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crosshairs

Posted: Sat Jan 31, 2009 1:33 pm
by j f gearing
Having just installed 1.72 on a Sony vista system I find that the crosshairs for the laser are almost invisible
Any suggestions

cheers


JG

Posted: Sat Jan 31, 2009 10:02 pm
by JohnnyBoy
What laser are you using? (The crosshairs change depending on whether you have a pulse, beam, mining or military unit...)

Posted: Sat Jan 31, 2009 10:07 pm
by Cmd. Cheyd
Are you using a CRT or LCD monitor? How is your brightness / contrast set? Do other elements of the game appear off-color or less-bright-than-they-should-be? Have you fiddled with the Gamma setting in your video driver ever?

Posted: Sun Feb 01, 2009 1:02 am
by Cmdr Wyvern
A screenshot would be helpful. Press shift-8 while in flight, then look in the oolite.app/oolite-saves directory.

Posted: Sun Feb 01, 2009 10:50 am
by j f gearing
Not too sure about uploading pics so they can be seen at

http://picasaweb.google.com/jfgearing/O ... 5728800834

I'm sure the symbols for the planets used to be different colours
also the grid is missing from the scanner

I have a flat screen monitor but I was using one before and did not have this problem

cheers

JG

Posted: Sun Feb 01, 2009 1:10 pm
by pagroove
Mmm thats not good. :?
I can see some things missing on the scanner also

Posted: Sun Feb 01, 2009 5:24 pm
by Cmdr James
So, as they are missing from the screenshot, we can rule out issues with the monitor.

My first guess would be to update the graphics card drivers.

Could you let us know what laser you have in the direction you took the screen shot? Also what ship you have, as there could be some oddity in the oxp?

Posted: Sun Feb 01, 2009 10:58 pm
by Cmd. Cheyd
Video driver is highly likely.
Better than listing the OXP's (for now), could you remove all OXP's, restart Oolite whilst holding down the SHIFT key, and see if the problem persists?

Posted: Sun Feb 01, 2009 11:25 pm
by Cmdr Wyvern
I'm not sure if the video driver is the problem or not. This one is an odd one.

The HUD is definitely borked somehow; the gunsights, scanner grid, and surrounds around the gauges are missing.

Looks like the star chart is borked, too. That's what it displays when you hold down the 'i' key on the short-range chart, but I think you normally need the adv navigation device for that feature. JF is right there, the icons on this display are wrong colors.

I havn't heard of any oxp snafuing the displays like this before. :?

Posted: Mon Feb 02, 2009 9:51 am
by j f gearing
have removed all OXPs. No difference.
the screen shot was a forward mil laser on an IC
Will look into drivers but it is a brand new computer
cheers

JG

Posted: Mon Feb 02, 2009 9:56 am
by another_commander
Can you please start up the game holding down Shift until the rotating Cobra appears, then exit immediately and post the contents of the Latest.log file, found in your oolite.app/Logs folder?

Posted: Mon Feb 02, 2009 10:05 am
by j f gearing
I hope tis is what you mean





[log.header]: Opening log for Oolite version 1.72.2 (x86-32 test release) under Windows at 2009-02-02 10:02:50 +0000.
2 processors detected.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[joystickHandler.init]: Number of joysticks detected: 1
[display.mode.list.native]: Windows native resolution detected: 1680 x 1050
[rendering.opengl.version]: OpenGL renderer version: 1.5.0 ("1.5.0 - Build 7.15.10.1511")
Vendor: Intel
Renderer: Intel Eaglelake
[rendering.opengl.extensions]: OpenGL extensions (52):
GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_ARB_texture_rectangle GL_EXT_texture_rectangle GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_lod_bias GL_EXT_texture_filter_anisotropic GL_EXT_texture3D GL_3DFX_texture_compression_FXT1 GL_IBM_texture_mirrored_repeat GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint
[rendering.opengl.shader.support]: Shaders will not be used (OpenGL extension GL_ARB_shading_language_100 is not available).
[searchPaths.dumpAll]: ---> OXP search paths:
(oolite.app/Resources, AddOns)
[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 5 world scripts: "oolite-cloaking-device" 1.72.2, "oolite-constrictor-hunt" 1.72.2, "oolite-nova" 1.72.2, "oolite-thargoid-plans" 1.72.2, "oolite-trumbles" 1.72.2
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2009-02-02 10:03:03 +0000.

Posted: Mon Feb 02, 2009 10:44 am
by another_commander
The log looks pretty normal and there should not be any problems related to the installation, assuming it was done on a clean folder. I would guess drivers are the issue here. Maybe you could try updating to Eaglelake Version 2.0.0 - Build 7.15.10.5016? It would be wise making a system restore save state before starting, just in case things don't go as expected.

Posted: Mon Feb 02, 2009 11:37 am
by j f gearing
Thanks for your help
I'll give it a try

cheers

JG