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Work progress and public beta test - 0.9.7.4
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| DeathStar | Date: Tuesday, 25.08.2015, 11:16 | Message # 406 |
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Pioneer
Group: Users
Croatia
Messages: 515
Status: Offline
| Very nice. This will make docking much more intuitive and easier.
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| Raj | Date: Tuesday, 25.08.2015, 17:26 | Message # 407 |
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Observer
Group: Newbies
India
Messages: 4
Status: Offline
| Space Engineer, thank you for clarifying that its is an issue with my Windows XP. Can you please suggest some possible solutions to get rid of this issue. I would really appreciate it.
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| Duke | Date: Tuesday, 25.08.2015, 17:28 | Message # 408 |
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Space Pilot
Group: SE team
Antarctica
Messages: 88
Status: Offline
| Quote Raj (  ) Space Engineer, thank you for clarifying that its is an issue with my Windows XP. Can you please suggest some possible solutions to get rid of this issue. I would really appreciate it. Attach here your se.log file from system folder.
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| Raj | Date: Tuesday, 25.08.2015, 17:35 | Message # 409 |
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Observer
Group: Newbies
India
Messages: 4
Status: Offline
| Here is the log file you requested..
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| Duke | Date: Tuesday, 25.08.2015, 17:40 | Message # 410 |
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Space Pilot
Group: SE team
Antarctica
Messages: 88
Status: Offline
| Quote Raj (  ) Here is the log file you requested.. What videocard do you have? Try to delete atioglxx.dll from SE's system folder if you have it there.
Edited by Duke - Tuesday, 25.08.2015, 17:44 |
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| Raj | Date: Tuesday, 25.08.2015, 18:02 | Message # 411 |
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Observer
Group: Newbies
India
Messages: 4
Status: Offline
| Quote Duke (  ) What videocard do you have? I have a Radeon 6290 Video Card with 384 MB. This is my old Laptop which my wife uses, she is equally interested in SE. Now I know that this video card would make the fps low but earlier versions of SE(before 0.9.7.2) were running without any problem, so is there any chance for this card to survive on SE?Added (25.08.2015, 18:02) ---------------------------------------------
Quote Duke (  ) What videocard do you have? Try to delete atioglxx.dll from SE's system folder if you have it there. That was awesome, Duke!! deleting the atioglx.dll made it work. Thanks man you really were very helpful...
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| parameciumkid | Date: Tuesday, 25.08.2015, 22:48 | Message # 412 |
 Explorer
Group: Users
United States
Messages: 277
Status: Offline
| Any news on Intel compatibility? I miss having SE work :C
Intel HD Graphics 4000 ;P
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| PlutonianEmpire | Date: Wednesday, 26.08.2015, 01:32 | Message # 413 |
 Pioneer
Group: Users
United States
Messages: 475
Status: Offline
| I've noticed some peculiar behavior with cloud layers and storms on Ice and Gas Giants. Namely, "Odd" numbers of cloud layers will produce "pretty" storms, whereas "Even" numbers of cloud layers will produce "ugly" storms.
8 Images, spoilered.
Here's the code of the planet I'm showing. Feel free to switch it to a new parent or change it's orbit so it won't interfere with Earth, since this was an "Alternate Sol" I've been working on. I'm using Patch 5.
