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Turning off space dust

Posted: Sat May 08, 2010 1:16 am
by FlyingDeath
Im sure this question has been asked countless times, but there's like a zillion threads to look through so...

How do I turn off the space dust? I think it's not really needed, all that matters in space is your speed with respect to other things(though oospace works a little differently I know) and it's just way more atmospheric without space dust. As a side issue there should be a thread search bar(if it already exits, sorry, guess im a noob, please tell me where it is.)

And I would like to add on an unrealated note that using the soma fm drone zone radio whilst playing oolite is way cool(obviously turn off ingame music if you try this.)

Posted: Sat May 08, 2010 1:35 am
by JazHaz
Don't think you can. Space dust is useful as you can see how fast you are moving.

Posted: Sat May 08, 2010 2:29 am
by FlyingDeath
Oh well. I know space dust is a good indicator of speed, which is why i dont't want it. I prefer the feeling of disorientation that not knowing your speed gives. Also no space dust would make distant action clearer and more exieting to watch.

If there really is no way to turn off space dust with an oxp or something, then maybe the option could be added in future releases?

Posted: Sat May 08, 2010 3:10 am
by Kaks
If I remember to, I'll see if there's an easy way to enable space dust transparency settings! Wouldn't hold my breath though.. RL seems to stand for RelentLess atm...

Re: Turning off space dust

Posted: Sat May 08, 2010 3:36 am
by Diziet Sma
FlyingDeath wrote:
As a side issue there should be a thread search bar(if it already exits, sorry, guess im a noob, please tell me where it is.)
The built-in Forum search (look up at the top of the page) is, unfortunately, pretty hopeless. See this thread for a browser search plugin that lets you use Google or Yahoo to search the Oolite BB.

And welcome to "the friendliest board this side of Riedquat!" :D

Posted: Sat May 08, 2010 10:13 am
by Eric Walch
Kaks wrote:
If I remember to, I'll see if there's an easy way to enable space dust transparency settings! Wouldn't hold my breath though.. RL seems to stand for RelentLess atm...
I noticed that Ahruman gave dust its own shader since yesterday. Maybe an oxp can in future overwrite this shader with a custom one and make it less/more visible ?

Posted: Sat May 08, 2010 2:58 pm
by DaddyHoggy
Eric Walch wrote:
Kaks wrote:
If I remember to, I'll see if there's an easy way to enable space dust transparency settings! Wouldn't hold my breath though.. RL seems to stand for RelentLess atm...
I noticed that Ahruman gave dust its own shader since yesterday. Maybe an oxp can in future overwrite this shader with a custom one and make it less/more visible ?
Cor, perhaps we could have the streaky rainbow effect (ala Star Trek at warp) when the Torus drive is on...

Posted: Sat May 08, 2010 3:27 pm
by Diziet Sma
Yeah! that would be way cool! :D

Posted: Sat May 08, 2010 3:51 pm
by Steve
Funny. There are posts on Frontier Developments' forum on how to switch space dust back on in FFE D3D :)

Posted: Sat May 08, 2010 7:17 pm
by JensAyton
Dust can be toggled using the debug console:

Code: Select all

console.debugFlags ^= 0x400 // 1.73
console.debugFlags ^= console.DEBUG_NO_DUST // trunk
This will not be exposed as a user feature, but I expect to make the dust more subtle before MNSR.

Customizing the dust shader is currently a very bad idea, because its workload is likely to change.

Posted: Sat May 08, 2010 7:19 pm
by DaddyHoggy
Ahruman wrote:

Customizing the dust shader is currently a very bad idea, because its workload is likely to change.
Like Ghostbusters "crossing the streams" type bad? :wink:

Posted: Sun May 09, 2010 1:49 am
by FlyingDeath
Cheers for the replies. Ill try the console thingy amd see how it looks. Im sure ill be back to annoy you some more with questions. :D

Posted: Sun May 09, 2010 4:02 am
by Kaks
DaddyHoggy wrote:
Like Ghostbusters "crossing the streams" type bad? :wink:
Yep, like Ghostbusters "crossing the streams" type bad! :D

Or at least 'will have to be redone all over again once that part of the code is ready for (M)NSR'!

Posted: Sun May 09, 2010 9:23 am
by Griff
Steve, are you the Steve who made the amazing viper model & texture on the frontier forums? it is a really amazing bit of artwork, if anybody here hasn't seen it pop along to http://forums.frontier.co.uk/showthread.php?t=1399

Posted: Sun May 09, 2010 9:42 am
by DaddyHoggy
Griff wrote:
Steve, are you the Steve who made the amazing viper model & texture on the frontier forums? it is a really amazing bit of artwork, if anybody here hasn't seen it pop along to http://forums.frontier.co.uk/showthread.php?t=1399
Very sweet indeed - 7,500 polys... hmmm....