Posts by Janus

by Janus
16.01.2020, 06:17
Forum: Add-on releases
Topic: Updated stars.dat including Gaia DR2 data
Replies: 10
Views: 259

Re: Updated stars.dat including Gaia DR2 data

@ajtribick

Nice set of scripts.
However, small issue.

They require a gaia account to do the queries.
Something you should warn people about.


Janus.
by Janus
13.01.2020, 03:41
Forum: Development
Topic: Raspberry Pi
Replies: 10
Views: 183

Re: Raspberry Pi

Nobody has called me inane today, time to fix that. Has anyone considered using ReactOS [The windows clone] on arm? https://reactos.org/wiki/ARM_Port Which apparently works on https://reactos.org/forum/viewtopic.php?f=2&t=17977#p134530 That would let you keep the windows style gui most people ar...
by Janus
12.01.2020, 18:20
Forum: Add-on releases
Topic: Updated stars.dat including Gaia DR2 data
Replies: 10
Views: 259

Re: Updated stars.dat including Gaia DR2 data

Just to be clear, I meant no disrespect. Most python reads like poly macro expanded templated C/C++ code to me, this doesn't. I dislike & distrust layered macros, and am wary of templates, though I admit the latter have their place. The over use of shorthand renders so many scripts unreadable to...
by Janus
12.01.2020, 17:14
Forum: Add-on releases
Topic: Updated stars.dat including Gaia DR2 data
Replies: 10
Views: 259

Re: Updated stars.dat including Gaia DR2 data

Very nice work. Readable for python, which is great. Not my favorite language, or one I like, but an improvement over the perl script used to make the original DB. I would recommend you check your alpha release download name, output.zip is indistinct. Makes it easy to misplace. Just like the places ...
by Janus
10.01.2020, 17:13
Forum: Development
Topic: New bugfix release 1.6.2-beta1
Replies: 79
Views: 15807

Re: New bugfix release 1.6.2-beta1

@Chuft-Captain In reference to broken scripts, it is all about lua updates. The single largest change, and what prompted me to turn back to lua5.1 from 5.3, is the replacement of getn with #. Lua getn works consistently across tables and arrays both, where # only works on arrays. With 5.2 dropping g...
by Janus
09.01.2020, 22:37
Forum: Development
Topic: New bugfix release 1.6.2-beta1
Replies: 79
Views: 15807

Re: New bugfix release 1.6.2-beta1

@selden Here is a present for you. This is commit 5719 with the fix from 5726 put in. I'll be updating the code I am experimenting with later. Right now, I just wanted you to be able to test and verify this fixes everything for you. Included is txf & ttf versions in x86 & x64 both. Each has ...
by Janus
27.12.2019, 17:54
Forum: Development
Topic: Celestia 1.7.0 Development Thread
Replies: 738
Views: 169145

Re: Celestia 1.7.0 Development Thread

@onetwothree Weird. Though I am happy you didn't have any trouble with it. A lot of people I have worked with have had problems dealing with portable or self contained projects. I will continue looking into this however. That means one or more of my customizations has had an unanticipated side effec...
by Janus
26.12.2019, 23:07
Forum: Development
Topic: Celestia 1.7.0 Development Thread
Replies: 738
Views: 169145

Re: Celestia 1.7.0 Development Thread

@onetwothree

Did you change smaller to small, & larger to large in glmarker.pp:initvo function?
I had it working in the archive I made.


Janus.
by Janus
26.12.2019, 00:18
Forum: Ideas & News
Topic: A new Addon Repository concept (Formerly called "Should we make a new Motherlode?")
Replies: 86
Views: 2705

Re: A new Addon Repository concept (Formerly called "Should we make a new Motherlode?")

I am probably in the minority, but I do not see what the problem is. I do not understand what people mean when they say dated. If it works, and is easily understood, you are done. Unless there are features you want to add that is. Change for change sake alone gives us garbage like W10. They had a se...
by Janus
25.12.2019, 18:01
Forum: Development
Topic: Spherical Mirror Projection?
Replies: 16
Views: 2808

Re: Spherical Mirror Projection?