Code Planet "Gaea" { ParentBody "Sol" Class "GasGiant" Mass 625.388147 Radius 80591.6471 Albedo 0.85 Color (0.65 0.79 0.94) // Comment out for Tide-locking RotationPeriod 13.9416 RotationOffset 118.9693 Precession 25592 Obliquity 23.4392911 EqAscendNode 180.0 Surface { Randomize (-0.970, -0.984, -0.753) mainFreq 0.05767751 cycloneMagn 3.789348 cycloneFreq 0.3939376 cycloneDensity 0.08972333 colorLayer0 (0.1421875, 0.2125, 0.392578125, 1.000) colorLayer1 (0.150, 0.222265625, 0.400390625, 1.000) colorLayer2 (0.214453125, 0.2828125, 0.458984375, 1.000) colorLayer3 (0.226171875, 0.29453125, 0.466796875, 1.000) colorLayer4 (0.326171875, 0.39453125, 0.93359375, 1.000) colorLayer5 (0.150, 0.222265625, 0.400390625, 1.000) colorLayer6 (0.1421875, 0.2125, 0.392578125, 1.000) colorLayer7 (0.226171875, 0.29453125, 0.466796875, 1.000) // colorLowPlants (0.740, 0.720, 0.690, 1.000) // colorUpPlants (0.580, 0.420, 0.270, 1.000) } // Comment out or delete as necessary // NoClouds true Clouds {} // Clouds {} // Clouds {} // Clouds {} // Clouds {} // Clouds {} // Clouds {} // Clouds {} NoOcean true // NoAtmosphere true Atmosphere { Model "Jupiter" } // NoAurora true // NoRings true Rings { InnerRadius 97939.06 OuterRadius 200789.14 } NoCometTail true Orbit { Period 1.0 // years SemiMajorAxis 1.0000010178 // a.u. Eccentricity 0.0167086342 Inclination 0.0 // degrees AscendingNode 348.739 // degrees LongOfPericen 102.93734808 // degrees MeanLongitude 100.46645683 // degrees } }
Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )
Edited by PlutonianEmpire - Wednesday, 26.08.2015, 01:35 |
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| gr00g0films | Date: Wednesday, 26.08.2015, 12:32 | Message # 414 |
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Observer
Group: Newbies
Pirate
Messages: 1
Status: Offline
| So can anyone pls help me? I already renamed the 0.972 folder in 0.973 and put all files and replaced all files in that folder and i startet the new Spacengine. Nothing happend so i did the same thing with this version and again nothing happend. I need an installer because it just doesnt open it anymore! Please help me!
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| Brett001 | Date: Wednesday, 26.08.2015, 13:12 | Message # 415 |
 Space Pilot
Group: Users
Hungary
Messages: 84
Status: Offline
| Quote Brett001 (  ) What is it that sometimes the gas giant's atmosphere patterns disappears? Only monochrome (without clouds , spots) , looks like a billiard ball. If you exit the program and restart, then SE works well again.
My VGA: AMD Radeon R7 250X 1GB
Somebody help?
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| cdmorris1971cs | Date: Saturday, 29.08.2015, 02:35 | Message # 416 |
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Space Tourist
Group: Users
Pirate
Messages: 20
Status: Offline
| Add Vulcan.
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| Alek | Date: Saturday, 29.08.2015, 04:47 | Message # 417 |
 Pioneer
Group: Users
United States
Messages: 326
Status: Offline
| Quote cdmorris1971cs (  ) Add Vulcan.
Vulcan isn't real, so you have to get the mod for it and it's system...
Living among the stars, I find my way. I grow in strength through knowledge of the space I occupy, until I become the ruler of my own interstellar empire of sorts. Though The world was made for the day, I was made for the night, and thus, the universe itself is within my destiny.
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| Idgelios | Date: Saturday, 29.08.2015, 09:29 | Message # 418 |
 Astronaut
Group: Users
United States
Messages: 77
Status: Offline
| Just find a warm desert planet with life and rename it Vulcan.
There's your Vulcan.
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| JackDole | Date: Sunday, 30.08.2015, 10:21 | Message # 419 |
 Star Engineer
Group: Local Moderators
Germany
Messages: 1742
Status: Offline
| Sometimes I get something like this in SE 0.974.5:
But it can not be repeated, when I reboot SE, everything is normal.
Don't forget to look here.
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| SpaceEngineer | Date: Sunday, 30.08.2015, 21:41 | Message # 420 |
 Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Recently I tried feature called reversed floating-point depth buffer. It worked on NVidia and AMD, didn't tested yet on Intel. It is similar to logarithmic depth buffer, but with full hardware supports and with no changes in shaders. It allows SE to use a single depth buffer for the entire scene, like in usual 3D games - this unocks a lot of possibilities, which SE can't use until now. For example, easy render of transparent objects between opaque, like orbital paths, or small moons inside rings. Fixing all issues with render order, like rings or aurora being rendered in front of space ship. Particle effects on planets and ships (smoke, clouds, rain etc). All modern algorithms which required access to the depth buffer (deferred shading, 3D water with distortion, SSAO, shadow maps(!), etc).
Orbits:
Ship on ballistic trajectory (ie in orbit intersecting planet surface - I can render a marker "Impact point" now!):
But the main and most epic feature of this is amazing precision of Z buffer. It's possible to sit on a nose of astronaut model while looking at mountains on distant planet, and no z-fighting! No more z-fighting on water shores and on clouds. Camera collision height can be reduced to fractions of millimeter, which allows implementing long-awaited "walking mode" (accurate collision detection is needed though).
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