Search found 1477 matches

by Frame
Fri Apr 16, 2010 10:49 am
Forum: Testing and Bug reports
Topic: cloaked ships don't masslock you
Replies: 71
Views: 47054

There is also the question whether an emulator really fully emulates also this aspect of C64 Elite... It is a a "really fully emulation of this aspect of C64 Elite", it even got the load screen, (when loading a cracked version), and this one got limited train ability.. I got unlimited mis...
by Frame
Fri Apr 16, 2010 9:42 am
Forum: Testing and Bug reports
Topic: cloaked ships don't masslock you
Replies: 71
Views: 47054

Report

My first attempt to use the psylink time machine ended in disaster. Unfortunately I picked to link one of those very unfortunate people who ended up in a thargoid ambush right after their 2nd jump to isinor... getting to link up with a more wealthy jameson would be a great time saver.. Cheers Frame...
by Frame
Fri Apr 16, 2010 8:57 am
Forum: Testing and Bug reports
Topic: cloaked ships don't masslock you
Replies: 71
Views: 47054

it should be possible with an emulator, to rediscover the ship..

And a trainer would be welcome too..


However, downloading CCS, going secret ship hunting...

going to take a while though, without a trainer..

5000*8 credits + military gun needed...

Cheers Frame....
by Frame
Wed Apr 14, 2010 9:55 pm
Forum: Testing and Bug reports
Topic: cloaked ships don't masslock you
Replies: 71
Views: 47054

It kinda ruins the advantage of a cloak though. Not really ... if you're under cloak, you wouldn't be able to use the Torus drive to get away from a non-cloaked ship, because it would be visible on your scanner and you'd be masslocked. And NPCs don't have a Torus drive, so it's moot as far as they'...
by Frame
Wed Apr 14, 2010 9:50 pm
Forum: Testing and Bug reports
Topic: RVN 3162 and Registration ID OXP
Replies: 5
Views: 871

Ahruman wrote:
This isn’t a reading issue, it’s a scaling problem (the textures are invalid sizes).
Thanks it was the changes to tex1 and tex0 that was removed that had me confused a bit.. (shaders edited) :-)

my textures are usually the "right" sizes...

Cheers Frame...
by Frame
Tue Apr 13, 2010 6:15 pm
Forum: Testing and Bug reports
Topic: RVN 3162 and Registration ID OXP
Replies: 5
Views: 871

sure enough, the new PNG handling is not Superpng compliant, meaning that alpha channels, must be handled the difficult way that photoshop defaults too... running optipng causes odd results... in effect it means windows users cannot use photoshop to read png files, in regard to Oolite, to look at al...
by Frame
Tue Apr 13, 2010 5:14 pm
Forum: Testing and Bug reports
Topic: RVN 3162 and Registration ID OXP
Replies: 5
Views: 871

and it seems to affect system wide all PNG files saved by photoshop cs2 and SuperPng
by Frame
Tue Apr 13, 2010 5:04 pm
Forum: Testing and Bug reports
Topic: RVN 3162 and Registration ID OXP
Replies: 5
Views: 871

I Think something weird has gone wrong, all of my ships that uses tile so far seem to be messing up..

I think the new PNG handling is to blame... :-/
by Frame
Tue Apr 13, 2010 4:59 pm
Forum: Testing and Bug reports
Topic: RVN 3162 and Registration ID OXP
Replies: 5
Views: 871

RVN 3162 and Registration ID OXP

I just updated to rvn 3162, and it seems it has
broken the Registration ID OXP positioning of the letters..

what has changed ?

Registration ID OXP link

http://www.box.net/shared/l0yu9ihdl2
by Frame
Mon Apr 12, 2010 5:04 pm
Forum: Testing and Bug reports
Topic: NPCs and laser temperature
Replies: 8
Views: 1089

Re: NPCs and laser temperature

An issue which popped up in another thread prompts me to ask a question I had for a long time: How is laser temperature and overheating handled for NPCs? In the target inspector almost each shot brings the bar from 0 to 1, where it stays without dropping until the next shot is fired. There is no vi...
by Frame
Mon Apr 12, 2010 4:59 pm
Forum: Suggestion Box
Topic: custom scanner range again
Replies: 5
Views: 1092

In my opinion is "MAX_SCAN_NUMBER = 16; " correct behaviour. When it becomes crowded the ships starting to miss targets during a scan. In can be compensated by using a shorter scan range. Whenever you do need a fail proof scan, you can always fall back on a custom JS scan. I also don't se...
by Frame
Sat Apr 10, 2010 11:36 am
Forum: Suggestion Box
Topic: custom scanner range again
Replies: 5
Views: 1092

any takers ? For the Player I can understand the need for a maximum range, however for the AI it is not Canon not having ships being able to target you beyond scanner range is I recall on the C64 being attacked by missiles when i attacked a ship beyond players scanner range.. as far as I can tell, i...
by Frame
Sun Apr 04, 2010 8:44 pm
Forum: Suggestion Box
Topic: custom scanner range again
Replies: 5
Views: 1092

custom scanner range again

seems with the AI trying to get as much distance between it and its target, very often these miss lose their targets, which is sort of pointless then.. For very large sluggish ships, this is even more true.. so i propose that scanner_range is yet again able to be set to larger than 25600 kms, and th...
by Frame
Sun Apr 04, 2010 5:02 pm
Forum: Testing and Bug reports
Topic: colour bug,
Replies: 17
Views: 1828

Works again... :D However Obj2DatTexNorm.py can sometimes generate the following C:\WorkArea\Ootilities>Obj2DatTexNorm.py DreadEngineLowerWing.obj converting... ['DreadEngineLowerWing.obj'] DreadEngineLowerWing.obj->dreadenginelowerwing.dat going to open material library file: ./DreadEngineLowerWing...
by Frame
Sun Apr 04, 2010 2:47 pm
Forum: Testing and Bug reports
Topic: colour bug,
Replies: 17
Views: 1828

http://www.box.net/shared/4lv7hobkoy

The models converted, by the old obj2dattex.py script..

however with the smooth section slightly modified to accomodate for 17 explicit smoothing groups.

I think the obj2dattex.py script in trunk is sufficient too..