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To all SSC Station occupants

Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.

Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.

-D1-

Chocolate flavoured galaxy

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Geraldine
(@geraldine)
Famed Member

Wow <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_eek.gi f"' class='bbc_emoticon' alt=':shock:' /> Canyons! Anyone up for a pod race? <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_cool.gi f"' class='bbc_emoticon' alt='8-)' />

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Posted : February 4, 2011 00:18
 tomm
(@tomm)
Estimable Member
s2odan wrote:
Thanks Tom, I'm not quite finished yet though as I'd like to add these to a few different worlds if you don't mind waiting a little longer.. I'd say I'm about half-way through all the planet types.

Check this out:

[attachment=0]pioneer-msvc-9 2011-02-04 01-57-06-78.jpg[/attachment]

😉

Cool.

When I merge them I think I'll make some changes to how starsystems are generated (as discussed previously but simpler). Basically, it is not good to be adding new SBody PLANET_TYPE_xxx values because the universe changes each time you do this. Instead I can generate values for how much ice a planet has, and how volcanic it is and so on.

Then in GeoSphereStyle.cpp you take these values and decide "this is an ice planet. i will use the cool icy terrain type for it".

This way new terrain styles can be added without altering universe generation.

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Posted : February 4, 2011 02:11
(@subzeroplainzero)
Estimable Member

Wow that icy planet is gorgeous! I want to go right down the middle of that crack if you know what I mean 😉 😉

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Posted : February 4, 2011 07:51
(@kinghaggis)
Estimable Member

Woah, those last 2 pictures really make me look forward to the next release. Very good job! I'm going to explore new worlds now, I'm glad it's weekend 😎 .

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Posted : February 5, 2011 08:59
(@cavefish)
Eminent Member

Very impressive new planet stuff there. Do you think it would be easy to add a detail texture that's visible on low altitudes? That should be a nice increase in planet detail without any additional polygons.

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Posted : February 7, 2011 04:03
(@marcel)
Noble Member

I did some exploration in alpha 8.11 yesterday. I'm sorry to report that on my old ATI non-shader machine the Moon is still red and Saturn still has no rings, but Io looks good. Epsilon Eridani looks awesome, even on low detail levels. 😀

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Posted : February 7, 2011 08:12
(@s2odan)
Noble Member
tomm wrote:
Cool.

When I merge them I think I'll make some changes to how starsystems are generated (as discussed previously but simpler). Basically, it is not good to be adding new SBody PLANET_TYPE_xxx values because the universe changes each time you do this. Instead I can generate values for how much ice a planet has, and how volcanic it is and so on.

Then in GeoSphereStyle.cpp you take these values and decide "this is an ice planet. i will use the cool icy terrain type for it".

This way new terrain styles can be added without altering universe generation.

That sounds good. So far I have only added one new planet type, the others have simply been modified. That new planet type is just a cratered rock type that only uses grey colours, IE the moon. And the terrains are just modifications too.

So other than the inclusion of the white moon terrain, they shouldn't affect universe generation.

Anyway, The terrain changes are made and tweaked to madness (canyons, rivers, crevices, cliffs, and a few other interesting features) I just need my internet to play ball and allow me to connect so I can commit my changes.

Quote:
Do you think it would be easy to add a detail texture that's visible on low altitudes? That should be a nice increase in planet detail without any additional polygons

Its an interesting idea, but the detail of planetary textures/colours already increases as you zoom in. It increases along with the terrain itself, and providing you have a detailed or sensitive enough colour setting you can add detail that is not really there.

Any detailed textures would have to be procedural as well, as adding a single texture would remove the unpredictability and natural appearance of Pioneer's landscape.

Quote:
I did some exploration in alpha 8.11 yesterday. I'm sorry to report that on my old ATI non-shader machine the Moon is still red and Saturn still has no rings, but Io looks good. Epsilon Eridani looks aw

White moon should be next time, providing Tom merges that change. And if that change is acceptable I will do the same for Saturn.

Wait till you see IO next time 😉

Hopefully BT will get their asses in gear and fix my line....

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Topic starter Posted : February 7, 2011 11:50
(@ollobrain)
Honorable Member

white moons would be good

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Posted : February 8, 2011 12:10
(@s2odan)
Noble Member

Hi guys, here we go then, I hope you like these ;):

[attachment=523:pioneer-msvc-9 2011-02-07 04-24-33-89.jpg]

[attachment=524:pioneer-msvc-9 2011-02-07 02-34-01-36.jpg]

[attachment=525:pioneer-msvc-9 2011-02-06 20-29-48-15.jpg]

So we now have canyons and rivers which also take erosion from liquids into consideration, although thats all simulated with the fractals, there is no real erosion, it just looks that way 🙂

Oh and also Dead/desert worlds now have real deserts with real dunes and tiny features that only appear very close up. I was going to elaborate on that and add tiny rocks to some worlds, but that needs some more testing.

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Topic starter Posted : February 11, 2011 08:05
(@s2odan)
Noble Member

More dead world pics under a red/orange sun:

[attachment=527:pioneer-msvc-9 2011-02-06 05-34-35-62.jpg]

[attachment=526:pioneer-msvc-9 2011-02-06 05-59-59-55.jpg]

[attachment=528:pioneer-msvc-9 2011-02-06 05-39-21-40.jpg]

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Topic starter Posted : February 11, 2011 08:21
(@s2odan)
Noble Member

Cheers 🙂

A couple more pics of volcanic worlds for the hell of it 😉 :

[attachment=529:pioneer-msvc-9 2011-02-06 03-04-35-07.jpg]

[attachment=530:pioneer-msvc-9 2011-02-06 04-14-40-42.jpg]

[attachment=531:pioneer-msvc-9 2011-02-06 04-09-42-12.jpg]

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Topic starter Posted : February 11, 2011 08:40
(@kinghaggis)
Estimable Member

Awesome! I'm always looking forward to this "new terrain pictures thread" and again I'm amazed at how much better the planets are getting each time you tweak them. Those canyons are amazing and rivers... wow! Best planet terrain so far.

