SolarSystemTour_v1.2.celx Multiple Systems, Specify Objects

All about writing scripts for Celestia in Lua and the .cel system
Topic author
TimMc

SolarSystemTour_v1.2.celx Multiple Systems, Specify Objects

Post #1by TimMc » 08.03.2004, 21:11

****** NEW POST: SolarSystemTour_v1.2.celx ******
http://myweb.tiscali.co.uk/timmcmahon/SolarSystemTour_v1_2.zip

This script is an adaption of Harald Schmidt's SolarSystemTour_v1.1.celx script. The algorithm for loading and moving from object to object is identical. What has been added is a way of specifying multiple systems to tour, including planetary systems within our solar system (eg. the moons and captured asteroids around Jupiter), and extrasolar systems with their planets and other satellites, such as Sirius and its companion star Sirius B. The beauty of fictional solar systems - such as Rassilon's Katalina system or those created using the Globular Cluster Texture generator - can also be viewed with SolarSystemTour, allowing automatic touring of the systems rather than manually seeking out some of the fantastic planetary scenes buried within them. Different objects can also be specified for viewing - such as planets only, planets and moons, asteroids only, comets only, asteroids and comets, or all objects (excluding spacecraft and invisibles).

I have also developed a similar script for touring deep space objects - DeepSpaceTour_v1.0.celx

I hope you enjoy SolarSystemTour v.1.2. Huge thanks to Harald for the original work. We stand on the shoulders of giants.

Tim McMahon
tim.mcmahon@tiscali.co.uk[/url]

Bob Hegwood
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Post #2by Bob Hegwood » 09.03.2004, 04:20

Tim,

Don't know why exactly, but neither of your scripts works correctly on my system.

The solar system tour show Mercury approaching, passing then receding and that's all it does. Mercury just keeps on receding until I have to press the escape key in order to stop it.

Same with the Extended Galaxy Tour. Tells me that I don't have a lot of the addons that I *do* have, and then approaches M31, passes it, then recedes from it until I have to press the escape key.

Haven't really looked at the code yet, but I just thought I'd let you know what it was doing.

Take care, Bob
Bob Hegwood
Windows XP-SP2, 256Meg 1024x768 Resolution
Intel Celeron 1400 MHz CPU
Intel 82815 Graphics Controller
OpenGL Version: 1.1.2 - Build 4.13.01.3196
Celestia 1.4.0 Pre6 FT1

don
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Post #3by don » 09.03.2004, 07:13

Bob Hegwood wrote:The solar system tour show Mercury approaching, passing then receding and that's all it does. Mercury just keeps on receding until I have to press the escape key in order to stop it.

Even if you just sit there and wait? The "dark space" time seems to be quite long at times.

-Don G.

Bob Hegwood
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Post #4by Bob Hegwood » 09.03.2004, 07:19

Don,

I waited for about 5 minutes? The distance display was well into the millions of kilometers? Even if I didn't wait long enough, then what's the point? A script should entertain/educate me. Not bore me to death.

Sorry. :oops:

Take care, Bob
Bob Hegwood

Windows XP-SP2, 256Meg 1024x768 Resolution

Intel Celeron 1400 MHz CPU

Intel 82815 Graphics Controller

OpenGL Version: 1.1.2 - Build 4.13.01.3196

Celestia 1.4.0 Pre6 FT1

don
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Location: Colorado, USA (7000 ft)

Post #5by don » 09.03.2004, 07:46

Hi Bob,

Does the displayed text (Celestia's) change at all? Such as the object name and information? Or does it stop changing (like distance) at some point?

I'm not sure exactly what Tim changed/added to Harald's script, so I'm not sure why it would work on my system but not yours -- except that mine is a pretty high-end system (3GHz CPU, 1GB RAM and 128MB graphics card).

Hopefully, Tim or Harald will have some ideas.

Cheers,

-Don G.

