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Bug Reports for Version 0.95
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| Talyn | Date: Wednesday, 16.05.2012, 23:30 | Message # 181 |
 Explorer
Group: Users
Portugal
Messages: 207
Status: Offline
| I don't have motion blur enabled and I don't see the effect you mention so that should be the problem
PC: Intel Core2Duo E6850 @ 3.00 GHz & 4GB DDR3 @ 1333 - NVIDIA GeForce 8800 GTS with 640 MB VRAM Laptop: Intel Core2Duo T9400 @ 2.53 GHz & 4 GB DDR @ 1066 - NVIDIA GeForce 9600M GT
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| apenpaap | Date: Wednesday, 16.05.2012, 23:52 | Message # 182 |
 World Builder
Group: Users
Antarctica
Messages: 1063
Status: Offline
| It happens with any setting for the stars motion blur with me; on off or on with rotation too.
I occasionally stream at http://www.twitch.tv/magistermystax. Sometimes SE, sometimes other games.
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| apenpaap | Date: Thursday, 17.05.2012, 10:19 | Message # 183 |
 World Builder
Group: Users
Antarctica
Messages: 1063
Status: Offline
| Something I've been noticing is that some stars are far brighter in Earth's sky than they really are... T Cephei is the most egregious example at magnitude -1.86, outshining even Sirius, but Eta Carinae's -0.06 is also pretty incredible. R136a1 is a visible magnitude 6.15, despite being in the Large Magellanic Cloud. The Pistol Star too is 5.32.
I occasionally stream at http://www.twitch.tv/magistermystax. Sometimes SE, sometimes other games.
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| SpaceEngineer | Date: Thursday, 17.05.2012, 11:05 | Message # 184 |
 Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| This is because in reality all these stars are surrounded by dust that absorb a lot of light. SpaceEngine doesn't support nebulae that will absorb a star's light - stars are always drawn in the foreground of a galaxy or nebula.
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| DoctorOfSpace | Date: Thursday, 17.05.2012, 11:20 | Message # 185 |
 Galaxy Architect
Group: Global Moderators
Pirate
Messages: 3600
Status: Offline
| Quote (SpaceEngineer) SpaceEngine doesn't support nebulae that will absorb a star's light
How much of a performance decrease would there be if you did that?
Intel Core i7-5820K 4.2GHz 6-Core Processor G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory EVGA GTX 980 Ti SC 6GB
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| apenpaap | Date: Thursday, 17.05.2012, 11:23 | Message # 186 |
 World Builder
Group: Users
Antarctica
Messages: 1063
Status: Offline
| That makes sense... Wouldn't it make sense, then, to give them less luminosity than in reality to compensate for this? (Or, is there any way I can edit them myself so they look more realistic?) Because Eta Carinae and T Cephei really look out of place in Earth's skies.
I occasionally stream at http://www.twitch.tv/magistermystax. Sometimes SE, sometimes other games.
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| SpaceEngineer | Date: Thursday, 17.05.2012, 23:32 | Message # 187 |
 Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Quote (DoctorOfSpace) How much of a performance decrease would there be if you did that? I don't clearly see the algorithm that may handle interstellar absorbsion to answer you. I've experimented with some kind of raytracing, and it is very slow. On gamedev I received a suggestion for some multi-pass combined nebulas/stars rendering, but it will be very slow again, or have huge artifacts.
Quote (apenpaap) That makes sense... Wouldn't it make sense, then, to give them less luminosity than in reality to compensate for this? (Or, is there any way I can edit them myself so they look more realistic?) Because Eta Carinae and T Cephei really look out of place in Earth's skies. Giant stars are stored in the data/catalogs/stars/Stars.sc, you can reduce their Luminosity or increase AppMagn/AbsMagn.
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| DoctorOfSpace | Date: Thursday, 17.05.2012, 23:38 | Message # 188 |
 Galaxy Architect
Group: Global Moderators
Pirate
Messages: 3600
Status: Offline
| Quote (SpaceEngineer) I don't clearly see the algorithm that may handle interstellar absorbsion to answer you. I've experimented with some kind of raytracing, and it is very slow. On gamedev I received a suggestion for some multi-pass combined nebulas/stars rendering, but it will be very slow again, or have huge artifacts.
If memory serves me correct ray tracing is not something you would want to use at current levels of technology. The rendering process is pretty intense and takes a lot of computer power. Not something that can be done cheaply and in real time.
Ever consider using the current lighting system with some kind of volumetric fog?
