Search found 16 matches

by cybertiger
Thu Jan 10, 2013 3:22 pm
Forum: Oolite-Linux
Topic: [Solved] analog joystick dead zone
Replies: 11
Views: 22389

Re: [Solved] analog joystick dead zone

Sorry for thread necromancy, but this solution is worth a sticky.

Calibrating joysticks in linux is non obvious and is not helped that SDL by default ignores your calibration (without setting SDL_JOYSTICK_DEVICE to /dev/input/jsX).
by cybertiger
Wed Jan 09, 2013 9:23 pm
Forum: Testing and Bug reports
Topic: Joystick issues & feature request [+Patch]
Replies: 2
Views: 2483

Re: Joystick issues & feature request

Finally got oolite to compile. Patch against 0.76.1 here http://cyberiantiger.org/oolite/oolite-joystick.patch It's a bit rough in places, Objective C isn't my primary, secondary or tertiary programming language :) Edit: I need to fix tab damage, forgot to change my editor settings to match your tab...
by cybertiger
Wed Jan 09, 2013 4:46 pm
Forum: Testing and Bug reports
Topic: Joystick issues & feature request [+Patch]
Replies: 2
Views: 2483

Joystick issues & feature request [+Patch]

Hi, It's been awhile since I've played oolite, but I've managed to aquire a joystick (Microsoft sidewinder precision pro / gameport). I'm having an issue that the game ignores the joystick if it is deflected < 5%. (STICK_DEADZONE in ./src/Core/OOJoystickManager.h:105-109) 0 Ignoring the fact that th...
by cybertiger
Fri Apr 25, 2008 6:45 pm
Forum: Discussion
Topic: Got m'Tiger!
Replies: 23
Views: 7089

When I made the Tiger originally I seem to remember experimenting with the missile launch position to get it as close to the ship as possible, as this was some time ago and the collision detection has been improved since then, it's not surprising there has been a bit of bitrot.
by cybertiger
Fri Mar 28, 2008 10:47 am
Forum: Discussion
Topic: Got m'Tiger!
Replies: 23
Views: 7089

I’m having a hard time reconciling “cheetah” and “specialised in cargo hauling” here. :-) Basically imagine what happens if you stripped down a Boa Cruiser to nothing but minimal manuvering thrusters and a rear laser, then went about strapping 8 massive engines onto the back. It's called a Cheetah ...
by cybertiger
Thu Mar 27, 2008 9:52 pm
Forum: Discussion
Topic: Got m'Tiger!
Replies: 23
Views: 7089

There's a python based obj2dat converter in trunk/tools/meshConverters/ so as long as you can export to obj, you're safe - unless you really enjoy rewriting a converter... :) I managed to get it working this time around, I use blender 3d for my modeling, the converter script can't quite handle the ...
by cybertiger
Thu Mar 27, 2008 7:16 pm
Forum: Discussion
Topic: Got m'Tiger!
Replies: 23
Views: 7089

Might make a sequel to the Tiger. the Cheetah. Instead of an all around uber ship I was planning to make it specialised in cargo hauling, so more carrying capacity, faster but much less agile. Of course I was planning to remove the ability to have any weapon on the front / side mountings, and leave ...
by cybertiger
Thu Mar 27, 2008 12:56 am
Forum: Discussion
Topic: oolite-multiplayer
Replies: 40
Views: 11809

Yep! :-) (Oh, and when Firefox 3 comes out, there’ll be various bits of fun in upgrading to the new version…) To be honest my first instinct with regards JavaScript is "why?", what's up with Lua or Python (both of which are used in many commercial games as scripting languages, and both pr...
by cybertiger
Thu Mar 27, 2008 12:20 am
Forum: Discussion
Topic: oolite-multiplayer
Replies: 40
Views: 11809

Alright, progress. Compile SpiderMonkey: cd deps/Cross-platform-deps/SpiderMonkey/js/src/ make -f Makefile.ref rm Linux_All_DBG.OBJ/libjs.so cd ~- Note: you need to delete the shared object to force it to be statically linked, if you dynamically link it on running oolite you'll get an error about a ...
by cybertiger
Wed Mar 26, 2008 10:20 pm
Forum: Discussion
Topic: oolite-multiplayer
Replies: 40
Views: 11809

I fixed the make file, here's the diff, my "fix" is a hack and is probably not portable to macos (or heaven forbid win32). It would be better to change the includes to #include <mozjs/jsapi.h> in the oolite source, then the extra include directory would not be needed on linux. I don't know...
by cybertiger
Wed Mar 26, 2008 8:38 pm
Forum: Discussion
Topic: oolite-multiplayer
Replies: 40
Views: 11809

Warning: Writing from memory, what follows is best to be doublechecked for correcteness. Anyway: For Linux you must use Makefile.in to build. Is this what you were using? The file called makefile in the SpiderMonkey folder is Windows specific. The jsautocfg.h is created as part of the build process...
by cybertiger
Wed Mar 26, 2008 3:41 pm
Forum: Discussion
Topic: oolite-multiplayer
Replies: 40
Views: 11809

I'm currently stuck on the most basic of things anyway - checkout subversion and compile from the source code, seems to be failing because of a missing include in spidermonkey (jsautocfg.h) using the debian install scripts. Can't break things if I can't compile it :) I have a question if any coders ...
by cybertiger
Tue Mar 25, 2008 5:20 pm
Forum: Discussion
Topic: oolite-multiplayer
Replies: 40
Views: 11809

Your approach sounds more complex than mine. I was just thinking of the easiest way to get it started and sidestepping a load of potential problems, for example: - There's also the issue of someone turning up in an uber ship and being far too powerful - The other players not having the OXP for that...
by cybertiger
Tue Mar 25, 2008 3:24 pm
Forum: Discussion
Topic: oolite-multiplayer
Replies: 40
Views: 11809

Are you thinking it'll be a case of: start oolite select multiplayer exit witchspace to find it full of other people I guess you do it out of system so there's no station and give everyone a cobra 3, a beam laser and no fuel? cool :) edit - that's not how the list command works on this board then.....
by cybertiger
Tue Mar 25, 2008 1:51 pm
Forum: Discussion
Topic: oolite-multiplayer
Replies: 40
Views: 11809

oolite-multiplayer

I don't have enough free time for this, but I'll do my best to write a multi player patch for the game. I'm not planning on adding any new features to the game in the process, I'm just going to take the physics engine split it into a client and server version, and write the appropriate networking co...