Page 7 of 20

Re: Expansion mod

Posted: Mon Jun 19, 2023 6:23 am
by CaesarAug
Alvek wrote: Sun Jun 18, 2023 7:17 pm
CaesarAug wrote: Sun Jun 18, 2023 6:54 pm Alvek, you mean, you fixed the bug?? Oh man, can’t wait to try it out!!!
Created new games few times and haven't found any mismatched images.
Yes, the bug does seem to be squashed, Alvek. I’ve been play-testing with a few factions that were affected by the image mismatch, and they’re all using their corresponding shipset family. Yay!

Re: Expansion mod

Posted: Mon Jun 19, 2023 6:45 am
by Alvek
salemonz wrote: Mon Jun 19, 2023 12:27 am Hey @Alvek! This probably isn't a BaconMod issue, but any idea where in the game it renders the rings on gas giants?

I've looked through all the files and can't seem to find it. There has been this ring 'clipping' issue where the ends get chopped off. Only happens on some planets. Been there for a long time. I've tried to figure it out but haven't had any luck.

gas giant clipping.PNG
I haven't looked in code, but gas giants rings are cliped by planet size, you can see that by selecting planet. Clipping occurring right at selection circle.

Re: Expansion mod

Posted: Mon Jun 19, 2023 6:55 am
by Alvek
Retreat1970 wrote: Mon Jun 19, 2023 1:00 am This is new. I've never seen it. Also on startup sometimes it hangs and I have to task manager kill the game and restart. Happens maybe 10% of the time.
1)New text was added in 1.07, now you get warning if current mining amount lower than current tech limit. Checking mining ships, bases and resupply ship. (Known issue: text is clipped for double digit limit)
2)I got startup hanging few times, but thought it was due debugging. Some multitasking error in speed up improvements, I will try to find it, but such errors are one of the most hard to find :(

Re: Expansion mod

Posted: Mon Jun 19, 2023 1:55 pm
by salemonz
Alvek wrote: Mon Jun 19, 2023 6:45 am I haven't looked in code, but gas giants rings are cliped by planet size, you can see that by selecting planet. Clipping occurring right at selection circle.
Ah that makes sense. I was overthinking it. Ha! Thank you!

Re: Expansion mod

Posted: Mon Jun 19, 2023 3:44 pm
by Retreat1970
While this is correct there is something incorrect still. If you take an un-ringed gas giant, even at max size (1000), and place a ring around it the selection circle encompasses everything correctly. An already ringed and clipped gas giant will always clip off the sides no matter how you edit the size of said planet.

Re: Expansion mod

Posted: Mon Jun 19, 2023 4:08 pm
by Alvek
Retreat1970 wrote: Mon Jun 19, 2023 3:44 pm While this is correct there is something incorrect still. If you take an un-ringed gas giant, even at max size (1000), and place a ring around it the selection circle encompasses everything correctly. An already ringed and clipped gas giant will always clip off the sides no matter how you edit the size of said planet.
You right, certain planet images got clipped rings. It easy can be checked in editor for gas giant that already have rings clipped, changing planet images changes selection range and rings get unclipped with new image.
2023-06-19_190218.jpg
2023-06-19_190218.jpg (487.91 KiB) Viewed 1293 times
2023-06-19_190223.jpg
2023-06-19_190223.jpg (452.86 KiB) Viewed 1293 times

Re: Expansion mod

Posted: Mon Jun 19, 2023 4:12 pm
by Alvek
With DWUR mod I have every image with size 1000*1000 with clipped rings.
I already found ring generator code while optimized earlier versions so shouldn't be problem to fix.

Edit1: rings generated without errors, info panel shows correct image. Error should be somewhere in drawing code and that will took some time to find.

Re: Expansion mod

Posted: Tue Jun 20, 2023 12:48 am
by salemonz
Alvek wrote: Mon Jun 19, 2023 4:12 pm With DWUR mod I have every image with size 1000*1000 with clipped rings.
I already found ring generator code while optimized earlier versions so shouldn't be problem to fix.

Edit1: rings generated without errors, info panel shows correct image. Error should be somewhere in drawing code and that will took some time to find.
Thanks for looking into it.

DWUR didn't mess with gas giants. I used RetreatUE as my base.

If we find planets should be a certain resolution, let me know and I'll be happy to do some re-sizing.

