Issue tracker now available
Issue tracker now available
Pioneer has an issue tracker! Please post bugs, feature requests and other things here:https://github.com/pioneerspacesim/pioneer/issuesBrianetta has kindly volunteered to take on the important task of regularly checking the queue and testing and following up and making sure the devs can get on with fixing the code. That is a huge job and will be a huge help. Thank you!Please give as much information as you can when you create a new bug report. A simple report is good, but if its a reproducable issue please tell us how as this makes it much easier to track down. And always tell us which version you're working with (eg "alpha 9" or "nightly e71494f") and on which platform (Windows, Linux, etc).If its a feature request, be as descriptive as you can. Tell us how your idea works, under what circumstances its triggered, what the HUD/UI looks like, all that stuff.In both cases, the more info we have the easier it is for us to take make sure your contribution counts!
RE: Issue tracker now available
First of all, there is some error with adding new issues, possible temporal ("An unexpected error seems to have occured. Why not try refreshing your page? Or you can contact us if the problem persists.")But whatever, this is the issue: Bentley Starport (Canqu [-2,-4]) is in wrong position. There is no possible to land in bay 2 due to collision with the planet surface. Alpha 9.01.
RE: Issue tracker now available
Mysibrat, that's probably temporary. There have been a few glitches like that since GitHub released a new issues tracker about five minutes after we started using their old one.I've logged the issue for you; it is number 7.
RE: Issue tracker now available
Hey 
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But whatever, this is the issue: Bentley Starport (Canqu [-2,-4]) is in wrong position. There is no possible to land in bay 2 due to collision with the planet surface. Alpha 9.01.
The bug there is really in the placement of the star port, we could stop ports being placed like that, but it would stop cities appearing on cliffs which can look pretty cool sometimes...Tom did have a branch which may even have fixed this by placing the cities onto a large platform, this would actually raise them up from the terrain slightly, which might give enough room to land in a situation like this.
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But whatever, this is the issue: Bentley Starport (Canqu [-2,-4]) is in wrong position. There is no possible to land in bay 2 due to collision with the planet surface. Alpha 9.01.
The bug there is really in the placement of the star port, we could stop ports being placed like that, but it would stop cities appearing on cliffs which can look pretty cool sometimes...Tom did have a branch which may even have fixed this by placing the cities onto a large platform, this would actually raise them up from the terrain slightly, which might give enough room to land in a situation like this.
RE: Issue tracker now available
That's quite a neat solution; perhaps easier than the possibility which Rob put onto the issues tracker about excavating a site suitable for the starport. (-:
RE: Issue tracker now available
Well, cliffs star ports are very cool, i agree. I would like see only port fixed rather than all city on the platform.I think this is good moment to consider where is the optimal place for star ports. IMHO not in the city. All possible arguments (from the real life point of view) telling that ports should be somewhere outside the city. Possibly on the crater centre (if we are speaking about Bentley Starport). Whou could imagine Panther Clipper navigating above dense populated areas?
RE: Issue tracker now available
Brianetta wrote:
That's quite a neat solution; perhaps easier than the possibility which Rob put onto the issues tracker about excavating a site suitable for the starport. (-:
Yes I think it would be easier. I was also thinking that it might be possible to ensure that the starport is built on a 100mx100m section of flat terrain based on the terrain slope, but only the starport should be checked, which should still allow cities on cliff edges. It would check the slope, if its too high, it could pick some random co-ords and try again....Its different to the other idea you mentioned in that it does not alter the terrain in any way.Ah, here's Tom's branch which I was referring to : https://github.com/tomm/pioneer/tree/city-foundations
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All possible arguments (from the real life point of view) telling that ports should be somewhere outside the city. Possibly on the crater centre (if we are speaking about Bentley Starport). Whou could imagine Panther Clipper navigating above dense populated areas?
I think the current system we have now is fine for smaller population worlds. With those worlds it makes sense to me that the cities would be near the starports, as thats where all the commerce would take place.But for larger established worlds, like our own pretty blue marble, I think its best to seperate cities and starports, like you suggested. Perhaps they are nearby, but the starport shouldnt really be the central piece of the city.
RE: Issue tracker now available
@s2odan I think the current system(...) piece of the city.OK, thats sounds good.
RE: Issue tracker now available
no this is a good idea
RE: Issue tracker now available
I have an issue with alpha 10. The faces in the station video screens are not visible to me. I see the "video link established" message blinking on the screen but otherwise the screen is black. This occurs windowed and full screen. All the other space port icons, etc. seem fine.XP Home sp3, Athlon 2500+, ASUS a7n8x, 1gb ram, ATI Radeon 9550 w/256mb
RE: Issue tracker now available
Oh dear, thx for reporting that Marcel. Hmm I have perhaps one idea, have you tried using the parts from the previous release? The parts were recently compressed and although its a very remote possibilty perhaps your Gcard doesn't like that, it's the only reason I can think of for that...
RE: Issue tracker now available
Which parts from the previous release do you mean? My latest version is 5d61822-win32. I see a lot of differences between that and 10. I can go to the Pioneer site and download the latest version prior to alpha 10, but it'll take about 5 hours on my dial-up. I'm sure it'll be worth it if this works! 