For amusement purposes, I have managed to get the celestia 1.4.1 source to compile in VS2015. Though I had to update the LUA to 5.1, and make some other minor adjustments. Static linked of course, but it runs. Only x86 so far, but it runs. If anyone wants to play with it, let me know. Though I shoul...
by Janus
24.12.2019, 16:32
Forum: Development
Topic: Spherical Mirror Projection?
Replies: 16
Views: 2808

Re: Spherical Mirror Projection?

For my part, I prefer to stay here.
I do not do places like github.

Still working on this for fun.
Compare and contrast is easier than most of my work.


Janus.
by Janus
23.12.2019, 16:10
Forum: Development
Topic: Spherical Mirror Projection?
Replies: 16
Views: 2808

Re: Spherical Mirror Projection?

The issue here is whether the specific work is open source. While the guide(s) may be free or open source, a specific implementation may not be. The legal system fights to keep these issues from being straight forward. So while I am sure I can reproduce from scratch all of the files needed, it would...
by Janus
23.12.2019, 06:37
Forum: Development
Topic: Spherical Mirror Projection?
Replies: 16
Views: 2808

Re: Spherical Mirror Projection?

Okay, here is what I have so far. This is preliminary, the sort of thing I give after a once over to be sure the project itself is properly defined. Quite often goals are modified at this point, once the actual scope is understood. The spherical projection system is based on a type of mesh mapping d...
by Janus
21.12.2019, 20:29
Forum: Development
Topic: Spherical Mirror Projection?
Replies: 16
Views: 2808

Re: Spherical Mirror Projection?

@ImmersiveTheatres

I would appreciate it.
I can reverse it and the 1.4.1 release, then compare them to see how the projection is done.
With the 1.4.1 source as a guide, finding the differences should be straight forward.

That is not to say it will be fast or easy, just straight forward.


Janus.
by Janus
20.12.2019, 00:37
Forum: Development
Topic: Celestia 1.7.0 Development Thread
Replies: 738
Views: 169145

Re: Celestia 1.7.0 Development Thread

@onetwothree

No change.

Can you send me the sln/vcxproj made by cmake.
I can do a compare from there.

Did you try mine?


Janus.
by Janus
19.12.2019, 16:44
Forum: Bugs
Topic: Special characters
Replies: 5
Views: 223

Re: Special characters

@onetwothree If I had the to do knowledge linguistic stuff, I would simply make all characters into their phonetic equivalent. I myself get lost anytime character codes go beyond 127. The rest of it is basically gibberish to me, unrecognizable, unreadable. When I set my language to english, I expect...
by Janus
18.12.2019, 22:33
Forum: Bugs
Topic: Special characters
Replies: 5
Views: 223

Re: Special characters

A thought in addendum. Can the greeking code be adjusted so that individuals can have international characters are adjusted to the current language if they like? That way people can select whether to see them in greek code, or the current language. I always want greeking turned off, but some people ...
by Janus
17.12.2019, 19:56
Forum: Development
Topic: Celestia 1.7.0 Development Thread
Replies: 738
Views: 169145

Re: Celestia 1.7.0 Development Thread

@onetwothree I am not sure where to put those, so here is what I used. https://celestia.simulatorlabbs.com/Downloads/ Grab Celestia-5719-Complete.7z from within, and try it yourself. Extract where ever, it will create a celestia-5719 directory. Look in the vs directory under that. Two sets of soluti...
by Janus
17.12.2019, 16:15
Forum: Development
Topic: A Forking Commit Thread.
Replies: 82
Views: 8715

Re: A Forking Commit Thread.

@wmurphy This is from the VS version, I ignore the QT version. I have not used the navigation menu, but a quick glance shows a pattern. 'Select Sol' is intended to be a quick go home. 'Tour guide' is a hard coded tour of (sol) our solar system. This should be fixed, replaced by a dynamic list like s...
by Janus
17.12.2019, 03:13
Forum: Development
Topic: Celestia 1.7.0 Development Thread
Replies: 738
Views: 169145

Re: Celestia 1.7.0 Development Thread

A quick note to those making commits. The windows SDK for 8.1/10 reserves the lower case word small as a char of some sort. rpcndr.h #define small char typedef unsigned char byte; typedef byte cs_byte; typedef unsigned char boolean; Which creates a problem in glmarker.cpp:InitVO Two(2) vector<glfloa...

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