Issue tracker now available

Pioneer is an open-ended space adventure game. Explore the galaxy, make your fortune trading between systems, or work for the various factions fighting for power, freedom or self-determination.
Homepage: http://pioneerspacesim.net/
IRC: http://pioneerspacesim.net/irc
Downloads: https://pioneerspacesim.net/page/download/
s2odan
Private
Posts: 1212
Joined: Sun Mar 22, 2009 9:50 pm

RE: Issue tracker now available

Post by s2odan »


robn wrote:
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.
I was clutching at straws offering the compression as a reason, but the other reason mentioned is to do with image dimensions. Certain dimensions cause issues with some cards. Its not 'power of two' as many current image dimensions are not to the power of two such as star and planet graphics some of which have odd dimensions. But regardless what it is, certain dimensions for some images can cause issues on older cards as was evident with the lanner a few months back.Any ideas...?
Potsmoke66
Private
Posts: 1815
Joined: Sun Nov 27, 2016 2:43 pm

RE: Issue tracker now available

Post by Potsmoke66 »

this idea[url]http://www.katsbits.com/tutorials/textures/make-better-textures-correct-size-and-power-of-two.php[/url] team is again cool,if i look at nvidia for such they only telling me about their OWN IMPORTANCE to that evolution, eager you could say :lol:
robn
Private
Posts: 1035
Joined: Mon Jan 31, 2011 10:29 pm

RE: Issue tracker now available

Post by robn »

That probably is it. Gui::Image has code that rounds the size up to the nearest power of two before building the texture, and that is the one that is used for all the icons and the old facegen. The new facegen doesn't do the power of two rounding, it throws a single 295x285 texture into GL. I'll open an issue to fix this up as soon as Github comes back.Somewhat amusingly, the code that I cribbed from in GuiImage.cpp has a comment reading "gl textures must be POT, dim > 64". If it had defined "POT" I would have got it right. Please everyone, make your comments explain the code :)
Potsmoke66
Private
Posts: 1815
Joined: Sun Nov 27, 2016 2:43 pm

RE: Issue tracker now available

Post by Potsmoke66 »

have you read the katsbits article?if i follow what they mention, rescaling is bad for framerate, simply said.POT'smoke man... :lol: i would have guessed anything except power of two.not to long ago someone answered me at sci-fi meshes with something like
Quote:
Completely CGI unrelated, but can Pioneers engine serve as a RTS as well?
i was completely overwhelmed CGI? ok, computer graphics and some i, RTS? i googled for results: Radio Télévision Suisse, nah, can't be that guy was from the states or, Revue Technique Suisse RTS, Real Time Strategy what was he meant.i told him then not to use to much abbreviations, i am not a native english speaking.but POT is a hammer man!btw, "Revue Technique Suisse" or in german "Technische Rundschau", my father was subscribed to, a very thick piece of "newsletter".marcel, he was one of the guys in white overcoats, hopping around those giant machines.everything i know about physics, math, geometry or electronic i know from him.i guess i was aged 9 when he explained me the functions of "and" "or" and "nor" gates.discreet technology...i wasn't much older when i build my first flip flop 8-)and it's really a shame i "wrecked" my millenium falcon with all the flashing LED's on it :oops:we was one of the first families in our county* that owned a electronic calculator, using nixie tubes for the display, build by my father of course, we wouldn't have had the money then to buy one.*Glarus is not very big and populated foremost by "cowboys" and textile workers, like i was educated in.don't ask me now why i never made it to electronics or computers then, they simply said i am to bad in math's.....well, imo, someone should beat them everyday with sticks, until their back get's as bent as mine is, from working as "bob the builder".that was really a good time back then, we used to sit together in his workroom, he was smoking permanently his gauloise bleu and soldering all this magical gimmicks together.i know a word for my father and you as well i guess :ugeek:
s2odan
Private
Posts: 1212
Joined: Sun Mar 22, 2009 9:50 pm

RE: Issue tracker now available

Post by s2odan »


Quote:
The new facegen doesn't do the power of two rounding, it throws a single 295x285 texture into GL
Ah then that would make some sense then....Edit// hehe I'm being dumb again ;)Ya power of two seems like a reasonable requirement for textures, in fact I have never commited a 'texture' to pioneer that was not in those dimensions myself, UI stuff though was not needed to be in those dimensions at the time....
Potsmoke66
Private
Posts: 1815
Joined: Sun Nov 27, 2016 2:43 pm

