Forum Replies Created
Dude you just necro-posted a thread from 6 years ago!?!
The faces have never bothered me. Also I think that 2D is the correct approach for us.
I’ve worked on projects where we wanted 3D customisable avatars and it was a huge amount of work for a *team* of people for almost 3 years!
Simpler systems use 2D texture changes on more basic 3D models, that’s things like Nintendo Mii or the current (old) Xbox Avatars.
Those are a good compromise between the complexity of full 3D (like future Xbox Avatars will be).
Mostly it just needs some artwork updates like we have hoped several times would happen.
Shodan did you have any luck with this?
Ignore, apparently to get rid of saved drafts now you MUST post them?
Shodan the config.ini / output.txt and opengl.txt files are to be found in your “/My Documents/Pioneer/” folder that we create when you run the game.
It the Gas Giant is grey then it sounds like a bug I’ve seen recently on my laptop where the GPU texture generation fails for an unknown reason – although I don’t have the accompanying GL_OUT_OF_MEMORY error.
Find the config.ini and find the line saying “EnableGPUJobs=1”, change that to “EnableGPUJobs=0” and try it again please.Quote:thus i suspect it wasn’t his graphic card or a opengl error (how could that be opengl is if you use the same version 100% the same on every windows driven machine) it was this wrong behave of the blobs)..
Because that isn’t how OpenGL works. Each vendor (_GPU maker_) writes their own implementation of the specification – aka: the driver.
These drivers have bugs, optimisations, clever code and neat tricks to achieve better performance and newer drivers often break older features because there are too many combinations to check.
So when we get a bug and say: “_Please try the latest driver_”, it’s not that we think it’s YOUR fault, it’s just that it’s the most common cause of problems AND the most common fix for the problems 🙂
There have been problems with the sprite size rendering, that is my fault, some older drivers (_5+ years old_) especially have trouble. SO should everyone else miss out on better performance because someone won’t/can’t update their drivers? It’s not fair on everyone else.
I haven’t tried to register/allow a user myself, so I’m just posting about it on IRC to hopefully help you out.
Anyway, good luck with the Pheonix project 🙂
Ok I checked, that change shouldn’t produce any difference when there’s a star, but it will when there isn’t a star.
Basically that comment means that its the end of the section that deals with lighting “#else NUM_LIGHTS > 0” so that code isn’t used on planets with a star.
*phew* glad that’s the case!
I think it made some sense for the rendering to boost emmisive rather than diffuse because otherwise on star-less planets you’d be able to see the planet clearly, but with emissive it just makes it glow a little bit as though it’s lit by (distant) starlight only.
Thanks Gernot I’ll take a look at the code and see if it makes a difference on ours 🙂
What is the shading change you made for planets?
I want to make sure that we’re not doing something strange in Pioneer too.
We tested it on the old hardware that we have available, I asked several people to test it on IRC too, but that’s not a very exhaustive list despite my hardware buying habits!
It should run on the nVidia GeForce 7600 as that’s an OpenGL 2.1 compatible card, indeed DirectX 9.0c == OpenGL 2.1, it should even work with older nVidia 6×00 series GPU’s although I doubt it will as most of them had less RAM on the card. We need at least 512MB of GPU ram and preferrably 1GB.
Do you run Windows/Linux?
How old are you GPU drivers?
Are they official or open source driver (_if Linux_)?
Hey Geraldine, we’ve got new builds for Linux, OSX and Windows out now 🙂
Jumpdrive (formerly Paragon) is separate from us. They forked the code a couple of years ago and developed a game atop our engine, which is fine we’ve benefitted from some of the code they wrote.
We don’t take any money for what we do, just playing, giving feedback and getting involved in the community is all we ask 🙂
First of all thanks for the kind words! :smiley:
Whilst we have some support for controllers it’s honestly not quite up to scratch, also it’s more a case of having support for flight using a controller rather than the entire game.
The UI and other parts of the game are all designed to be used with a mouse and keyboard with controllers not getting much love from us in a while.
You might be able to use the Steam controllers mouse emulation behaviour to do some of what you want but it’s uncharted territory for us as none of us has one.
Let us know if there’s anything specific stopping you and we’ll try to suggest stuff.
That’s ok, now I’ve taken ages to reply! :dizzy:
We’ve (pioneer) started the switch to IMGUI which is interesting and comes with a number of backends for different renderers so it’s quick and easy to try out.
I look forward to seeing what you get done whenever you feel the urge to work on it again anyway, it’d be great to get a description of how your terrain generation and rendering works. That’s something that Pioneer lacks, and it’s my fault, I just haven’t gotten my head around what really needs doing yet 😐 or how to do it.
Hey Nevil, any updates on this? I’m still eagerly awaiting seeing more of this terrain stuff 🙂
There’s a screenshots thread that you could use for images if you like, and the icon for the game is in the “data/icons” folder.
I don’t believe so, I just had to Google what “Steam Grid Image Logo” meant as I didn’t realise that you could add your own images for imported games on Steam 🙂