Intel Core i7-5820K 4.2GHz 6-Core Processor G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory EVGA GTX 980 Ti SC 6GB
Edited by DoctorOfSpace - Thursday, 17.05.2012, 23:42 |
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| apenpaap | Date: Friday, 18.05.2012, 00:18 | Message # 189 |
 World Builder
Group: Users
Antarctica
Messages: 1063
Status: Offline
| Quote (SpaceEngineer) Giant stars are stored in the data/catalogs/stars/Stars.sc, you can reduce their Luminosity or increase AppMagn/AbsMagn.
I edited that file to make the stars closer to their real apparent magnitudes when viewed from Earth... But it doesn't work. They still appear the same in SpaceEngine.
I occasionally stream at http://www.twitch.tv/magistermystax. Sometimes SE, sometimes other games.
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| apenpaap | Date: Monday, 21.05.2012, 00:56 | Message # 190 |
 World Builder
Group: Users
Antarctica
Messages: 1063
Status: Offline
| Since there's a solar eclipse today, I figured I'd take a look at it in SpaceEngine... But the Moon misses the Sun by far. The same seems to happen with most solar eclipses; they are either displaced (the August 1999 one goes over the north pole instead of through Europe, for example) or don't happen at all. I guess the Moon's orbit isn't quite right or something.
I occasionally stream at http://www.twitch.tv/magistermystax. Sometimes SE, sometimes other games.
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| HarbingerDawn | Date: Monday, 21.05.2012, 05:20 | Message # 191 |
 Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| apenpaap, this has already been addressed in this post: http://en.spaceengine.org/forum/8-344-1#2796
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
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| Rodrigo | Date: Wednesday, 23.05.2012, 22:57 | Message # 192 |
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Explorer
Group: Local Moderators
Brazil
Messages: 285
Status: Offline
| I think there's a bug in the algorythm for procedural star systems. I searched over 100 "single" star systems ( not double, triple, etc), and found that the first planet is an ice giant. Even the color is the same, a brown one.
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| apenpaap | Date: Wednesday, 23.05.2012, 23:19 | Message # 193 |
 World Builder
Group: Users
Antarctica
Messages: 1063
Status: Offline
| I had never noticed that, but it seems you're right... Very odd. The procedural code seems to love hot Neptunes. (it's not always brown for me, though, I found yellow and blue ones too)
I occasionally stream at http://www.twitch.tv/magistermystax. Sometimes SE, sometimes other games.
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| Rodrigo | Date: Saturday, 02.06.2012, 03:39 | Message # 194 |
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Explorer
Group: Local Moderators
Brazil
Messages: 285
Status: Offline
| I wonder if Spaceengineer is aware of this bug so he can fix it in the next version
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| kev | Date: Saturday, 09.06.2012, 00:51 | Message # 195 |
 Observer
Group: Newbies
United States
Messages: 1
Status: Offline
| i keep getting a error that says 3D space simulator has stopped working.
SpaceEngine Version 0.9.5.0 beta
STARTING Loading "config/main.cfg" Loading "config/universe.cfg" Opening window Initializing OpenGL Vendor: Intel Renderer: Intel® HD Graphics OpenGL version: 2.1.0 - Build 8.15.10.2202
CRITICAL ERROR: Old OpenGL version (2.1.0 - Build 8.15.10.2202). Ignoring and continue startup.
GLSL version: 1.20 - Intel Build 8.15.10.2202
CRITICAL ERROR: Old GLSL version (2.1.0 - Build 8.15.10.2202). Ignoring and continue startup.
Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_ARB_vertex_array_object Framebuffer objects supported Half floats suppoted Floating-point pixel format IGNORED 3D textures IGNORED Texture blocks: 8 Max texture size: 4096 Max rectangle texture size: 4096 Max cubemap texture size: 2048 Max 3D texture size: 128 Max anisotropy: 2 Draw buffers: 8 Dynamic video memory detection unsupported. Value 1024 Mb from config will be used. Dynamic video memory detection disabled Loading image "data/textures/common/splash00.jpg"
INITIALIZING ENGINE Loading shader "data/shaders/proj_fisheye.glsl" Loading "data/models/engine/lens_flare.cfg" Loading shader "data/shaders/get_pixel.glsl" Loading shader "data/shaders/billboard.glsl" Loading shader "data/shaders/blackhole.glsl" Loading shader "data/shaders/sun_flare_conv.glsl"
my pc specs are: intel i3 2.40 Ghz 4 GB Ram 1755MB graphics memory 128MB dedicated video memory
Edited by kev - Saturday, 09.06.2012, 01:10 |
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