Re: Expansion mod

Posted: Tue Jun 20, 2023 9:05 pm
by Alvek
Gas giant image combined with scaled rings image limited at 2000 pixels. Unscaled images created programmatically in some variations and then rescaled for planet image size during drawing view.
Scaling algorithm for gas giant rings image:

Code: Select all

double factor1 = planetImage.Width / planetDiameter;
double factor2 = planetDiameter / 500;

int rescaledWidth = (int)(ringImage.Width * factor1  * factor2);
int rescaledHeight = (int)(ringImage.Height *  factor1  * factor2);

Same with numbers for my test gas giant:
double factor1 = 1000 / 651;
double factor2 = 651/ 500;

int rescaledWidth = (int)(1161 * factor1  * factor2); thats 2321
int rescaledHeight = (int)(269 *  factor1  * factor2); thats 413
Ring images sizes: 1184,1031,1129,1038,1124,1016,1100,1236,991.
So maximum image size for this diameter to avoid clipping should be about ~850.

Later I will try to figure out what code needs change to remove the limit and what consequence may be.

Re: Expansion mod

Posted: Wed Jun 21, 2023 5:47 pm
by salemonz
Alvek wrote: Tue Jun 20, 2023 9:05 pm
Ring images sizes: 1184,1031,1129,1038,1124,1016,1100,1236,991.
So maximum image size for this diameter to avoid clipping should be about ~850.

Later I will try to figure out what code needs change to remove the limit and what consequence may be.
Thanks for checking that out.

I'm working on some ship engine/lights cleanup for DWUR...very tedious :p I'll resize all 1000x1000 gas giants down to 800. I'll release that as the next Beta version. Probably will need until end-of-week. Engine/light cleanup taking forever.

Re: Expansion mod

Posted: Wed Jun 21, 2023 6:02 pm
by Alvek
@salemonz any plans on sound effects volume?

Re: Expansion mod

Posted: Wed Jun 21, 2023 11:13 pm
by salemonz
Alvek wrote: Wed Jun 21, 2023 6:02 pm @salemonz any plans on sound effects volume?
ah yes, thanks for the reminder. Added a sound pass to my to-do list.

Re: Expansion mod

Posted: Thu Jun 22, 2023 5:14 pm
by salemonz
Alvek wrote: Wed Jun 21, 2023 6:02 pm @salemonz any plans on sound effects volume?
DWUR 0.9.5 is out. Did the sound effect audio normalizing and gas giant image size fix. FYI :D

Re: Expansion mod

Posted: Fri Jun 23, 2023 9:59 pm
by Alvek
x64 definitely working, due to memory leak bug game bloated to 11GB :shock:

Re: Expansion mod

Posted: Sat Jun 24, 2023 11:54 pm
by Retreat1970
The family-1 error has reappeared and I think I may know why. It does have to do with pirates as speculated, but specifically Ketarov pirates. The Ketarov pirates are using the minor shipset just like the previous shipset problem with the Ketarov player race that you fixed.

Re: Expansion mod

Posted: Sun Jun 25, 2023 10:17 am
by Alvek
Have you checked that your race file have "CanBePirate ;Y" and "DesignsPictureFamilyIndexPirates;48" (any number above -1).
Maybe I missed something or misunderstood, but -1 error possible only in case where CanBePirate set to "Y" while DesignsPictureFamilyIndexPirates set to "-1". Also old games don't get fixed as this info saved in save file.

Re: Expansion mod

Posted: Mon Jun 26, 2023 7:35 pm
by Alvek
If I haven't missed something there is no consequence in increasing ring image limit above 2000, but if everyone already re-scaled images there is no point of doing it.
If someone still want bigger images let me know.

Re: Expansion mod

Posted: Mon Jun 26, 2023 8:19 pm
by salemonz
Alvek wrote: Mon Jun 26, 2023 7:35 pm If I haven't missed something there is no consequence in increasing ring image limit above 2000, but if everyone already re-scaled images there is no point of doing it.
If someone still want bigger images let me know.
I'm cool with the regular sizes.

Good to know the upper resolution limit. The loss in image quality on the 1K gas giant images isn't noticeable. And if the lower image sizes help with overall memory usage...well that's a win as well.

Re: Expansion mod

Posted: Mon Jul 03, 2023 3:24 pm
by kalindros
This mod is absolutely excellent, but since I'm just learning this game I'd like to disable anything that affects gameplay. How could I do so? I saw the settings in BaconSettings.txt, but is that all that's changed in terms of gameplay? Also, does this mod disable steam achievements for the game?

Re: Expansion mod

Posted: Mon Jul 03, 2023 4:32 pm
by Alvek
kalindros wrote: Mon Jul 03, 2023 3:24 pm This mod is absolutely excellent, but since I'm just learning this game I'd like to disable anything that affects gameplay. How could I do so? I saw the settings in BaconSettings.txt, but is that all that's changed in terms of gameplay? Also, does this mod disable steam achievements for the game?
1)BaconMod part couldn't be disabled completely, only some settings in BaconSettings.txt could be changed.
2)EM for now added only QoL features so there is no reason to disable them and there is no way to disable them too.
3)Steam achievements should work, I only tested them via code and didn't check with normal gameplay.