RE: Issue tracker now available

Post by Potsmoke66 »


Quote:
In other words, it's always best to get image proportions right from the get-go, avoiding over-taxing the system and forcing it to mess up your work.
referring to katsbits, we would gain in both due to that, power AND qualityif you like i can do further investigations at gamedev.netbut i guess that's not needed no?i guess the above linked article explains the reasons well, why rescaling shouldn't be left neither to the program nor to the GFX card.not because it's not possible to do so, it's the "weaker" solution rather a simple "keep the POT* rule". ;) well industrial standards, they have their reasons, equal to why still often 8bit depth is used, even when anything else is possible to.*power of twothat excerpt of NVIDIA's CG tutorial is also very interesting to read, when you leave away the permanent tapping on their own shoulders.[url]http://developer.nvidia.com/node/76[/url]
Marcel
Private
Posts: 1188
Joined: Tue Dec 06, 2016 6:45 pm

RE: Issue tracker now available

Post by Marcel »

Well, I replaced the alpha 10 facegen folder with potsmoke's 'POT' converted folder. Unfortunately, it made no difference. If the compression is different in alpha 10 than 5d61822 (which works fine for me) then that's probably the reason. I guess in a way it's good to have a crappy old computer after all! :lol:
robn
Private
Posts: 1035
Joined: Mon Jan 31, 2011 10:29 pm

RE: Issue tracker now available

Post by robn »

Replacing the images will not make the slightest amount of difference. Its nothing to do with the size of the images.
Potsmoke66
Private
Posts: 1815
Joined: Sun Nov 27, 2016 2:43 pm

RE: Issue tracker now available

Post by Potsmoke66 »


Quote:
Well, I replaced the alpha 10 facegen folder with potsmoke's 'POT' converted folder
which surprises me not little :o because else i can actually see no reason for that...compression really makes no difference, as long as only the huffman table is used and no restrictions to the original data have been made, which is not given by .png compression levels, it's lossless, you don't loose one bit of the picture and chksum is the same after un-compressing them like the original (unlike a .jpg which looses many information, but i don't have to tell you).anyway to avoid a complications the pics in the folder i send you was compression level 0, even if there is no difference, except loading speed.and packet size of a zip is the same, you can compress lossless only once, there is no further or only very little you get out of that.for a data stream that's a bit different, because there you have to set frames for the huffman coding, you like to listen or watch in real time, for a static data not.can you describe the appearance a little further (attach a screenshot)? and i forgot actually what system (your computer) you use, will be also of importanceperhaps i can find a reason for that, because it seems no one else has this problem.[/hr]for the devs, what would be if you really would pass all texture data un-scaled to the process? i mean all textures even icons would have to follow the POT, imo that's only professional.problems with some gfx cards is not the only reason, read the dammit katsbits stuff, textures get bad of scaling from irregular to regular and has nothing to do with blender or not, only because that this is a article of blender community, it's important for ALL computergames. further if the "artist" scales his pictures he has appearance in his hands and didn't have to leave that up to a softs. i know i am only gernot and sometimes i feel like "ahh not that odd gernot again..."usually i go and investigate, check a lot of articles where i find information to a certain problem i have. one could never know everything, but one can ask and one can know where to ask (old rule of my chemistry teacher).if i have some facts, i can ask some "wise guys" and I have EARS to listen... i didn't think i am super, in nothing i do (even when i am perhaps, i can't see that), sometimes this hinders me, sometimes this is only good. :D i am not to proud to ask a stupid question..., might be because one has first to LOOSE EVERYTHING that he has loved.there is not much left that i am proud of, even not my paintings, that's somehow stupid or bad, but no way to get back.
Marcel
Private
Posts: 1188
Joined: Tue Dec 06, 2016 6:45 pm

RE: Issue tracker now available

Post by Marcel »

Go it. Facegen has to be modified to output a power of two texture so even the oldest ATI cards can work with it. Thanks for everybody's interest in this.And Gernot, I would have loved to hang out with you and your dad back then. He was an :ugeek: but I'm not up to that standard. Maybe a bit of a :geek: , but if anybody around here is an :ugeek: , it's you. 8-)
robn
Private
Posts: 1035
Joined: Mon Jan 31, 2011 10:29 pm

