Made some small fixes, did some play testing and everything seems in order.
Uploaded new 1.10 file here : https://app.box.com/s/7i1wzs0mubup2fjqjtp91gknchogc5gq
Also uploaded to oxz manager.
Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.
More details in this thread.
Search found 546 matches
- Tue Aug 25, 2015 2:31 pm
- Forum: Expansion Pack
- Topic: Naval Grid OXP
- Replies: 39
- Views: 43288
- Tue Aug 25, 2015 1:58 pm
- Forum: Expansion Pack
- Topic: Shield Cycler NEXT 1.12.2
- Replies: 98
- Views: 106337
Re: Shield Cycler NEXT 1.12.1
ShieldCycler next 1.12.1 released . Changes in v1.12.1 - upon repair, equipment wasn't removed which made consecutive repairs impossible - transfer needed in aft & forward setting was calulated wrong, this could sometimes result in unwanted free shield strength out of nowhere. - With capacitors ...
- Tue Aug 25, 2015 1:39 pm
- Forum: Expansion Pack
- Topic: [Updated Release] Turret Toggler 1.1
- Replies: 26
- Views: 27763
Re: [Updated Release] Turret Toggler 1.1
Pm'ed solanar on august 20, sofar no response. I didn't like the restoring upon docking / removing on launch if turrets were deactivated, but found no way to avoid that without getting uneccessary maintenance overhauls in F3 screen. This means oxps that check for turrets while docked (feudal states ...
- Tue Aug 25, 2015 11:20 am
- Forum: Oolite-Linux
- Topic: [Solved] Gnustep
- Replies: 11
- Views: 14454
Re: Gnustep
~/GNUstep/Defaults/oolite.plist appears to be the file where recent GNUstep versions stores oolite settings that used to go in ~/GNUstep/Defaults/.GNUstepDefaults file, like the joystick settings.
- Tue Aug 25, 2015 12:29 am
- Forum: Discussion
- Topic: Is it just me or did some of the voices disappear?
- Replies: 27
- Views: 11839
Re: Is it just me or did some of the voices disappear?
It makes me unhappy to find out that so many Linux users experience the game from the repositores in such a chopped form. Atleast archlinux has latest version in repos with full support (afaict) , archbang, antergos and manjaro linux should also have them, as they use many packages from archlinux r...
- Sun Aug 23, 2015 4:08 pm
- Forum: Discussion
- Topic: Legal column on Market screen
- Replies: 29
- Views: 8521
Re: Legal column on Market screen
It seems to me that the confusion is caused by people not reading a text as-is, but reading what they THINK should be there. As long as the heading and the content flags match, they're fine for me. (Many friends of mine had to get used to me reacting on what they SAY, not what they meant. It trigger...
- Sat Aug 22, 2015 2:58 pm
- Forum: Expansion Pack
- Topic: Naval Grid OXP
- Replies: 39
- Views: 43288
Re: Naval Grid OXP
Previous upload had several typos, also i simplified the code. New download : https://app.box.com/s/mkozkxrr3cfypf6n7nhgdra0fw4ur00j Main script : "use strict"; this.name = "Naval Grid"; this.author = "Lone_Wolf"; this.copyright = "2015 Lone_Wolf"; this.licenc...
- Sat Aug 22, 2015 12:43 am
- Forum: Expansion Pack
- Topic: Naval Grid OXP
- Replies: 39
- Views: 43288
Re: Naval Grid OXP
The problems were easier to solve then i had expected, i now have a 1.10 WIP version that needs playtesting. Some numbers : Cobra3 + EEU + Shield Boosters + energy grid gives .8 extra shield charge PER shield , or 2.8 total Cobra3 + NEU + Shield Boosters + Naval grid gives 3.3 extra per shield or 5....
- Fri Aug 21, 2015 12:04 pm
- Forum: Expansion Pack
- Topic: Naval Grid OXP
- Replies: 39
- Views: 43288
Re: Naval Grid OXP
I've looked deeper and found several potential problems . - Core game has 2 devices that influence shield recharge : Shield Boosters & Mil Shields Both use a multiplier while my devices are intended to use an additive change. My changes are intend to be applied AFTER shield booster / mil shield ...
- Fri Aug 21, 2015 11:21 am
- Forum: Discussion
- Topic: Reshade Effects in Oolite
- Replies: 22
- Views: 15743
Re: Reshade Effects in Oolite
On linux proprietary Nvidia and AMD drivers do support that OpenGL version, and the opensource mesa drivers will soon support Open GL 4.1 / 4.2 . However, given the huge lag in switching to newer drivers in many distros (especially ubuntu LTS & Debian stable) it might be better to target OpenGL...
- Thu Aug 20, 2015 12:40 pm
- Forum: Discussion
- Topic: Reshade Effects in Oolite
- Replies: 22
- Views: 15743
Re: Reshade Effects in Oolite
Sounds interesting.. makes me wish I had hardware capable of using it. Pity it's Windoze only, though. On linux proprietary Nvidia and AMD drivers do support that OpenGL version, and the opensource mesa drivers will soon support Open GL 4.1 / 4.2 . However, given the huge lag in switching to newer ...
- Thu Aug 20, 2015 12:29 pm
- Forum: Expansion Pack
- Topic: OXPConfig
- Replies: 93
- Views: 63259
Re: OXPConfig
For those wondering :
While working on OxpConfig V3, i realised i needed a lot more JS experience to make it work.
I decided to focus on improving my other oxps first AND looking at oxps from other authors to increase my JS knowledge / insight.
I do intend to get back to OxpConfig this year.
While working on OxpConfig V3, i realised i needed a lot more JS experience to make it work.
I decided to focus on improving my other oxps first AND looking at oxps from other authors to increase my JS knowledge / insight.
I do intend to get back to OxpConfig this year.
- Thu Aug 20, 2015 12:24 pm
- Forum: Expansion Pack
- Topic: Naval Grid OXP
- Replies: 39
- Views: 43288
Re: Naval Grid OXP
The formulae was indeed missing those parenthesis. Currently Naval Grid is already primable (n basically shows a status message) , although i doubt many people use it. I do agree technically it's possible to have 1 device, but Thargoid set naval grid to a very high price and require NEU on purpose. ...
- Thu Aug 20, 2015 12:39 am
- Forum: Expansion Pack
- Topic: Naval Grid OXP
- Replies: 39
- Views: 43288
Re: Naval Grid OXP
I have thought more about naval grid, and now feel it's best to use the r/w property of shield recharge rate so the core game code will handle the recharging of shields. I'm currently thinking of 2 devices , a standard one that will require EEU and a naval version that will require NEU. The availabl...
- Wed Aug 19, 2015 12:40 am
- Forum: Discussion
- Topic: Shield Booster doesn't increase shield recharge rates ?
- Replies: 10
- Views: 6933
Re: Shield Booster doesn't increase shield recharge rates ?
Thanks for the explanation, Cim. I'm looking into changing navel energy grid into a shield recharger (using the multiplier now it's r/w so the core game code can do the shield increase instead of an oxp timer ), that should also benefit players without naval energy unit. Currently thinking i should ...