Bob Hegwood
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Location: Germantown, Ohio - USA

Post #6by Bob Hegwood » 09.03.2004, 09:10

If I remember correctly, it kept Mercury's information displayed. The display just simply kept getting farther and farther away from Mercury after it swung by it. <shrug>

Take care, Bob
Bob Hegwood

Windows XP-SP2, 256Meg 1024x768 Resolution

Intel Celeron 1400 MHz CPU

Intel 82815 Graphics Controller

OpenGL Version: 1.1.2 - Build 4.13.01.3196

Celestia 1.4.0 Pre6 FT1

Harry
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With us: 21 years 4 months
Location: Germany

Post #7by Harry » 09.03.2004, 11:45

Bob Hegwood wrote:If I remember correctly, it kept Mercury's information displayed. The display just simply kept getting farther and farther away from Mercury after it swung by it.

Strange 8O - the scripts isn't using a very reliable algorithm to find it's way, but it should never do what you described.

Did you try the script more than once (in case there was some very unlikely condition when you ran it)?

If you right-click on Sun and select "planets", are there at the top (Mercury, Venus, Earth, ...) any unusual entries? Any doubled entries?

Harald

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selden
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Post #8by selden » 09.03.2004, 13:06

It did the same thing to me: loaded all the planet and moon info, then went to Mercury and faded into the distance.

I was using Celestia v1.3.2pre4 at the time, in case that makes a difference. (Creating Cel:// URLis more important to me than the surface texture fixes.)
Selden

Topic author
TimMc

Getting SolarSystemTour_v1.2 to work

Post #9by TimMc » 09.03.2004, 13:28

I'm sorry that folks are having trouble getting the script to work properly. It is written to find what planets, moons, asteroids etc. are loaded by Celestia on the particular system it is running on, based on Harald's find algorithm in the original SolarSystemTour_v1.1. I am puzzled if the script preloaded the texture for Venus but then did not move to Venus after touring Mercury. Basicly the script should work its way through the objects referenced in the SOLARSYS.SSC file and any other SSC files Celestia has loaded, touring those objects which match the object type specified for viewing in the editable section of the script (eg. planets, planets&moons, asteroids, etc.).

Has anyone had it work without too much trouble on their system?

The tour should proceed at a brisk rate. It may slow down if the observer point moves close to planet with a VT, or if you are using very large textures for your objects. All the objects for normal viewing on my system have textures less than 4k or are VT's.

As a benchmark, the script tours the 9 planets in our solar system in 5 minutes on my system. It should not be particularly hardware dependent.

Please let me know if you still aren't having any joy.

Regards, Tim Mc

Bob Hegwood
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Location: Germantown, Ohio - USA

Re: Getting SolarSystemTour_v1.2 to work

Post #10by Bob Hegwood » 09.03.2004, 17:43

TimMc wrote:I am puzzled if the script preloaded the texture for Venus but then did not move to Venus after touring Mercury.

Tim,

I re-ran the script again and got the same results. The script takes a little while to preload the textures, then it simply approaches Mercury and then recedes from it. I waited quite a while, but that's all it does. Sorry.

I'll play around with it some more to see if I can figure out what's going on here. :wink:

Take care, Bob
Bob Hegwood

Windows XP-SP2, 256Meg 1024x768 Resolution

Intel Celeron 1400 MHz CPU

Intel 82815 Graphics Controller

OpenGL Version: 1.1.2 - Build 4.13.01.3196

Celestia 1.4.0 Pre6 FT1

ANDREA
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Post #11by ANDREA » 09.03.2004, 22:14

Harry wrote:
Bob Hegwood wrote:If I remember correctly, it kept Mercury's information displayed. The display just simply kept getting farther and farther away from Mercury after it swung by it.
Strange 8O - the scripts isn't using a very reliable algorithm to find it's way, but it should never do what you described. Did you try the script more than once (in case there was some very unlikely condition when you ran it)? If you right-click on Sun and select "planets", are there at the top (Mercury, Venus, Earth, ...) any unusual entries? Any doubled entries?
Harald

Sorry Harald, but I have the same problem, as follows: :cry:
1- no doubled or unusual entries; 8O
2- the script display goes away after a few seconds; 8O
3- after some time to make the preloading, Mercury appears and goes away, infinitely (waited 7 minutes, just to be sure); 8O
4- I tried to launch it four times, same results; 8O
5- I'm using Crelestia 1.3.2 pre5
5- I have a good system, almost the same of Don, the only difference is that I have an Athlon 2700+. :D
Truly strange! :?
Hope you'll understand and solve this problem. :D
Good luck!

