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Re: Realistic stars, the return...

Posted: Wed Jul 23, 2014 2:37 pm
by another_commander
Knotty wrote:
Can I detect the graphics settings from JS?
Yes. oolite.gameSettings.detailLevel is what you need.

For reference, if you type oolite.gameSettings in the debug console, it gives you the list of game properties you can access. Some are read/write, some All are read only. Here it is:
oolite.gameSettings wrote:
autosave: 0,
wireframeGraphics: 0,
procedurallyTexturedPlanets: 1,
detailLevel: "DETAIL_LEVEL_EXTRAS",
musicMode: "MUSIC_ON",
speechOn: 0,
gameWindow: {
fullScreen: 0,
height: 600,
width: 800
},
keyConfig: {
key_prime_equipment: 78,
key_scanner_unzoom: 90,
key_galactic_hyperspace: 103,
key_inject_fuel: 105,
key_roll_left: 253,
key_next_compass_mode: 92,
key_gui_chart_screens: 54,
key_view_aft: 50,
key_roll_right: 252,
key_rotate_cargo: 82,
key_prev_compass_mode: 124,
key_previous_target: 45,
key_chart_highlight: 63,
key_view_forward: 49,
key_map_home: 303,
key_dump_target_state: 72,
key_jumpdrive: 106,
key_mode_equipment: 98,
key_docking_clearance_request: 76,
key_show_fps: 70,
key_yaw_left: 44,
key_gui_arrow_up: 255,
key_activate_equipment: 110,
key_view_starboard: 52,
key_untarget_missile: 117,
key_custom_view: 118,
key_scanner_zoom: 122,
key_cycle_mfd: 59,
key_gui_market: 56,
key_yaw_right: 46,
key_comms_log: 96,
key_hud_toggle: 111,
key_pitch_forward: 255,
key_snapshot: 42,
key_mouse_control: 77,
key_weapons_online_toggle: 95,
key_gui_system_data: 55,
key_pitch_back: 254,
key_ecm: 101,
key_gui_arrow_down: 254,
key_dump_cargo: 68,
key_docking_music: 115,
key_view_port: 51,
key_fire_lasers: 97,
key_fastactivate_equipment_a: 48,
key_switch_mfd: 58,
key_fastactivate_equipment_b: 9,
key_increase_speed: 119,
key_hyperspace: 104,
key_decrease_speed: 115,
key_gui_screen_status: 53,
key_ident_system: 114,
key_gui_arrow_left: 253,
key_map_info: 105,
key_advanced_nav_array: 94,
key_next_missile: 121,
key_gui_arrow_right: 252,
key_launch_escapepod: 27,
key_pausebutton: 112,
key_target_missile: 116,
key_launch_missile: 109,
key_target_incoming_missile: 84,
key_next_target: 43,
key_autopilot: 99,
key_autodock: 67
}

Re: Realistic stars, the return...

Posted: Wed Jul 23, 2014 2:52 pm
by Knotty
Thanks!
Hmm, what to take into account...
DetailLevel obviously, TexturedPlanets possibly, Screen size?
I wonder if I could turn the stars into ascii * when wire frame is turned on.... :-)

Was thinking about near no stars for systems with only one connection, or on the outskirts of a galaxy. Guess from the feedback before I start that there should be a minimum value

Re: Realistic stars, the return...

Posted: Wed Jul 23, 2014 2:57 pm
by Cody
Knotty wrote:
Was thinking about near no stars for systems with only one connection, or on the outskirts of a galaxy.
In a system that had both those qualities, such as Ceered in the fifth octant, few (or even no) stars would perhaps suit.

Re: Realistic stars, the return...

Posted: Wed Jul 23, 2014 4:34 pm
by mossfoot
Cody wrote:
cim wrote:
The problem with star_count_multiplier is that no matter how high you set it, in some systems one of those two random numbers will come up as almost 0 (or even exactly 0) and you'll get no stars at all.
This drives me crackers - occasional systems with few or no stars.
So it's not just me! I was wondering about that!

Re: Realistic stars, the return...

Posted: Wed Jul 23, 2014 5:06 pm
by Diziet Sma
G'day Knotty.. good to see you again..

<hoping you'll do the OXZ for the Sensible Suns version of RS soon - or better yet, combine them in one package>

Re: Realistic stars, the return...

Posted: Wed Jul 23, 2014 5:36 pm
by Knotty
AH, yes, Sensible suns, forgot about that....
Well, if I'm getting into scripting there's a tutorial about dependencies.. it's for script dependencies, but I'll see if I can just detect if it's there. Plan B is 2 separate ones again, however as Sensible suns doesn't have a OXZ I do't think I can tell the manifest that theres a clash (if I understand this correctly)
http://wiki.alioth.net/index.php/Handli ... JavaScript

Re: Realistic stars, the return...

Posted: Fri Jul 25, 2014 3:45 am
by mossfoot
Just want to say, I love this add-on, but I have one problem with the results, though I don't know if this app can fix it or if another one will be required.

Every planet's dark side is... well... dark! It's so pitch black you can't see anything. And that wouldn't be a huge problem if it weren't for the fact that these planets are all fairly well populated in the billions so we should be seeing something more like this:

Image


Assuming that's not possible, perhaps dialing back the black so it's at least dully visible to compensate? Have that as an option in the OXPConfig?