Quote:
I was going to elaborate on that and add tiny rocks to some worlds, but that needs some more testing.

Something I've been hoping to see ever since the first time I explored a planet in Pioneer. I'll keep a close eye on this thread as usual. 😎

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Posted : February 11, 2011 11:07
(@s2odan)
Noble Member

Thanks, here's a copy for you guys to try out if you like:

http://pioneerspacesim.net/sites/defaul ... n-addon.7z

Just place that over a copy of 8.+

It has a new planet type used for grey moons which messes up galaxy generation again, so saves are probably not compatible.

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Topic starter Posted : February 11, 2011 13:29
(@subzeroplainzero)
Estimable Member

😯 WOW..Just absolutely wow That volcanic landscape looks desolatingly beautiful..

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Posted : February 11, 2011 15:43
(@kinghaggis)
Estimable Member

I'll try this immediately when I get home from work. This weekend, I'll be doing some new planet explorations again 😀 .

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Posted : February 12, 2011 01:02
(@potsmoke66)
Noble Member

i didn't came far testing it, somehow i have no cities...

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Posted : February 13, 2011 07:59
(@s2odan)
Noble Member

haha really, I might have uploaded the wrong version... one where I broke city rendering while trying to fix that disappearing asteroid bug. Hmm sorry about that, ok I have re-uploaded the correct version.

Redownload it and it should work ok now: http://pioneerspacesim.net/sites/defaul ... n-addon.7z

Cheers.

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Topic starter Posted : February 13, 2011 08:27
Geraldine
(@geraldine)
Famed Member

To quote Neil Armstrong, "Magnificent desolation". Super work s2odan <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_cool.gi f"' class='bbc_emoticon' alt='8-)' />

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Posted : February 13, 2011 10:02
(@s2odan)
Noble Member
Gudadantza wrote:
Appears to be an error and and Crash to destop when launching a missile (error Pi.cpp:993)

And at least in the previous exe, when in debug point, (epsilon eridani), a crash when changing view.

These are the last three lines in the stderr.txt:

glError: operación no válida caught at ..\..\src\WorldView.cpp:314

glError: operación no válida caught at ..\..\src\WorldView.cpp:314

glError: operación no válida caught at ..\..\src\Pi.cpp:993

edit:It appears to be in spanish:

(operación no válida =non valid operation)

Greetings!

Try turning off shaders and HDR. The newest exe has some ambient lighting added to planets by Tom that won't look quite right with HDR on anyway.

Did the missile bug happen on both the first version and the second one or just one?

Quote:
To quote Neil Armstrong, "Magnificent desolation". Super work s2odan 😎

:mrgreen: Thanks Geraldine, just a shame I forgot about that stupid change that broke city rendering.

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Topic starter Posted : February 13, 2011 10:46
(@vlastan)
Trusted Member

The new planet terrains are awesome and i tried the new exe and it worked perfectly... it is just my impression or even earth surface has been hugely improved ? 🙂

I also love the ambient light (even if i have to deactivate shaders and hdr XD )

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Posted : February 13, 2011 13:21
(@s2odan)
Noble Member
Quote:
Then, are the shaders being recoded? In this exe as you say they are useless.

Quote:
I also love the ambient light (even if i have to deactivate shaders and hdr XD )

You shouldn't have to turn off shaders at all, its just that I noticed that Gudadantza's log was pointing to some shader error.

So just to make a point both HDR and Shaders should still work, but HDR will look a little wrong... so turn it off if things look too bright.

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Topic starter Posted : February 13, 2011 16:03
 robn
(@robn)
Noble Member
s2odan wrote:
So just to make a point both HDR and Shaders should still work, but HDR will look a little wrong... so turn it off if things look too bright.

Actually mine look brighter with HDR off. I just assumed that someone will fix it 🙂

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Posted : February 13, 2011 16:35
(@vlastan)
Trusted Member
Gudadantza wrote:
With my configuration , without the shaders the terrain looks like expected, but the atmospheres less dense.

The thing is that with shaders the terrain or appeal of some planets is a bit wrong or completely different, more different than in previous versions, even some planets atmospheres, at medium distances, look better with shaders off.

Of course I have tried it without HDR

Greetings

With shaders off you can see the terrain far more in the distance, because there is no more fog if you are in the atmosphere (like on earth)...

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Posted : February 13, 2011 16:54
(@ollobrain)
Honorable Member

ati graphics cards have always been a bit picky

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Posted : February 14, 2011 18:22
(@necalli)
Active Member

I have to report two bugs in Feb 13 version of the addon: 1. the movement direction pointer became invisible. 2. planet selection in the star map 2d system overview works the old way (i.e. no info on cursor hover, no direct selection of stellar bodies). Feb 11 version is allright.

In general, i just love the idea of s2odan's improvement addons. With how more varied planet surfaces become, the exploration interest is boosted sky-high. That is not to say, waiting inbetween releases gets washed-out.

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Posted : February 15, 2011 02:58
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