Textures in SVN's

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Derek
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Textures in SVN's

Post #1by Derek » 03.03.2009, 13:09

I'm busy sorting out textures I've accumulated by using the hires/medres/lores to sort and decide on which textures to retain, I'm using 1.5.1 final and everything works fine using 'rR' keys I then change the exe file to SVN4432 everything still fine, then I changed to the latest SVN4645 from cartrite and I find that the hires/medres/lores no longer works, there isalso no onscreen indication of changing either. Question what influences the changeing of resolution considering the only thing I changed is the exe file or have I missed something.
thsnks
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Re: Textures in SVN's

Post #2by ElChristou » 03.03.2009, 13:31

Derek wrote:I'm busy sorting out textures I've accumulated by using the hires/medres/lores to sort and decide on which textures to retain, I'm using 1.5.1 final and everything works fine using 'rR' keys I then change the exe file to SVN4432 everything still fine, then I changed to the latest SVN4645 from cartrite and I find that the hires/medres/lores no longer works, there isalso no onscreen indication of changing either. Question what influences the changeing of resolution considering the only thing I changed is the exe file or have I missed something.
thsnks


Yep, rR no longer work. This as been removed for some kind of obscure reason; now the user must use the GUI to switch resolutions...
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Chuft-Captain
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Re: Textures in SVN's

Post #3by Chuft-Captain » 03.03.2009, 23:08

ElChristou wrote:Yep, rR no longer work. This as been removed for some kind of obscure reason; now the user must use the GUI to switch resolutions...
I suspect that Chris has a new use intended for these keystrokes in an upcoming release (although he hasn't said anything to this effect).
My guess would be something to do with toggling Reference Frame display. :wink:

I miss being able to easily switch texture resolutions with a keystroke If Chris does in fact want to use these keys for something else, maybe an alternate available key combination could be found for the texture resolution toggling.

BTW. The dropdown keyboard shortcuts (Help menu) is now out of date.

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Re: Textures in SVN's

Post #4by chris » 04.03.2009, 00:36

The texture resolution keys r/R were removed because this function isn't used often enough to justify assigning a letter key for it. Also, this key assignment was troublesome because it made it easy for a new user to accidentally reduce the texture resolution without realizing what had happened or how to fix the problem. We will eventually reassign r/R to some function that is used more frequently.

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Re: Textures in SVN's

Post #5by ElChristou » 04.03.2009, 10:11

chris wrote:The texture resolution keys r/R were removed because this function isn't used often enough to justify assigning a letter key for it. Also, this key assignment was troublesome because it made it easy for a new user to accidentally reduce the texture resolution without realizing what had happened or how to fix the problem. We will eventually reassign r/R to some function that is used more frequently.

Not that I want to re open the topic -in fact I don't recall any thread about this problem at all!- but where did you saw that it wasn't use often? I'm trilled because my vote would had been a big NO because perso I use it constantly. If you use low orbit models (like the ISS I'm building now) you have to switch to low res to keep a good FPS so it's a pain to have to open the GUI panel each time...
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Re: Textures in SVN's

Post #6by Cham » 04.03.2009, 14:31

I fully agree with ElChristou. I used the r/R keys a lot before, and was a bit frustrated when I saw them removed. I'm using several high res textures in all the textures folders as alternate textures (no low res), and the r/R keys were very usefull. I'm voting for the keys back.

EDIT : And on the same note, I'm still asking for a change on the grids and nebulaes keys : Use ";" to activate the nebulaes (^ doesn't even work on my French keyboard !), and use "D" for the grid instead, while removing the #%&* demo item from the menu (and at last put the demo into the script folder). I'm also asking to associate shift-D to another important grid : Horizontal.
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Re: Textures in SVN's

Post #7by Vincent » 04.03.2009, 16:43

Christophe, Martin,

An alternative is to add a celx function that sets the textures resolution, such as:

Code: Select all

celestia:settexturesresolution("medium")

This way, you will be able to map this function to any key (including r/R) using your start.celx script.

Does this sound reasonable?
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Re: Textures in SVN's

Post #8by ElChristou » 04.03.2009, 16:54

Vincent wrote:Christophe, Martin,

An alternative is to add a celx function that sets the textures resolution, such as:

Code: Select all

celestia:settexturesresolution("medium")

This way, you will be able to map this function to any key (including r/R) using your start.celx script.

Does this sound reasonable?

