Search found 26 matches

by metri
Wed Jul 22, 2009 2:22 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 205140

Here is working Combat Computers.js code: It puts Target Auto Lock and Target Reticle Sensitive in one file. this.shipBeingAttacked = function(attacker) { if(player.ship.hasEquipment("EQ_COMBAT_COMP") && player.ship.target == null && !attacker.isCloaked) { player.ship.targe...
by metri
Wed Jul 22, 2009 12:06 am
Forum: Testing and Bug reports
Topic: sun_radius vs distance between main planet and sun
Replies: 1
Views: 1706

sun_radius vs distance between main planet and sun

Increasing sun_radius to very high value (400000) will make oolite calculating sun position from main planet to take almost forever.

So "do {} while" code in Universe.m needs some improvement.
by metri
Mon Jul 20, 2009 7:21 pm
Forum: Testing and Bug reports
Topic: Planet(s) texture
Replies: 1
Views: 1928

Planet(s) texture

If user from already running game switch to new game(this is different than case when commander get killed) via p + F2 key combinations, Lave texture will be from main planet of earlier game(with or without planet details switched on) Switching planet details in flight on/off will change details of ...
by metri
Mon Jul 20, 2009 11:57 am
Forum: Expansion Pack
Topic: YOUR AD HERE!!! 300 ads (sets A, B, C, D, E, F & G)
Replies: 2032
Views: 602161

Does anybody have solution with crashing into witchpoint ads (from hyperspace jump) other than clearing cache?

Maybe YAH just makes crash to happen earlier.
by metri
Mon Jul 20, 2009 11:49 am
Forum: Discussion
Topic: Fairy Wind at Beatle System
Replies: 4
Views: 2781

You need to destroy "Guild Target"

Check Assasssins script.js end replace all "less than" with "lessthan"
by metri
Sun Jul 19, 2009 11:06 pm
Forum: Expansion Pack
Topic: Details of converting ship.obj to ship.dat using python 2.6
Replies: 25
Views: 9022

Re: Details of converting ship.obj to ship.dat using python

First, let me iterate - I am NOT a programmer and have only a basic understanding from reading various posts etc about converting files for use in oolite. I have successfully used Wings 3d to create my own ship type 'The Copperhead' and would like to take the next logical step of using my design in...
by metri
Thu Jul 16, 2009 3:46 pm
Forum: Expansion Pack
Topic: YOUR AD HERE!!! 300 ads (sets A, B, C, D, E, F & G)
Replies: 2032
Views: 602161

Ahruman wrote:
(Case sensitivity is mostly an issue for Linux users, but it*s possible to use case-sensitive file systems in OS X too.)
How would you make oolite not case-sensitive on UFS file system for example? That would be one big overkill.
Not even mentioning case-preserving.
by metri
Wed Jul 15, 2009 1:53 pm
Forum: Expansion Pack
Topic: YOUR AD HERE!!! 300 ads (sets A, B, C, D, E, F & G)
Replies: 2032
Views: 602161

This OXP uses PoliceInterceptorAI.plist instead of policeInterceptorAI.plist causing tescoo(and others) security ships to just launch and wait forever. In what version of oolite(version number and platform) and also what version of Yah? Everything latest. Platform is case sensitive one. Nor windows...
by metri
Wed Jul 15, 2009 10:23 am
Forum: Expansion Pack
Topic: YOUR AD HERE!!! 300 ads (sets A, B, C, D, E, F & G)
Replies: 2032
Views: 602161

This OXP uses PoliceInterceptorAI.plist instead of policeInterceptorAI.plist causing tescoo(and others) security ships to just launch and wait forever.
by metri
Wed Jul 15, 2009 7:48 am
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 205140

1. Lestradae has already logged a bug on Berlios about apparently excessive memory usage of models with flashers, and I am wondering if that is some of the problem with OSE versus trunk-only. Yeah, removing all those pesky flashers from Constitution makes it apperas immediately in shipyard. Not eve...
by metri
Tue Jul 14, 2009 2:48 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 205140

Textures use very little memory, most of memory is lost on models. I believe you are mistaken. A model takes up just under 100KiB of memory in 1.72.2 (less in 1.73), and generally less video memory. A single 1024 *1024 colour texture takes up 4MiB, and there are three copies of it (two under MacOSX...
by metri
Mon Jul 13, 2009 11:35 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 205140

Maybe I missed it somewhere but OSE depends on Target Autolock and Target Reticle. Those have now been combined into one I believe... but I don't have them installed either way. They're not mentioned anywhere in this thread as far as I can remember. What depends on it do you think? I tracked it, it...
by metri
Mon Jul 13, 2009 11:27 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 205140

Which OXP is oobay in "originally" - I'll see if I can narrow it down that way... There is no originally for the oobay station - it'll make its first appearance in OSE - I only know this because I modified the originally texture for L because he was having problems with his graphics packa...
by metri
Mon Jul 13, 2009 11:23 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 205140

Where you have been before, you just copy paste what I have already done.
by metri
Mon Jul 13, 2009 4:54 pm
Forum: Expansion Pack
Topic: Galactic Navy Strikes Back
Replies: 291
Views: 126371

zevans wrote:
1. Behemoth 2.5.1 doesn't run under current trunk
Since when? It works fine for me.
Except that I was forced to replace one file because one behemoth
model variation had one exhaust extra pointing in void.