Celestia 1.7.0 Development Thread

The place to discuss creating, porting and modifying Celestia's source code.
Markerz
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Post #701by Markerz » 03.12.2019, 00:51

ok, here are the resources needed for 1.7.0 now, generated by script

CelestiaResources.zip

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Post #702by Janus » 03.12.2019, 07:40

@onetwothree

Is there a flag somewhere I can set to disable the greek letter stuff?
Glad it works now, some people seem to like it, but that 'feature' is still annoying for me, it gets in my way.
I do not want to butcher any routines if I can help it, but I really really dislike it.

Thank for your continuing work on Celestia.


Janus.

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Lafuente_Astronomy
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Post #703by Lafuente_Astronomy » 03.12.2019, 08:14

Markerz wrote:ok, here are the resources needed for 1.7.0 now, generated by script

Does that include all the latest commits and additions from the GitHub or is that its own thing? Also, if it's the former, will you update it from time to time by adding in all the stuff from future commits or not?
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Post #704by onetwothree » 03.12.2019, 08:41

selden wrote:Deep Space Objects don't render properly on my computer: they're drawn as red blocks. Below is what I see when looking in the direction of the center of the Milky Way, using both celestia-ttf-x64.exe and celestia-txf-x64.exe.

You need 2 files: shaders/galaxy_vert.glsl and shaders/galaxy_frag.glsl.

Actually those files are required as well: comet_*.glsl, crosshair_*.glsl, ecliptic_*.glsl, selpointer_*.glsl. And, maybe, globular_*.glsl & tidal_*.glsl.

selden wrote:(FWIW, the "OpenGL Driver Info" help window contains only the text "Vendor:" and no OpenGL info, but this seems to be a problem in 1.7.0, not your variant.)

Quite strange. There were no changes in this code.

Added after 2 minutes 6 seconds:
Janus wrote:Is there a flag somewhere I can set to disable the greek letter stuff?

Nope.

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Post #705by Markerz » 03.12.2019, 12:03

Lafuente_Astronomy wrote:
Markerz wrote:ok, here are the resources needed for 1.7.0 now, generated by script

Does that include all the latest commits and additions from the GitHub or is that its own thing? Also, if it's the former, will you update it from time to time by adding in all the stuff from future commits or not?

it's files collected from the latest commit in the master branch. well if there's a need, I will update it when there are new files or changes made to old files.

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Post #706by Lafuente_Astronomy » 03.12.2019, 14:01

Well, there may be a need to update the files due to the dynamic nature of the Master Branch as it gets new commits
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Post #707by selden » 03.12.2019, 14:07

Very strange: I responded to Markerz shortly after he posted his Celestia Resources archive and saw my post in the forum, but it's gone now.

At any rate, using those resouce files fixed the DSO problem I was seeing: I created a new, empty "Celestia-170" directory, extracted the resource files there and then added janus' Celestia executables. The 64 bit and 32 bit versions all work the same, showing the Milky Way but not showing any OpenGL info.
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Post #708by Markerz » 05.12.2019, 13:03

Lafuente_Astronomy wrote:Well, there may be a need to update the files due to the dynamic nature of the Master Branch as it gets new commits

I can upload the files every few days, however I don't think uploading it here to the forum is a good choice, it'll take too much space. maybe I'll start a git repo, containing only the data files. there's actually a CelestiaData repo on GitHub, but it's not used now.

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Post #709by Lafuente_Astronomy » 05.12.2019, 13:41

Markerz wrote:I can upload the files every few days, however I don't think uploading it here to the forum is a good choice, it'll take too much space. maybe I'll start a git repo, containing only the data files. there's actually a CelestiaData repo on GitHub, but it's not used now.

Alright. Can you send us a link here once you make it? Thanks in advance
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Post #710by onetwothree » 05.12.2019, 15:21

Markerz wrote:there's actually a CelestiaData repo on GitHub, but it's not used now.

