.
Sweet... that works nicely, and looks cool with Zieman Habitats too! Playing around with the
squircle settings is good fun.
Re: BGS - The BackgroundSet
Posted: Sun Aug 11, 2013 12:27 pm
by DGill
Brilliant - docking effects are great!
Re: BGS - The BackgroundSet
Posted: Sun Aug 11, 2013 3:34 pm
by Svengali
JazHaz wrote:Does the GalNavy Specials option work straight away or do I have to wait for the Snoopers updates? How do I select it, do I click on the side panel?
Yes, the sidepanel is your friend .-)
Specials are stored in a pool, so it can be more than 3 maps. Via 'Cycle Specials' the next 3 are selected and via consoleMessage displayed so you know what kind of stuff is available. 'Show Special 1'...'Show Special 3' are activating the current available maps.
Re: BGS - The BackgroundSet
Posted: Wed Aug 14, 2013 9:12 am
by Duggan
A fantastic update, Just one question, and please forgive my opacity. where exactly am I to insert the following line of code please
-> script_info = {bgs_tunnel_texture = "bgs_docking_tunnel01.png";};
In BGS itself somewhere presumably ?
Re: BGS - The BackgroundSet
Posted: Wed Aug 14, 2013 9:38 am
by JazHaz
Duggan wrote:A fantastic update, Just one question, and please forgive my opacity. where exactly am I to insert the following line of code please
-> script_info = {bgs_tunnel_texture = "bgs_docking_tunnel01.png";};
In BGS itself somewhere presumably ?
No, in another OXP, a dockable.
Re: BGS - The BackgroundSet
Posted: Wed Aug 14, 2013 11:01 am
by Svengali
JazHaz is right - if you have another OXP with a station add it to the shipdata.plist for this station.
If a script_info key already exists in the stations declaration, do not add another line - just add
Code: Select all
bgs_tunnel_texture = "bgs_docking_tunnel01.png";
to the existing line (inside the curly brackets). In XML the declaration looks like
Code: Select all
<key>script_info</key>
<dict>
<key>bgs_tunnel_texture</key>
<string>bgs_docking_tunnel01.png</string>
</dict>
Still it would be better to ask the author/maintainer of the OXP if this can be included for the next version. BGS offers this option for secondary stations to other authors - it won't force it .-) I'm fully aware that this means that the effect is only displayed on main stations in the beginning, but it also means less clashes between OXPs. In the end it means if a OXP uses features of other OXPs it is likely that this has been tested.
A quick overview about script_info keys used in OXPs can be found [wiki]OXP_scriptInfo[/wiki].
Re: BGS - The BackgroundSet
Posted: Fri Aug 16, 2013 5:37 pm
by ZygoUgo
Docking tunnel is great
Yet again distracted, shall I still post ideas for docking menial machinery etc? Will there eventually be an image behind the landing tunnel that you need imagery for?
Re: BGS - The BackgroundSet
Posted: Fri Aug 16, 2013 7:18 pm
by Svengali
ZygoUgo wrote:Docking tunnel is great :) Yet again distracted, shall I still post ideas for docking menial machinery etc? Will there eventually be an image behind the landing tunnel that you need imagery for?
Ah, sorry ZygoUgo. I forgot to send a pm. It's nothing for the docking/launching effect anymore, as the 'bay' stuff went south (simply to slow). But other OXPs need good textures or background images for missionscreens, so whenever you have something, please show it .-)