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Posted: Wed Apr 29, 2009 9:49 am
by dalek501
another_commander wrote:
dalek501 wrote:
very nice indeed! I'm a bit of a layman on these things, and perhaps not the right thread (please feel free to point me to the right place if not!) but I'm not quite getting this 1.73. business and normal maps(?) etc. Are these going to be the standard ships or are they oxp's? How are they different to those ships in 1.72 and before?
Here is some good information on normal maps and what they do and how they work. Regarding the other questions, the standard ships are going to be still standard in 1.73. The ships shown on the screens are from OXPs (Griff's ships mainly) and support normal maps.

Having said that, if Griff manages to create a full replacement ship set of this quality before 1.73 gets out, I would really like to give consideration to replacing the original ships with his.
Thanks for that. Went over my head a bit but at the end of the day it means better Oolite for all! Can't wait! :)

Posted: Tue May 05, 2009 4:24 pm
by another_commander
Adder cruising in space (rock on, Griff 8) )
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A small group of Adders travelling to their destination...
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... and finally making it there
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Posted: Tue May 05, 2009 10:27 pm
by DaddyHoggy
8)

Posted: Wed May 06, 2009 9:17 am
by dalek501
Having said that, if Griff manages to create a full replacement ship set of this quality before 1.73 gets out, I would really like to give consideration to replacing the original ships with his.
Another fantastic ship from Griff! I hope you manage to get the whole lot done before 1.73 as it would be great to have these as the standard ships. :D

Posted: Wed May 06, 2009 9:20 am
by Diziet Sma
So, uuhhhh... when are we gonna see a GriffHUD? 8)

Posted: Wed May 20, 2009 4:17 pm
by another_commander
This screenshot was taken at the exact moment an explosion happened. And despite the fact that explosions last only a fraction of a second, it has never been easier to grab the actual moment. Why? Because of the new feature coming up in v1.73: Bullet time, baby!
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At the upper left corner, you can see the FPS counter, with a small addition in it: TAF (Time Acceleration Factor). This can be anything from x1/16 to x16. To change it, you either a) pause the game and use the left and right arrow keys (each key press doubles or halves the factor) or b) use the JavaScript global property timeAccelerationFactor, if you want to set it to the value of your choice and script cool Matrix-like cutscenes during battle or whatever. On the other hand, if you feel like it takes way too long to get past that Anaconda that is mass locking you, maybe you can turn time acceleration up to x2 or x4 and things might become just a little bit less boring. Even escort missions can become fun ;-). Reminds of FFE's StarDreamer, doesn't it?

Posted: Wed May 20, 2009 5:51 pm
by goran
great! VERY useful.

grr... i need faster SVN client than SmartSVN...

Posted: Wed May 20, 2009 6:36 pm
by Nemoricus
Not only is that a cool picture, the feature sounds really great!

DeepSpace Pirates makes the area outside of the spacelanes sufficiently dangerous that you should stick to the lanes, at least initially. Witchspace Fuel Injectors are practically a necessity if you want to get anywhere along the spacelanes in a reasonable amount of time, though. Too many ships there that could mass-lock you.

Having the time acceleration will let you conserve Witchspace fuel for when you really need, like getting far, far away from a fight you can't win.

Thumbs up to that one.

Posted: Wed May 20, 2009 7:25 pm
by pagroove
Cool feature although I hope it doesn't make Oolite too fast.

Posted: Thu May 21, 2009 9:12 pm
by DGill
TAF is neat feature but vrs 2181 seems to screw up joystick configuration.

Joystick hat works ok for forward view etc with 1.73 vrs 2173 and previous but not with vrs 2181.

Posted: Thu May 21, 2009 9:47 pm
by another_commander
DGill wrote:
TAF is neat feature but vrs 2181 seems to screw up joystick configuration.

Joystick hat works ok for forward view etc with 1.73 vrs 2173 and previous but not with vrs 2181.
Can you please fall back to previous revisions, one at a time, and let us know which exact revision introduced the problem? Do that by executing

Code: Select all

svn up -r2173
or -r2174, -r2175 etc., then doing a clean rebuild of the code:

Code: Select all

make clean
make debug=no

Posted: Thu May 21, 2009 10:27 pm
by DGill
another_commander wrote:
DGill wrote:
TAF is neat feature but vrs 2181 seems to screw up joystick configuration.

Joystick hat works ok for forward view etc with 1.73 vrs 2173 and previous but not with vrs 2181.
Can you please fall back to previous revisions, one at a time, and let us know which exact revision introduced the problem? Do that by executing

Code: Select all

svn up -r2173
or -r2174, -r2175 etc., then doing a clean rebuild of the code:

Code: Select all

make clean
make debug=no
Vrs 2180 works fine. I'll try 2181 again to see if I've done something wrong

p.s. thanks for help

Posted: Thu May 21, 2009 10:37 pm
by Screet
DGill wrote:
TAF is neat feature but vrs 2181 seems to screw up joystick configuration.

Joystick hat works ok for forward view etc with 1.73 vrs 2173 and previous but not with vrs 2181.
I did update to the newest version today but did not experience that problem with my sticks hat. I'm running Vista 64, in case that this should make a difference.

Screet, hoping that this little off-topic bit is more helpful than distracting.

Posted: Thu May 21, 2009 11:01 pm
by DGill
hmm - my fault, sorry

re-did vrs 2181 with the "make clean" command and all working now

thanks

Posted: Fri May 22, 2009 8:58 pm
by another_commander
The very impressive Hammerhead from Thargoid's Aquatics OXP, shown both loaded with sleds and after it has delivered its cargo. Note in the first pic how one of the sleds is shown at the moment it detaches from the vessel :
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