Search found 1477 matches
- Fri Jul 06, 2007 1:04 pm
- Forum: Expansion Pack
- Topic: Somthing i´m working on (warning image heavy thread)
- Replies: 75
- Views: 39619
- Fri Jul 06, 2007 12:27 pm
- Forum: Oolite-PC
- Topic: Oolite test release 1.69
- Replies: 40
- Views: 37575
I now have a crash report related to frangible sub-entities in the method that handles laser hit testing. One of the many ways in which Mac OS X is vastly superior is the nice crash reports. ;-) Even Basic 2.0 was better than Windows whatever version.... ;-), in telling you what was wrong.... Windo...
- Fri Jul 06, 2007 12:15 pm
- Forum: Expansion Pack
- Topic: Somthing i´m working on (warning image heavy thread)
- Replies: 75
- Views: 39619
- Fri Jul 06, 2007 9:01 am
- Forum: Expansion Pack
- Topic: Somthing i´m working on (warning image heavy thread)
- Replies: 75
- Views: 39619
E-mail me (PYMOLCLSXGQP squiggle spammotel point com) the OXP or a link to it and I’ll look into it. Oh, and report 1.69 crashes properly. :-) Done... im not sure why 1.69 crashes, so the report would be very vague, however i think no ships, or missing ships in demoships.plist will cause a crash af...
- Thu Jul 05, 2007 1:53 am
- Forum: Expansion Pack
- Topic: Somthing i´m working on (warning image heavy thread)
- Replies: 75
- Views: 39619
Crash problem seems to be sovled with 1.68, new model splitting seems to have solved the issues.... might have been a model fault... hard to tell... Collision issues are still not solved though but it isnt to much of a annoyance since it will only be visually incorrect when you are very near the kee...
- Wed Jul 04, 2007 11:25 pm
- Forum: Expansion Pack
- Topic: Somthing i´m working on (warning image heavy thread)
- Replies: 75
- Views: 39619
appearently it seems oolite do not like the length Or/and the size of the keelback... Collisions are calculated wrong as i am hitting the ship where there is no model with my laser... This is on 1.68 and 1.69 At first i presumed it may to be with the bounding box of the model being used as collision...
- Sat Jun 30, 2007 8:32 pm
- Forum: Suggestion Box
- Topic: Scripting requests
- Replies: 833
- Views: 336647
AI method of
just like LaunchDefenseShip, only you can launch a ship with a uniqely_named_role from a Carrier or a station...
Code: Select all
launch: role
- Fri Jun 29, 2007 6:12 pm
- Forum: Outworld
- Topic: Reporting spam
- Replies: 4941
- Views: 798733
*
https://bb.oolite.space/profile.php?mode ... ile&u=1810
might wanna wait around to see if this posts anything, but i doubt it to be anything other than spam...
https://bb.oolite.space/profile.php?mode ... ile&u=1810
might wanna wait around to see if this posts anything, but i doubt it to be anything other than spam...
- Fri Jun 29, 2007 4:11 pm
- Forum: Expansion Pack
- Topic: Somthing i´m working on (warning image heavy thread)
- Replies: 75
- Views: 39619
we elites are adapted to seeing straight edged representations dammit! ;) Tell a jackal to flank around and get a better look. ?, well it has no AI ATM, so its pretty dark on the other side... putting it in Demoships.plist for some reason it chrases and freezes the game.. allthough i have been runn...
- Thu Jun 28, 2007 10:40 am
- Forum: Expansion Pack
- Topic: Somthing i´m working on (warning image heavy thread)
- Replies: 75
- Views: 39619
I like the dark picture. :D Did you notice the nose looks somewhat sharkish? What is in the 'mouth'. (bottom front) lasers? docking bay? scoop? It is entirely coincedental, that the keelback itself looks like a Great White Shark when viewed in profile... nice catch there.. however Great white is su...
- Thu Jun 28, 2007 12:02 am
- Forum: Expansion Pack
- Topic: AI undock/launch anyship
- Replies: 3
- Views: 4358
AI undock/launch anyship
im currently writing the keelbacks AI... I find myself missing a way of having a specific ship with a Uniqely_named_role to be undocked from any Carrier/station... Since the keelback is to large to dock, it relies on transporters to ferry goods, back and forth... I could omit this feature, however i...
- Wed Jun 27, 2007 11:06 pm
- Forum: Discussion
- Topic: New record: 119 users!
- Replies: 4
- Views: 2251
- Wed Jun 27, 2007 4:21 pm
- Forum: Expansion Pack
- Topic: Somthing i´m working on (warning image heavy thread)
- Replies: 75
- Views: 39619
ingame shot of the Keelback.... http://home20.inet.tele.dk/dp1974/keelback_ingame.png i´m having some rather peculiar problems... seems it is related to the shaders... The game will Freeze, with the Scarlett or The Keelback in addons and when either is in addon folders, the game also chrases when i ...
- Tue Jun 26, 2007 5:48 pm
- Forum: Outworld
- Topic: Not far off an Elite style ship... :-)
- Replies: 4
- Views: 5365
One megawatt. It's a pulse laser then. Even an Adder can mount a Beam laser. Captain Hesperus A beam laser is also a 1 megawatt laser. infact, its a bundle of pulse laser tubes A military laser is one, with even more tubes if you go by the wiki.. Which i admit dont quite add up unless it fires more...
- Mon Jun 25, 2007 5:23 pm
- Forum: Outworld
- Topic: Pictures of various planets
- Replies: 17
- Views: 13923
I keep asking, where is the file that gives the parameters for the planets ? Afaik, there isnt any, it is hardcoded deriving from a random generator that however creates the same result each time. Planetinfo.plist is the file you seek, but it is not there as default.... it needs to be added, The wi...