Andrea :P
"Something is always better than nothing!"
HP Omen 15-DC1040nl- Intel® Core i7 9750H, 2.6/4.5 GHz- 1TB PCIe NVMe M.2 SSD+ 1TB SATA 6 SSD- 32GB SDRAM DDR4 2666 MHz- Nvidia GeForce GTX 1660 Ti 6 GB-WIN 11 PRO

don
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Post #12by don » 10.03.2004, 07:10

Tim and all,

Last night, I was running Tims two new scripts with Celestia 1.3.1 final, because that's where most of my add-ons currently reside.

Tonight, I just tried it with 1.3.2 pre5 and get the same results y'all have been reporting ... goes to Mercury, past it, and into outer space.

Then, I tried it with a CVS version I compiled on the 7th, and it works properly.

So, my guess is that it will work fine with the next pre-release of Celestia. Not sure what happened in the current pre-release (5) that would cause a script to malfunction in this way.

Hope this helps.

-Don G.

ANDREA
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Post #13by ANDREA » 10.03.2004, 08:34

don wrote:Tim and all, Last night, I was running Tims two new scripts with Celestia 1.3.1 final, because that's where most of my add-ons currently reside. Tonight, I just tried it with 1.3.2 pre5 and get the same results y'all have been reporting ... goes to Mercury, past it, and into outer space. Then, I tried it with a CVS version I compiled on the 7th, and it works properly. So, my guess is that it will work fine with the next pre-release of Celestia. Not sure what happened in the current pre-release (5) that would cause a script to malfunction in this way. Hope this helps.
-Don G.

Sure Don, thank you, now things are more clear. So we'll wait for the pre6 (or whatever else) to check this script. :D
By soon

Andrea :D
"Something is always better than nothing!"
HP Omen 15-DC1040nl- Intel® Core i7 9750H, 2.6/4.5 GHz- 1TB PCIe NVMe M.2 SSD+ 1TB SATA 6 SSD- 32GB SDRAM DDR4 2666 MHz- Nvidia GeForce GTX 1660 Ti 6 GB-WIN 11 PRO

TimMc
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Problems fixed? New Thread started

Post #14by TimMc » 10.03.2004, 12:13

Thanks Don & all for the helpful feedback.

I think I found the problem which, when running the script in some pre-releases of Celestia 1.3.2, caused the observer to shoot off to infinity after visiting Mercury, rather than moving on to Venus et al. I have re-coded a section of the script and submitted it as a new post:
"Updated SolarSystemTour_1.2.celx ready for download".
Please give further feedback under that post.

How can I get a compiled version of the latest pre-release of Celestia 1.3.2? I am using Celestia 1.3.1 final exe file downloaded from the main Celestia web site. I do not have a C++ compiler, so need the executable.

Finally, I will submit the Feature requests as you suggested, Don, as new posts on the Users Forum.

I've really enjoyed my first foray into the Open Source community! It has a real community feel. Bet you it's not like this at Microsoft!

Regards, Tim Mc

Harry
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Re: Problems fixed? New Thread started

Post #15by Harry » 10.03.2004, 13:56

TimMc wrote:How can I get a compiled version of the latest pre-release of Celestia 1.3.2?

Chris sometimes makes a prerelease available, you can find the announcements here in the forum. See here:
http://www.shatters.net/forum/viewtopic.php?t=4531

Harald

TimMc
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Thanks

Post #16by TimMc » 10.03.2004, 14:24

Thanks Harry for the Celestia 1.3.2rel5 link.

Regards, Tim Mc


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