Search found 1520 matches

by Redspear
Sun Jul 26, 2020 3:00 pm
Forum: Discussion
Topic: The First Amphiboly of the Architectonic of Oolite
Replies: 18
Views: 3913

Re: The First Amphiboly of the Architectonic of Oolite

Hi Cholmondely. That article's an interesting find... An Elite Veteran's Confession Way back when, I found the original Elite both enchanting and disappointing. After playing it for hours at a time for several days I just lost interest: quite simply the effort to reward ratio was too high for my pre...
by Redspear
Thu Jul 23, 2020 9:28 pm
Forum: Discussion
Topic: Progress
Replies: 2042
Views: 529192

Re: Progress

another_commander wrote:
Wed Jul 22, 2020 2:30 pm
Here are some examples:
Nice. Good work that man! 8)
by Redspear
Wed Jun 17, 2020 8:12 pm
Forum: Expansion Pack
Topic: BPlanets
Replies: 51
Views: 10357

Re: BPlanets

Commander_X wrote:
Wed Jun 17, 2020 3:35 am
How do you find these "winds"?
Big step in the right direction.
Nice work 8)
by Redspear
Tue Jun 16, 2020 6:18 pm
Forum: Expansion Pack
Topic: BPlanets
Replies: 51
Views: 10357

Re: BPlanets

I have some ideas about how to deal with this... I sort of cheated in Additional Planets and used real world cloud layers. I think there were 6 (or was it 8?) different layers that I used but I didn't fully exploit their potential. Suppose that I only had one cloud map, all clouds would look exactl...
by Redspear
Tue Jun 16, 2020 12:03 pm
Forum: Expansion Pack
Topic: BPlanets
Replies: 51
Views: 10357

Re: BPlanets

Hello. Gave this a quick try and I like it, well done :D. I think it makes sense that most of the worlds are earthlike (given the prevalence of earthlike inhabitants). One thing that I think is missing however (and I mention it because I believe you have the ability to churn out textures relatively ...
by Redspear
Tue Jun 16, 2020 11:51 am
Forum: Discussion
Topic: Introduce Yourself.
Replies: 1129
Views: 337178

Re: Introduce Yourself.

Welcome back Milo :)

Thanks for the reminder about Galcop missions, I keep meaning to give that a try...
by Redspear
Wed Jun 03, 2020 10:15 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 218521

Re: Split: Re-scaling experiment

Can't say I'm familiar with all of those oxps but nothing jumps out at me as problematic. Re Lane width... It has been adjusted to mathematically match both the new scanner and the longer space lane, so it should be correct. If however, you want to increase encounters then you'll need to reduce lane...
by Redspear
Mon Jun 01, 2020 4:57 pm
Forum: Discussion
Topic: Atacked in the Aegis
Replies: 13
Views: 2655

Re: Atacked in the Aegis

I've experienced this a few times before. It's always been with a source code tweaked build so I thought it may have been some mistake I was making at the time. Warning sound and condition red as soon as you launch, vipers attacking despite clean status. Each instance has been widely spread in terms...
by Redspear
Mon Jun 01, 2020 4:51 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 218521

Re: Split: Re-scaling experiment

Playing the rescaled Oolite I rarely run across other ships. Even in systems with more than 1.000 entities (according to an entity dump) I usually only see assassins luriking at the witchpoint. Interesting as that's not my experience... Key setting here is lane width - wider lane, less mass locks (...
by Redspear
Sat May 30, 2020 6:49 am
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 218521

Re: Split: Re-scaling experiment

Normal RL resumes from Monday on for me, so I know I will not have time to do this. Again, for any graphics wizards out there, this is your call yada yada you know the drill. Well, thank you for the changes you have made recently. Lighting is in a much better state of affairs now and can be adjuste...
by Redspear
Fri May 29, 2020 9:01 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 218521

Re: Split: Re-scaling experiment

Totally up to you to select your preferred values. The objective of these shaders is to have a good looking game and since we can change their contents without having to rebuild the binary, they can be used just like any other configuration file in the game Yes, that's the great thing about it. Per...
by Redspear
Fri May 29, 2020 9:40 am
Forum: Discussion
Topic: Screenshots
Replies: 5706
Views: 1116852

Re: Screenshots

Firstly, congrats on the new model. That Boa shot looks fabulous. Having now tinkered with it myself, I'm finding that any increase in sun radiance highlights just how wimpy the default clouds are. Up it to just 2.0 and any cloud cover that Lave might have had are no longer obvious. Of course we can...
by Redspear
Thu May 28, 2020 6:45 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 218521

Re: Split: Re-scaling experiment

The atmosphere shader values are exempt and can be set to really anything you like, as long as the result is pleasing to the eye, because atmosphere is essentially an effect, not an actual lit object. Does it not follow then that, to enhance the atmosphere effect, there might be a less raw lighting...
by Redspear
Thu May 28, 2020 6:04 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 218521

Re: Split: Re-scaling experiment

It is recommended that you use the same radiance and exposure values for both shaders. Presumably this is for a sense of visual consistency rather than to prevent anything from 'breaking'? Values like 3.0 and 2.0 respectively seem to have good initial results, but you are welcome to experiment and ...
by Redspear
Thu May 28, 2020 2:22 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 218521

Re: Split: Re-scaling experiment

FWIW, if you want to try lots of different oxps with the rescaling project then the safest way is to deactivate both rescale_plus and recsale_modest. Here's what you'll lose however... If you use rescale_modest instead of rescale_plus then you will lose the bulk of the reduction to masslock duration...