Search found 1477 matches
- Sat Apr 03, 2021 12:17 pm
- Forum: Testing and Bug reports
- Topic: this.equipmentRemoved dont work as expected when removing or replacing laser at least
- Replies: 0
- Views: 11245
this.equipmentRemoved dont work as expected when removing or replacing laser at least
in 1.90 ship world event handler this.equipmentRemoved = function(key) { log("key is:"+key) } They Key do not return the key expected when replacing or removing a laser. Instead, it returns the new Laser installed with the _DAMAGED attached. It even does this when you remove a laser comple...
- Tue Mar 30, 2021 6:42 pm
- Forum: Testing and Bug reports
- Topic: AI turns Scavengers into Miners With a Pulse Laser
- Replies: 6
- Views: 8407
- Sun Mar 28, 2021 2:42 pm
- Forum: Testing and Bug reports
- Topic: AI turns Scavengers into Miners With a Pulse Laser
- Replies: 6
- Views: 8407
AI turns Scavengers into Miners With a Pulse Laser
Not sure where to report anymore so Ill do it here. I started playing Oolite a bit again :) in 1.90, official download: So, if you get an asteroid, or an asteroid that spawns near the mainStation and you mine it into a boulder and then a splinter, then the station launches scavengers as expected. Bu...
- Tue Oct 10, 2017 2:28 pm
- Forum: Testing and Bug reports
- Topic: How is subentity scripts supposed to work ?
- Replies: 4
- Views: 7739
Re: How is subentity scripts supposed to work ?
I used
aiStarted
instead. just for the record.- Tue Oct 10, 2017 8:11 am
- Forum: Testing and Bug reports
- Topic: How is subentity scripts supposed to work ?
- Replies: 4
- Views: 7739
Re: How is subentity scripts supposed to work ?
Not sure about the spawning one, but instead of shipDied , have you tried entityDestroyed or shipRemoved ? Thanks. entityDestroyed works. I just discovered this on the wiki in regard to shipSpawned "Note that this is not called for subentities - if subentities need specific set up running, thi...
- Mon Oct 09, 2017 11:28 pm
- Forum: Testing and Bug reports
- Topic: How is subentity scripts supposed to work ?
- Replies: 4
- Views: 7739
How is subentity scripts supposed to work ?
sub-entity scripts: I cant get them work in 1.84.
they dont respond to
they dont respond to
Code: Select all
this.shipDied = function()
Code: Select all
this.shipSpawned = function()
- Thu Mar 16, 2017 4:34 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 6893
- Views: 2116602
- Wed Mar 01, 2017 4:30 pm
- Forum: Testing and Bug reports
- Topic: Converter tools. Unnormalized normal errors in current git download
- Replies: 8
- Views: 14554
Re: Converter tools. Unnormalized normal errors in current git download
To expand on this. I found out that the "warning: read unnormalized normal -1.28564 -4.18861 0.82095" only happens when i got smooth groups on the model. Look here for explanation. https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/G...
- Sun Feb 12, 2017 8:23 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 6893
- Views: 2116602
Re: Screenshots
Looks very nice! Are you making a total conversion to the B5? Universe? Thanks... well to start with it will be a mix as a total conversion is a very big task. also, i dont want to show everything off before it is done, but here is another video. This time of the Hyperion Class Heavy Cruiser. https...
- Wed Feb 08, 2017 4:34 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 6893
- Views: 2116602
Re: Screenshots
Nice! How's the Omega-class destroyer? I had some fun with that (as did Leafy). Sitting in dry dock while the targeting system is being updated, so that the turrets can target individual threats. But there has since then been other additions, all from babylon 5. ---------------- Zephyre, player shi...
- Tue Feb 07, 2017 11:43 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 6893
- Views: 2116602
Re: Screenshots
i posted this in the bug section so i might as well show it here. A vid of an STG 19 crewshuttle /babylon 5 among other things skipping across the solar system. The model has errors, why it was used in the bug thread. Also it shows the "Frame" or "Flicker" drive in action. now ad...
- Tue Feb 07, 2017 11:38 pm
- Forum: Testing and Bug reports
- Topic: Converter tools. Unnormalized normal errors in current git download
- Replies: 8
- Views: 14554
- Tue Feb 07, 2017 6:51 pm
- Forum: Testing and Bug reports
- Topic: Converter tools. Unnormalized normal errors in current git download
- Replies: 8
- Views: 14554
Re: Converter tools. Unnormalized normal errors in current git download
668 warnings?!? I suspect something's gone awry with the normal generation when exporting the model. Well it is a 16K poly model :). but i narrowed it down to, that it only happens when i have smooth groups on the model, and it happens each time. I did however create a sphere to counter-test and th...
- Mon Feb 06, 2017 9:35 pm
- Forum: Testing and Bug reports
- Topic: Converter tools. Unnormalized normal errors in current git download
- Replies: 8
- Views: 14554
Re: Converter tools. Unnormalized normal errors in current git download
You've got a zero length normal in your data somewhere, which isn't normal (sorry.) I've just pushed a version of Obj2DatTexNorm.py which should cope with this - it's on the zero-normals branch on the github repo and should work if you use the --accept-zero-normals flag. Let me know if it works so ...
- Sun Feb 05, 2017 11:56 pm
- Forum: Testing and Bug reports
- Topic: Converter tools. Unnormalized normal errors in current git download
- Replies: 8
- Views: 14554
Converter tools. Unnormalized normal errors in current git download
Unnormalized normal errors Making a model and just exporting it in 3dmax 9 as an obj file gives me those errors... I have ticked normals in the export and it did'nt used to be a problem with the more older tools that did however generate erros. Im using the Obj2DatTexNorm.py found here https://githu...