RE: Issue tracker now available

Post by robn »

I'm thoroughly enjoying the assumptions that the devs are not listening, not reading, etc. As I've already stated, the issue is here solely because I screwed up and threw a non-power-two texture into GL. The problem is understood. There is an open issue to track the problem, with a suggested fix. All its waiting for now is for someone to find time to implement it.
Potsmoke66
Private
Posts: 1815
Joined: Sun Nov 27, 2016 2:43 pm

RE: Issue tracker now available

Post by Potsmoke66 »

wait some fun stuff... i posted before i know but i love itthere are many kinds of :geek: and :ugeek: btw, i still have my old comic books.... ;)
Guest

RE: Issue tracker now available

Post by Guest »

Luv it potsmoke66 :lol:
ollobrain
Private
Posts: 561
Joined: Tue Jan 04, 2011 9:40 am

RE: Issue tracker now available

Post by ollobrain »


robn wrote:
I'm thoroughly enjoying the assumptions that the devs are not listening, not reading, etc. As I've already stated, the issue is here solely because I screwed up and threw a non-power-two texture into GL. The problem is understood. There is an open issue to track the problem, with a suggested fix. All its waiting for now is for someone to find time to implement it.
dont be to hard on em guys they are doing a good job with pioneer im playing the nightly builds and loving it. Just figured id throw some encouragement in there :D
Marcel
Private
Posts: 1188
Joined: Tue Dec 06, 2016 6:45 pm

RE: Issue tracker now available

Post by Marcel »

A minor quibble with alpha 10. On the Planetary info screen Discovery Base is depicted orbiting Jupiter, or possibly Callisto. It's actually orbiting Ganymede.
robn
Private
Posts: 1035
Joined: Mon Jan 31, 2011 10:29 pm

RE: Issue tracker now available

Post by robn »


Marcel wrote:
A minor quibble with alpha 10. On the Planetary info screen Discovery Base is depicted orbiting Jupiter, or possibly Callisto. It's actually orbiting Ganymede.
Actually it is orbiting Jupiter, but its distance is "wrong" so it appears on top of Ganymede. Issue #116.
Marcel
Private
Posts: 1188
Joined: Tue Dec 06, 2016 6:45 pm

RE: Issue tracker now available

Post by Marcel »

OK, thanks for the reply. Since I was 'evicted' from Mars High, I've toured the Sol system and decided on Discovery Base for my home ..um.. base of operations to work on detailing the nice_spacestation. There's some nice photo-ops with Ganymede and Jupiter both in view... for now anyway. :D
doomdark64
Private
Posts: 28
Joined: Tue Sep 07, 2010 9:58 am

RE: Issue tracker now available

Post by doomdark64 »

Is there going to be a search for planet feature implimented? its hell looking for a certain star in amongst all the mayhem on screen. or even if the mission would target the planet you were supposed to be delivering package/killing someone at?.Regards
robn
Private
Posts: 1035
Joined: Mon Jan 31, 2011 10:29 pm

RE: Issue tracker now available

Post by robn »


doomdark64 wrote:
Is there going to be a search for planet feature implimented? its hell looking for a certain star in amongst all the mayhem on screen. or even if the mission would target the planet you were supposed to be delivering package/killing someone at?.
I've been wanted the targeting button in the mission screen for a while now. You've motivated me to finally log it: issue #128.I would like to do a system search but I haven't figured out how to do it well. The problem is that except for a handful around Sol all the systems are generated on demand. To search all of them would require a prohibitive amount of time. One possibility is to limit it to "nearby" systems, but for what value of nearby? Once we start thinking about that we end up with a solution that may not work for all the cases, or comes with a complicated user interface.
Subzeroplainzero
Private
Posts: 171
Joined: Wed Nov 24, 2010 12:59 pm

RE: Issue tracker now available

Post by Subzeroplainzero »

Does that mean you're thinking of implementing a "target system" button next to accepted missions? That's a fantastic idea but what happens if your rubbish jump drive requires you to travel through a few systems to get there? Perhaps instead it could plot a course for you, linking your current system to the required destination with coloured lines, a bit like freelancer?
Post Reply

Return to “Pioneer”