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by Micha
Sat Sep 27, 2008 8:15 pm
Forum: Expansion Pack
Topic: idolknights Shipyard
Replies: 16
Views: 6071

so if you play Oolite with shaders enabled, unzip this oxp to your addons folder, put on your sunglasses and play Oolite as if Misters Blinn, Phong and Gourard had decided to take up a life of hanging out at the beach skateboarding instead of going to college. who turned up the lights.oxp http://ww...
by Micha
Sat Sep 27, 2008 7:53 pm
Forum: Suggestion Box
Topic: Station Approaches and manual docking
Replies: 102
Views: 37336

No, sorry. The problem is that my vacation is now over (:-(), so I'm back to "not much time for coding" mode. Unless someone adds the "override for all stations default" parameter, this stays as is for now. The good news though is that for the core game it's only three stations ...
by Micha
Sat Sep 27, 2008 10:38 am
Forum: Suggestion Box
Topic: Station Approaches and manual docking
Replies: 102
Views: 37336

Ahokay.. the earlier posts referred to the plametlist which is why I was mucking about with those. I suppose the implementation changed between then an now.

So you have to set the key for every type of station? There's no way to just say 'all stations'?
by Micha
Sat Sep 27, 2008 8:40 am
Forum: Suggestion Box
Topic: Station Approaches and manual docking
Replies: 102
Views: 37336

Ok, while it was a compiler-defined symbol I had no problems, but since the change to this key I simply cannot get it to run. Call me stupid. :oops: I've added the requires_docking_clearance key to the main oolite Resources/Config/planetinfo.plist, and I've also tried making an OXP as suggested furt...
by Micha
Sat Sep 27, 2008 5:32 am
Forum: Testing and Bug reports
Topic: Target Lost
Replies: 1
Views: 1332

Target Lost

In 1.71.2 and 1.72, the Target Lost functionality in PlayerEntity.m and getFirstEntityTargettedByPlayer method in Universe.m overlap their ranges, despite the 10-meter hack in the latter. If you slow your speed just as you're about to gain or lose a target, you will get several Target Lost / Target ...
by Micha
Fri Sep 26, 2008 5:52 pm
Forum: Expansion Pack
Topic: idolknights Shipyard
Replies: 16
Views: 6071

@idolknight: imho that looks much nicer, although you might want to add an uncoloured (grey) version as well as that looks nicely industrial. @Thargoid: that's a general issue I have - in original Elite if ships were too far away they become white points, closer up they became the model. In either c...
by Micha
Fri Sep 26, 2008 4:34 pm
Forum: Expansion Pack
Topic: idolknights Shipyard
Replies: 16
Views: 6071

That looks pretty darned nice!

Although I'd possibly be tempted to either paint the entire topside in the chosen colour, or leave it all grey apart from the logo area. Kindof looks like they ran out of paint partway through *g*

But in either case, I like it!
by Micha
Fri Sep 26, 2008 1:55 am
Forum: Suggestion Box
Topic: Missile changes and the multi-target expansion
Replies: 2
Views: 1691

Ok, I think I got it working the way I want.

I'll see about your cosmetic change tomorrow.. err.. later today :D
by Micha
Wed Sep 24, 2008 9:52 pm
Forum: Testing and Bug reports
Topic: 1.72 Linux - crash-bug if sound can't be initialised.
Replies: 0
Views: 2350

1.72 Linux - crash-bug if sound can't be initialised.

I've found a crash bug in SDLMusic.m (which unrelatedly stayed as a DOS/Mac text file when I checked it out) when the sound system can't be initialised. Here's a (probably very nasty) patch which works around it - there's possibly much better ways to do it within the codebase. Index: OOSDLSound.h ==...
by Micha
Wed Sep 24, 2008 9:39 pm
Forum: Suggestion Box
Topic: Missile changes and the multi-target expansion
Replies: 2
Views: 1691

Missile changes and the multi-target expansion

Ok, so with all these different types of equipment coming out which is pylon-mounted there ought to be a mechanism for pilots to switch between pylons even if they don't have a multi-target expansion installed. I've modified the code to do so, but in the process I've become aware that it's pretty kl...
by Micha
Wed Sep 24, 2008 9:20 pm
Forum: Expansion Pack
Topic: Probe 1.10 OXP
Replies: 26
Views: 6984

Indeed :) In the meantime I'm wrestling with my missile-change code. The basic modification was fairly trivial but I'm not very happy with how it handles targetting when switching between missiles and mines. Then again, I trialled the multi-target expansion and played around with that to see how it ...
by Micha
Wed Sep 24, 2008 9:17 pm
Forum: Discussion
Topic: oolite-multiplayer
Replies: 40
Views: 11670

@DaddyHoggy - Yeah, I've read some of the DIS papers. I happen to work somewhat relatedly for Sony Computer Entertainment as a network programmer (although not directly on the games teams) - also pretty cool :) The basic premise of the Donnybrook paper is to try to reduce traffic by trying to predic...
by Micha
Wed Sep 24, 2008 8:52 pm
Forum: Expansion Pack
Topic: Probe 1.10 OXP
Replies: 26
Views: 6984

Thargoid wrote:
But if you can run it against a vanilla 1.71.2 installation that will be great, it should give us definitive answers.
Looks like it works fine under 1.71.2 so it must be the bounding-box problem which another_commander mentioned in 1.72.
by Micha
Wed Sep 24, 2008 7:58 pm
Forum: Oolite-Linux
Topic: Anybody else developing under Linux?
Replies: 2
Views: 3389

Thanks for the tip - I'll take a look.

In the meantime I've found the 'insight' debugger to be a lot more stable, even though it's not as capable as ddd. But there's no point in having a feature-rich debugger if it keeps bugging out :D
by Micha
Wed Sep 24, 2008 1:17 am
Forum: Oolite-Linux
Topic: Anybody else developing under Linux?
Replies: 2
Views: 3389

Anybody else developing under Linux?

Is anybody else currently using Linux as a development platform for hacking around on Oolite? Specifically Ubuntu, just in case it makes any difference. If so, how are you debugging?? I'm using ddd (basically a frontend to gdb) and I'm getting loads of spurious signals (usually SIGINT) occuring whil...