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Posted: Wed Jul 07, 2010 4:26 pm
by Commander McLane
Poro wrote:Is anyone else on a shaderless system getting major slowdown with version 1.4.2?
Whether I enter an anarchy system, or exit from an anarchy station for the first time, it takes a fair while for everything to be populated: and frame rate never returns to normal.
There's nothing in the log file, and I seem to remember someone mentioning the Seedy Spacebar being altered. Could this have affected rendering on non-shaderfied computers?
The main problem is that there is
a lot going on
around the space bars. (Although Eric should have optimized the AI routines in 1.4.)
Posted: Wed Jul 07, 2010 5:50 pm
by Poro
Yes, I know that - but it is only with going from 1.4.0 to 1.4.2 that I've noticed a drastic difference.
The asteroid field looks as it always was, so I don't notice any extra objects.
Posted: Wed Jul 07, 2010 9:31 pm
by Eric Walch
Poro wrote:Yes, I know that - but it is only with going from 1.4.0 to 1.4.2 that I've noticed a drastic difference.
The difference between those are only minimal bug fixes that should not have any influence on game play itself. For the 1.3.6 and older versions I always noticed a speed reduction when there was a battle around the station. With the 1.38 and newer I never noticed a significant difference when there was a battle or not. Probably you changed something else as well.
Posted: Wed Jul 07, 2010 10:29 pm
by DGill
Griff wrote:Shader and shipdata.plist updates (for Random Hits 1.4.2), hopefully all the glowy is back (and now also available in no shader mode)
http://www.box.net/shared/fm6nlsai3n
I haven't docked at a Spacebar for ages, I'd forgotten how funny this OXP is
I installed your update Griff, but strange things happen to the station textures. Deleting random hits 1.4.2 (with your update) corrects the problem.
Sorry image is a bit dark
[/img]
Posted: Thu Jul 08, 2010 7:47 am
by Griff
hmm that does look odd, you don't think you're just seeing the stations inside the shadow being cast by the planet - it's a new feature in the latest version of Oolite, objects don't get any sunlight and sort of look like the ones in your screen shots, i can't spot any shader or texture clash inside random hits that might affect other oxps
Posted: Thu Jul 08, 2010 6:19 pm
by DGill
Yes, you are right. I was taken by surprise by the station. Without random hits installed I get my normal station (image on the left) when installing the moded random hits I get a completely different station (image on right), which is very dark.
Posted: Mon Jul 12, 2010 11:03 pm
by Ganelon
Is it just me, or is the writing on the spinning tombstone when you get paid for a successful hit kinda.. backwards?
Posted: Tue Jul 13, 2010 7:32 am
by Eric Walch
Ganelon wrote:Is it just me, or is the writing on the spinning tombstone when you get paid for a successful hit kinda.. backwards?
Direction is okay but I had one word that was unknown to me. Maybe this is what you saw backward? "
Lest we forget". I had to look up the meaning:
lest |lɛst|
conjunction formal
with the intention of preventing (something undesirable); to avoid the risk of : he spent whole days in his room, headphones on lest he disturb anyone.
• (after a clause indicating fear) because of the possibility of something undesirable happening; in case : she sat up late worrying lest he be held up on the way home.
ORIGIN Old English thȳ lǣs the [whereby less that,] later the læste.
USAGE There are very few contexts in English where the subjunctive mood is, strictly speaking, required: lest remains one of them. Thus the standard use is : she was worrying lest he be attacked (not : lest he was attacked), or : she is using headphones lest she disturb anyone (not : … lest she disturbs anyone).
Posted: Fri Jul 16, 2010 4:57 am
by RustiSwordz
OK i have another bug: Ive just managed to get past the rank of Judge and now my rank is this:
random_hits_huntertitle22.
Posted: Fri Jul 16, 2010 12:04 pm
by Eric Walch
RustiSwordz wrote:OK i have another bug: Ive just managed to get past the rank of Judge and now my rank is this:
random_hits_huntertitle22.
- That a bug I added in version 1.4.1 as discussed
here. It should be fixed in version 1.4.2.
- And I have added Griffs shaderupdates in a, yet to release, version 1.4.3. That update will only be useful for those systems that currently have texture problems.
- I was also busy by changing the code so it creates 9 sets of missions on docking. But I think it takes a to long pause on docking then so I reverted the number to 3. (It just needs 1 number change in the code to get the 9 screens back now)
Posted: Fri Jul 16, 2010 12:05 pm
by RustiSwordz
OK Thanks Eric.
Posted: Sun Jul 18, 2010 1:17 pm
by Eric Walch
I just updated random hits to version 1.4.3. There are just two changes:
1) I added the new shaders that Griff posted a few messages back. From the readme by Griff:
- Added Materials to the spacebar object to enable illumination maps whilst in playing Oolite with shaders disabled (requires Oolite 1.74 and higher)
- Edited most of the fragment & vertex shaders to remove the use of gl_TexCoord[0] which can be problematic with certain ATI driver releases
- Added a new shader "griff_spacebar_turret.vertex" for the space bar turrect so they will recoil slightly when firing whilst playing with shaders enabled
- "A_H_wormhole_animation_no_shader.png" - New texture based on a single frame from A_H's original artwork, for use when playing Oolite with shaders disabled
The versions posted by Griff contained two bugs. Griff mailed me some fixes in a pm. When you needed those fixes, use these instead of the older ones.
2) I looked more closely at the generation of just 3 different hit pages. The pages are generated on docking. With just 3 pages I never felt a noticeable gap on docking. When creating 6 or 9 there was a noticeable pause during docking that I want to prevent at all costs. On my 2.66 GHz dual core machine it takes 0.55 seconds to generate 3 hitpages.
I now look at the time during page creation. When succeeding in creating these first 3 pages within 0.5 seconds it will generate a second set of 3 pages. And when even that happens within half of a second total, it will generate another 3 extra pages.
I assume most people like me will still just get 3 different pages as before, but on the faster computers there might be 6 or 9 different pages now.
Posted: Sun Jul 18, 2010 4:04 pm
by myst.RAVEN
I just saw the most excellent reference in Random Hits: "...renew you on Carousel"
I think I might re(re-re-re-re)watch
Logan's Run a bit later this evening... Hmmm, maybe throw it on my "port" monitor while I fly
Posted: Sun Jul 18, 2010 4:21 pm
by Porksmuggler
^^
Thanks for incorporating the updates! Downloading now...
Posted: Tue Aug 24, 2010 8:16 pm
by Frame
just wanted to let you know that on Oolite 1.75 it now looks like this.
rvn 3744
click image to enlarge...
this has not been tested with 1.74.2