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Potsmoke66
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RE: Issue tracker now available
marcel, do you remember the lanner? without textures, i have a ghost of a idea, where that can come from....developers should read there self the wiki from time to time...
it's exactly what i guessed, they forgot the power of two rule. do you got a useful program to quickly convert the bitmaps?else, i can do that in no timeit's good you reported that, because i can't see such i have no problems with irregular textures, but i know since then that this can happen with certain GFX cards.it's a old rule, but is still valid.
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Potsmoke66
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RE: Issue tracker now available
uploading right now....they might have lost a little quality perhaps, XnView has some limits (they get displaced to the upper right corner by 1 or 2 pixels, due to the bi-linear filtering), but it's great to do such jobs automated.
RE: Issue tracker now available
I thought of that and checked the background texture sizes in 5d61822-win32 (which works for me) and alpha 10 and they appear to be the same. They're not powers of two, but 5d61822-win32 shows the faces perfectly on my machine.
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Potsmoke66
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RE: Issue tracker now available
nonetheless try these[url]http://pioneer-universum.web.officelive.com/Documents/facegen_power_of_two.7z[/url] was located under icons, them are even not 2^2, perhaps due to a rescaling of the content of the icons folder?i don't know, just try the ones i uploaded, and tell us if it has worked out.perhaps a little up and down is allowed, i can't neither tell, but as example that the odd ffed3d icons appear in 1600x1024, as well as in 1680x1050, it results into not exactly the same relation but still works in both, FFE is 320x200 or 8:5i can see now what you mean it's true they was irregular to, but nonetheless, it could be that, until they got sort it out where that comes from, take the rescaled ones.i would be really surprised if that didn't helps.i know it's a fact, you will have to respect the power of two rule, of course a texture can be rescaled internally when caching to memory, which cost's a little extra time then i guess.marcel, guess how a texture... no, how a mesh gets distributed to a texture, the texture has ALWAYS the size and RELATION 1:1.i guess otherwise it isn't possible to handle them, but of course can a GFX card rescale to, i guess that's perhaps a reason why my ATI could produce different sized texture patches on a landscape, it makes then a "chaotic" look, small tiles, 8x8 up to big tiles 32x32 mixed, with using always the same texture. while my NVIDIA can't do such.but you can't have everything, i guess either you can use irregular textures by default or you can mix scales but irregular texture are then not to handle (sounds logical no?) how should the card arrange them then? with quadratic i can imagine how that works, because you will always have a fitting value then (e.g 1st tex 32x32, on one side bordered by 8x8+8x8+16x16, next side perhaps 8x8+16x16, next 32x32 tile... and so on, can you imagine such, looks great for carpet golfing
. while regular like i have now it looks like a checkerboard.btw, chaotic arranged was only possible with OpenGL, when i run the game via DirectX i had checkerboard look to.therefore i could add mower lines (is that right?) by pressing of a key under DX, which wasn't possible with OpenGL (also logical, how should that work when they are arranged chaotic?).
RE: Issue tracker now available
Thanks a lot man! I'm downloading them now and I'll try it out tomorrow. 
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Potsmoke66
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RE: Issue tracker now available
just as example, has not much to do with space sims but with texture useordered use of texturedisordered use of texturefairway texture is exactly the same in both casesall textures made by potsmoke66 
RE: Issue tracker now available
I can't think why the compression would make a difference. The pieces are loaded, decompressed and assembled into a face before being converted to a texture and pushed to the card.I also have no idea what all this power-of-two business is about.
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Potsmoke66
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RE: Issue tracker now available
no it's not the compressing (by compression i mean the huffman table).it's the regular or irregular size that makes the difference.we had this problem 3/4 years ago, if i am right first reported by Marcel, because i posted some pictures of the lanner and he said he has no textures on the lanner. soon one or two followed and said, yes we haven't to, but we thought it's normal.then i got after it, first i was assuming the wrong thing (compression, sorry my fault, i mixed up things already then), like often. and i guess it was Coolhand who gave me the hint, that this rule (8,16,32,64,128......) always has to be kept (it's good to have such a experienced modeler aside who isn't to eager to let himself down to our degree
).then i remembered, yes i cut the texture for the lanner at midst, to make different color stripes possible, but i didn't wanted to use the whole texture for it. bottom and top had then each a texture size of 512x1024.o.k, i made them quadratic again, and everybody was satisfied.
since that i always kept this rule, and also marcel did so, because he knew his problem and apart from that he would have been the first who noticed it. ;)btw, coolhand is a freelancing modeler, so he knows "industrial standards" well.you don't have to care where that comes from as modeler, just keep the rule if you like to sell your models to a release on the market.really i can't explain, why they worked in the nightly builds, they was irregular the same way. i don't know, but i assume, the content of folder icons gets rescaled to 1:1.if you got a little bit time to offer for it...[url]http://www.katsbits.com/tutorials/textures/make-better-textures-correct-size-and-power-of-two.php[/url]