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Best screenshots
Posted: Mon Mar 05, 2007 9:37 am
by CaptKev
If this is a bad idea please delete this thread, but I came across one of griff's trading posts in Leesti and it just looked fantastic!
Posted: Mon Mar 05, 2007 9:41 am
by Star Gazer
Very impressive! I haven't seen this yet, might have to make a side-trip with an old save and take a look!
The Tionisla graveyard is fairly impressive, although it was never finished... ...(unsubtle hint!!)
Posted: Mon Mar 05, 2007 10:26 am
by Selezen
Yeah yeah yeah. I really must get back to working on that...
Can anyone donate a Dell Inspiron 5160 motherboard so that I can get back to work? My laptop exploded, you see...
In the meantime I'll see what I can do.
Re: Best screenshots
Posted: Mon Mar 05, 2007 10:44 am
by TGHC
CaptKev wrote:If this is a bad idea please delete this thread, but I came across one of griff's trading posts in Leesti and it just looked fantastic!
Who needs EliteIV. This is what we always wanted Elite to look like. Absolutely stunning.
Posted: Mon Mar 05, 2007 12:20 pm
by JensAyton
Er, which OXP is that from? I haven’t really been keeping up for the past half year.
Posted: Mon Mar 05, 2007 1:17 pm
by CaptKev
@Ahruman, I can't remember what topic it was from, but the OXP is called busy_ports. It's a work in progress, so it's not available on Oosat2 yet.
If you have any problems finding it, I'll temporarily make it available on my site (I'm sure Griff won't mind).
Posted: Mon Mar 05, 2007 1:26 pm
by ramon
That HUD, that isn't the same one as the one I downloaded from your signature or have you updated it since...because it looks cool as fudge!
Posted: Mon Mar 05, 2007 2:19 pm
by CaptKev
@ramon.. it's a revised version of the fighter HUD which I hope to make available soon, but in the current release a few people are having problems with positioning on widescreen displays.
I would like to fix this first, because the second release displays a wireframe image of the ship as well.
Posted: Mon Mar 05, 2007 2:34 pm
by Cmdr. Maegil
Does it display whatever ship you have at the moment of is the Cobra fixed?
Posted: Mon Mar 05, 2007 3:01 pm
by CaptKev
@CM.. I've created all the standard ships and the Stingray, but it shouldn't be too differcult to create one, for an OXP ship.
128 x 128 pixel with blue as the background:
Posted: Mon Mar 05, 2007 3:04 pm
by JensAyton
Er, unless you’re manually merging that texture into the background, Oolite will be scaling it up to the next power-of-two size, i.e. 256x256.
Posted: Mon Mar 05, 2007 3:20 pm
by CaptKev
Ahruman, does that mean a 1024 x 768 image would be scaled up to 1024 x 1024, if so this might explain the positioning problem. What is the reason Oolite has to work with power-of-two image sizes?
Posted: Mon Mar 05, 2007 3:31 pm
by JensAyton
This is a restriction of the OpenGL specification, because it is/was a restriction of most graphics hardware. Modern hardware can handle other texture sizes, but it’s messy – there are a number of slightly different extensions, with various restrictions. OpenGL 2.0 requires full support for non-POT textures with all the same features as normal textures, but hardware and driver support is spotty. For this reason, many games have this restriction.
Regarding HUDs, while preparing release notes for the 1.67 Mac testing release (RSN!) I saw this in the subversion logs:
“r716 | aegidian | use OS agnostic routines to display legends (should remove some confusion about image placement between PC/Linux and Mac versions)”
Posted: Mon Mar 05, 2007 3:56 pm
by CaptKev
Ahruman wrote:“r716 | aegidian | use OS agnostic routines to display legends (should remove some confusion about image placement between PC/Linux and Mac versions)”
I'm sorry, but I don't know what this means
, "OS agnostic routines" - is this a operating system that believes the existance of a routine is unknowable?
Posted: Mon Mar 05, 2007 4:11 pm
by JensAyton
It means that all versions of Oolite should handle HUDs in the same way. I don’t know whether this is be the Mac way, or the SDL way, or a way that’s different from both.