Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.
More details in this thread.
Search found 1477 matches
- Wed Dec 14, 2011 5:36 pm
- Forum: Expansion Pack
- Topic: Save Anywhere
- Replies: 15
- Views: 5712
Re: Save Anywhere
had a look , and there where more deprecation's than what CommonSenseOTB has listed on the wiki. There is a lot of things going on in the background, that while on the surface seems to work fine, saved surroundings will spawn incorrectly due to deprecation of != in favor of !== . While I am at it, i...
- Wed Dec 14, 2011 4:05 pm
- Forum: Expansion Pack
- Topic: Save Anywhere
- Replies: 15
- Views: 5712
Re: Save Anywhere
Hmm, I'll take a look at the fix..
so cool down plz...
Cheers Frame..
so cool down plz...
Cheers Frame..
- Tue Nov 22, 2011 8:28 pm
- Forum: Expansion Pack
- Topic: IFF add on OXP.. Bounty Information
- Replies: 74
- Views: 54078
Re: IFF add on OXP.. Bounty Information
Just a Quick note... 4100 downloads, hope all is well.. Please remember to report bugs..
Cheers Frame...
Cheers Frame...
- Sun Nov 20, 2011 11:57 pm
- Forum: Testing and Bug reports
- Topic: Freeze:Equipment Price & like Ship Price Calculations 1.75.3
- Replies: 7
- Views: 1975
Freeze:Equipment Price & like Ship Price Calculations 1.75.3
during my testing, in order to test Equipment fast and being a skint ;-) i set some equipment to cost 0 credits.. on Oolite 1.75.3 I set a single ship to be able to have this Equipment, called the constrictor X, now renamed ConstrictorBugHUNTER I did it like this... equipment.plist ( ( 2, 9, "B...
- Fri Sep 30, 2011 6:21 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 6856
- Views: 2058094
Re: Screenshots
or use thumbnail pictures, plenty of sites offer that functionality...
- Fri Sep 02, 2011 11:33 am
- Forum: Testing and Bug reports
- Topic: Vector3D & Quaternion 1.75.3, odd results.
- Replies: 9
- Views: 2435
Re: Vector3D & Quaternion 1.75.3, odd results.
nice!!, also i found my error and corrected it, and now got a visual tracking base turret with a corresponding vertical barrel tracking hostile ships. Barrel seems to go a bit off target though, it may need a tighter tolerance in dot product, that is now +- 80. adding its weapons now.. *ordinary pla...
- Thu Sep 01, 2011 5:45 pm
- Forum: Testing and Bug reports
- Topic: Vector3D & Quaternion 1.75.3, odd results.
- Replies: 9
- Views: 2435
Re: Vector3D & Quaternion 1.75.3, odd results.
I was just a bit focused on the wiki in the quaternion sections that incorrectly say q.rotate(0,1,0,Angle) should be q.rotate([0,1,0],Angle) correcting that now.. Cheers Frame Thank for correcting. At the time that part was written, it was correct, but it was now wrong after a change, a long time a...
- Tue Aug 30, 2011 7:52 pm
- Forum: Testing and Bug reports
- Topic: Vector3D & Quaternion 1.75.3, odd results.
- Replies: 9
- Views: 2435
Re: Vector3D & Quaternion 1.75.3, odd results.
oh again my mistake...
it should be
then setting the vector is fine.. I was just a bit focused on the wiki in the quaternion sections that incorrectly say
should be
correcting that now..
Cheers Frame
it should be
Code: Select all
kl = new Vector3D
kl = ([0,0,0])
Code: Select all
q.rotate(0,1,0,Angle)
Code: Select all
q.rotate([0,1,0],Angle)
Cheers Frame
- Tue Aug 30, 2011 6:29 pm
- Forum: Testing and Bug reports
- Topic: Vector3D & Quaternion 1.75.3, odd results.
- Replies: 9
- Views: 2435
Re: Vector3D & Quaternion 1.75.3, odd results.
surely i'm mistaking, in the above is probably fine as it seems i'm rotating my turrets the wrong way.. i should use turret.orientation = turret.orientation.rotate(turret.position.direction(),angle) I did fall upon this by scrutinizing the buoy repair code , as i went , i fugured, if the position is...
- Tue Aug 30, 2011 3:43 pm
- Forum: Testing and Bug reports
- Topic: Vector3D & Quaternion 1.75.3, odd results.
- Replies: 9
- Views: 2435
Vector3D & Quaternion 1.75.3, odd results.
using vector3D and Quaternions for my turrets for the Polaris class destroyer has revealed some odd behavior quaternion.rotateZ(angle) can be rotateY or rotateX instead, but it seems to rotate the quaternion about some to me undefinable axis doing this on screen via debug console seems to makes a ro...
- Sat Aug 27, 2011 3:09 pm
- Forum: Discussion
- Topic: Sticky Wiki
- Replies: 21
- Views: 6335
Re: Sticky Wiki
it seems to be down a lot.. wonder how come...
Cheers Frame
Cheers Frame
- Sat Aug 27, 2011 2:04 pm
- Forum: Outworld
- Topic: Diamond planet
- Replies: 6
- Views: 2707
Re: Dimond planet
Gimi wrote:
pssst... heading... dimond..
![Wink ;-)](./images/smilies/icon_wink.gif)
a former star it seems.. uhmmm wonder how the gravity around a diamond star carcass would be, very strong i presume..
- Fri Aug 26, 2011 2:54 pm
- Forum: Testing and Bug reports
- Topic: this.shipDied event not triggering in 1.75.3
- Replies: 7
- Views: 1852
Re: this.shipDied event not triggering in 1.75.3
ahh thanks for clearing that up.
the missiles got a very limited lifespan, so i'll just trigger it via a timer...
the missiles got a very limited lifespan, so i'll just trigger it via a timer...
- Fri Aug 26, 2011 1:07 pm
- Forum: Testing and Bug reports
- Topic: this.shipDied event not triggering in 1.75.3
- Replies: 7
- Views: 1852
this.shipDied event not triggering in 1.75.3
I'm trying to remove some frameCallBacks with the this.shipDied handler, for a missile ship script. this.shipDied = function(whom, why) { log("missile died because of "+whom+" by "+why) removeFrameCallback(this.paused); removeFrameCallback(this.detonate); } the log message never ...
- Sat Aug 20, 2011 11:36 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 6856
- Views: 2058094
Re: Screenshots
perhaps a partially cloaked Liberator from blake 7El Viejo wrote:Mission: Classified System: Classified Station: Classified
![Smile :)](./images/smilies/icon_smile.gif)
![Image](http://rpggamer.org/uploaded_images/Liberator.jpg)