I planned to move all data files (data, extras, extras-standard, fonts, textures, images, models) there. Just have no time, cause for this we need to update packaging infrastructure to ensure that packages are built properly.

If users want fresh files from master then can download zip files from github. No need for extra repository for this.

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Post #711by Yarlan Zey » 07.12.2019, 23:49

Is this still being developed?

I'm hoping that it will resolve some of the display issues I've noticed, namely "flattened" star colors and magnitudes. It could be my computer, but all the stars look to be about equally bright, and all plain white.

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Post #712by fyr02 » 08.12.2019, 00:28

Yes, it is being developed. By "plain white" what do you mean? If you mean incorrect star colors, this has been fixed. This can even be activated in 1.6.1 by pressing SHIFT+5.
Image

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Post #713by SevenSpheres » 08.12.2019, 00:44

Yarlan Zey wrote:Is this still being developed?

I'm hoping that it will resolve some of the display issues I've noticed, namely "flattened" star colors and magnitudes. It could be my computer, but all the stars look to be about equally bright, and all plain white.

Yes, Celestia development is still active, and I think this should fix the issue with "flattened" magnitude ranges.

fyr02 wrote:Yes, it is being developed. By "plain white" what do you mean? If you mean incorrect star colors, this has been fixed. This can even be activated in 1.6.1 by pressing SHIFT+5.

I think they mean that when you turn up the limiting magnitude, all stars appear to have the same brightness. (Correct me if I'm wrong, Yarlan Zey.)
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Post #714by john71 » 14.12.2019, 10:51

I have a question for the developers: do you plan to introduce more eyecandy/photorealictic graphic features?

I think a lens flare would be nice,

Also a saturation/brightness feature inside the running program would also help to achieve a more photorealistic view.

Some kind of automatic water reflection effect would be also nice when we are on the surface of planets...

Just saying, no pressure...

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Post #715by onetwothree » 14.12.2019, 13:17

ohh, i wish we had a bigger team and 48 hours in day :)

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Post #716by Lafuente_Astronomy » 14.12.2019, 14:18

onetwothree wrote:ohh, i wish we had a bigger team and 48 hours in day

I have to agree. We also need someone who's good in making 3D objects and adding them into the development. There are lots of stuff that we request for Celestia to have but the development team is currently inadequate to deal with those things. Hence, I say that we must be patient, and if there are anyone with good skills, especially in 3D rendering, you may have to help make john71's dream come true. Just saying
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Post #717by SevenSpheres » 14.12.2019, 18:14

I have made some "post 1.7" feature requests on GitHub.

john71 wrote:I think a lens flare would be nice,

Since there's a "flare.jpg" texture, there's probably some unused code for this?

Edit:...150 posts already. Wow I am posting too much.
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Post #718by Anthony_B_Russo10 » 14.12.2019, 18:51

It proves you are interested in the program.
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Post #719by Lafuente_Astronomy » 14.12.2019, 22:47

Anthony_B_Russo10 wrote:
SevenSpheres wrote:Since there's a "flare.jpg" texture, there's probably some unused code for this?

Edit:...150 posts already. Wow I am posting too much.

It proves you are interested in the program.

Well, that is something good, and you should not be wondering or complaining about it. You have yet to beat selden's record, he's the only member to reach the 10,000 milestone
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Post #720by Janus » 15.12.2019, 07:48

Okay, here we go again, another current compile.
This time it is commit 5719.
Vs2015 compiled, including the support libraries, all static linked.
x86 & x64 both, in ttf & txf font styles.
Individualized config files for both, and ttf fonts for that version.
I have also stepped back to LUA5.1 because of the # vs getn thing.
I dislike #, finding getn much more fluid, and since sourcecode is for humans, I will use what works better for me the human, the rest is the compilers problem.

I hope someone finds some use for this.
Still hoping someone builds a switch into the greeking to turn it off.


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