I guess so... Tx for proposing!
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Re: Textures in SVN's

Post #9by fsgregs » 05.03.2009, 03:08

Vincent:

Your solution to map a key via the start.celx is a good compromise. Although I have used the Rr keys on occasion, and have instructions to press them for anyone using the educational activities, I now have to agree with Chris that the typical user may press them but once in a while, and that would be it. To assign two keys to them for a rare use is probably unnecessary, given that the pull-down menus, Vincent's lua toolkit and a new mapping function in the start.celx can do the same thing. That said, I can understand developers like Cham and EChristou using the keys more. I'm glad there are alternativesl. :)

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Re: Textures in SVN's

Post #10by chris » 05.03.2009, 04:30

I think that Vincent's solution is a good one: custom keyboard assignments in a script are a good way to get quick access to functions that you use a lot. The missing celx command to set texture resolution is an unfortunate oversight in Celestia, but fortunately one that can be easily corrected.

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Re: Textures in SVN's

Post #11by ANDREA » 05.03.2009, 13:13

Sorry to trouble for this, as usual, but could it be implemented in cel scripts too?
It could be very useful for people that, like me, are unable to work with celx. :oops:
Vincent?
Thanks a lot for your patience.

Andrea :D
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Re: Textures in SVN's

Post #12by chris » 05.03.2009, 16:18

ANDREA wrote:Sorry to trouble for this, as usual, but could it be implemented in cel scripts too?
It could be very useful for people that, like me, are unable to work with celx. :oops:
Vincent?
Thanks a lot for your patience.

The command to change the texture resolution could be implemented for cel scripts, but it's not possible to implement custom keyboard controls in a cel script.

--Chris

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Re: Textures in SVN's

Post #13by ANDREA » 05.03.2009, 19:11

chris wrote:The command to change the texture resolution could be implemented for cel scripts, but it's not possible to implement custom keyboard controls in a cel script.--Chris
Texture resolution settings from cel script would be OK for me, Chris, thank you.
Will it be introduced in 1.6 or later? :wink:
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Re: Textures in SVN's

Post #14by Vincent » 05.03.2009, 19:26

ANDREA wrote:Will it be introduced in 1.6 or later? :wink:
I'm done with the code change. I'll check it in SVN soon.
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Re: Textures in SVN's

Post #15by ElChristou » 05.03.2009, 19:32

chris wrote:I think that Vincent's solution is a good one: custom keyboard assignments in a script are a good way to get quick access to functions that you use a lot...

Is a more general approach with a real config panel for shortcuts is planned for the unified UI?
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Re: Textures in SVN's

Post #16by chris » 05.03.2009, 19:54

ElChristou wrote:
chris wrote:I think that Vincent's solution is a good one: custom keyboard assignments in a script are a good way to get quick access to functions that you use a lot...

Is a more general approach with a real config panel for shortcuts is planned for the unified UI?

I don't know--we haven't discussed it on the dev list yet. Personally, I think that making the default keyboard layout more sensible should have priority. But, I'll consider your post as a vote for a keyboard mapping UI :)

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Re: Textures in SVN's

Post #17by ANDREA » 05.03.2009, 22:25

Vincent wrote:
ANDREA wrote:Will it be introduced in 1.6 or later? :wink:
I'm done with the code change. I'll check it in SVN soon.
Thanks a lot, Vincent, very appreciated.
Bye

Andrea :D
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Re: Textures in SVN's

Post #18by bdm » 15.03.2009, 09:04

Chuft-Captain wrote:BTW. The dropdown keyboard shortcuts (Help menu) is now out of date.
Is it possible to build the Help menu in code from the same resources that the application uses for the shortcuts themselves? That way, if the keys change, the Help menu is updated automagically.

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Re: Textures in SVN's

Post #19by Guckytos » 15.03.2009, 09:29

bdm wrote:
Chuft-Captain wrote:BTW. The dropdown keyboard shortcuts (Help menu) is now out of date.
Is it possible to build the Help menu in code from the same resources that the application uses for the shortcuts themselves? That way, if the keys change, the Help menu is updated automagically.

How would you do that? I mean, you would get the keys, but what about a good description of what the key does? Where do you get this from?

And we want to go away from the actual "help" menu to a HTML version for 1.6.1 onwards I think. Everything is already in preparation.

Best regards,

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Re: Textures in SVN's

Post #20by fsgregs » 15.03.2009, 14:09

what about a good description of what the key does? Where do you get this from?

A description with examples of what every key in Celestia does and cel/URL's that a reader can click on to see the key's effect, is already in the Users Guide, which is currently available via hyperlink from the main Celestia website and the Motherlode.

A shorter version of it focused just on the keys, could be written in or converted to PDF or HTML and included with the default distribution, with access to it as a link in the Help menu.

If the development team felt that would be the best idea, I would be happy to work on it.

Frank


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