Re: Realistic stars, the return...

Posted: Fri Jul 25, 2014 5:14 am
by Wildeblood
Knotty wrote:
Sensible Sun doesn't have a OXZ I don't think I can tell the manifest that there's a clash.
Sure you can. If and when I ever make Sensible Sun into an OXZ, it's identifier would be oolite.oxp.Wildeblood.sensible_sun

To detect Distant Suns (which again only affects sun_* settings, not the background sky, and doesn't change any universal settings) from a script you can check for the presence of worldScripts.Stars. All the settings are changed with a giant planetinfo file, but Stars is the snippet of script that adds the note to the F7 screen.

Re: Realistic stars, the return...

Posted: Fri Jul 25, 2014 10:41 am
by Zireael
Mossfoot, I love that picture!

Re: Realistic stars, the return...

Posted: Fri Jul 25, 2014 10:48 am
by cim
mossfoot wrote:
Assuming that's not possible
Not yet. Being able to put a lightmap onto planets is something we want to do, and submersible has a basic demo of what it might look like somewhere, but the planet shaders are difficult to get right.

Re: Realistic stars, the return...

Posted: Fri Jul 25, 2014 2:18 pm
by Knotty
Thanks for the help
I'll see if I can get the script detection of sensible suns working, then I won't have to worry about manifest dependencies.
Maybe I should test for Torus to sun, then make the sun even further away :-)

Re: Realistic stars, the return...

Posted: Fri Jul 25, 2014 2:33 pm
by mossfoot
Zireael wrote:
Mossfoot, I love that picture!
Would be nice if someone could find a way to make it happen in game :D

Re: Realistic stars, the return...

Posted: Fri Jul 25, 2014 3:29 pm
by Potential Debris
mossfoot wrote:
Zireael wrote:
Mossfoot, I love that picture!
Would be nice if someone could find a way to make it happen in game :D
It would be beyond awesome. However the problem of where to place the lights is a difficult one. How do you make sure that all your cities aren't in the middle of the sea? Or maybe you'd want them underwater on certain (crustacean) worlds. OK, you could tell the game to put lights on green but not blue or vice versa, but what about those pink/red/ purple/ yellow planets with yellow/ purple/ red/ pink seas?

Ideally, you'd want the lights concentrated around coastal areas and natural features like harbours, with strings of light stretched between them... although, would a society with access to such cheap energy and casual spaceflight bother with things like "roads" and "harbours"? Planets described as having most of their cities underground would also need special treatment - just a few big spaceports and nothing else at all.

I suspect writing code to do that kind of thing intelligently would be challenging, to say the least. I guess someone could hand-craft a custom light-map for each and every planet but that would be one hell of a project.

Re: Realistic stars, the return...

Posted: Fri Jul 25, 2014 3:50 pm
by Disembodied
Potential Debris wrote:
Ideally, you'd want the lights concentrated around coastal areas and natural features like harbours, with strings of light stretched between them... although, would a society with access to such cheap energy and casual spaceflight bother with things like "roads" and "harbours"? Planets described as having most of their cities underground would also need special treatment - just a few big spaceports and nothing else at all.

I suspect writing code to do that kind of thing intelligently would be challenging, to say the least. I guess someone could hand-craft a custom light-map for each and every planet but that would be one hell of a project.
It would also mean tackling the question of what the TL numbers stand for ... is TL1 Dawn of Spaceflight or Dawn of Agriculture? Earth's night side would have been pretty black across almost all of its surface until just a century ago, and would still have been mostly free of illumination, even in its inhabited areas, until just a few decades ago.

Re: Realistic stars, the return...

Posted: Fri Jul 25, 2014 3:50 pm
by mossfoot
Potential Debris wrote:
mossfoot wrote:
Zireael wrote:
Mossfoot, I love that picture!
Would be nice if someone could find a way to make it happen in game :D
It would be beyond awesome. However the problem of where to place the lights is a difficult one. How do you make sure that all your cities aren't in the middle of the sea? Or maybe you'd want them underwater on certain (crustacean) worlds. OK, you could tell the game to put lights on green but not blue or vice versa, but what about those pink/red/ purple/ yellow planets with yellow/ purple/ red/ pink seas?

Ideally, you'd want the lights concentrated around coastal areas and natural features like harbours, with strings of light stretched between them... although, would a society with access to such cheap energy and casual spaceflight bother with things like "roads" and "harbours"? Planets described as having most of their cities underground would also need special treatment - just a few big spaceports and nothing else at all.

I suspect writing code to do that kind of thing intelligently would be challenging, to say the least. I guess someone could hand-craft a custom light-map for each and every planet but that would be one hell of a project.
However, to simplify - at least where my Realistic Stars game is concerned, the black in the world is REALLY black - as in Yikes no light is escaping and I think I'm being sucked into it black. You'd never see what the colors are supposed to be on that. So you could simply have it set to randomly generate only on the dark side. You'd have to be awfully nitpicky to wait for the orbit to see if it fits ;)

If this was taken on (please someone take it on), I'd suggest a similar feature be added for the additional planets and moons, but with a highly scaled down number of lights (main planet being where most of the population is, moons and other planets being colonies)