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More details in this thread.
More details in this thread.
Search found 389 matches
- Tue Oct 13, 2009 10:46 am
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 201473
- Tue Oct 13, 2009 9:04 am
- Forum: Discussion
- Topic: Whichspace?
- Replies: 63
- Views: 14888
- Mon Oct 12, 2009 11:44 pm
- Forum: Discussion
- Topic: Do Galaxies get harder as you go up?
- Replies: 3
- Views: 1542
not necessarily. There are some safer regions in the later galaxies, and some more dangerous ones. Check out the galaxy maps on the wiki for a bit more flavour. Let's try to phrase this from the reverse point of view. Why would a player want to travel the other galaxies when there seems to be no su...
- Mon Oct 12, 2009 8:27 pm
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 201473
Re: ..
Lestradre - are you up to producing a point release with this fix, so that the DEP hack is no longer required? Nope :( I'm just the librarian here, remember? :wink: Well then, if you're anything like the librarian that I hold great respect for , I won't put you wrong. Here is the ose-0.7-script-cle...
- Mon Oct 12, 2009 8:17 pm
- Forum: Outworld
- Topic: NO subject! HAHA, you'll have to read it to find out!
- Replies: 1494
- Views: 209906
- Mon Oct 12, 2009 7:16 pm
- Forum: Outworld
- Topic: NO subject! HAHA, you'll have to read it to find out!
- Replies: 1494
- Views: 209906
Must-see wet-weather performance
(invokes Rule 5: http://www.grammarbook.com/punctuation/hyphens.asp)
(invokes Rule 5: http://www.grammarbook.com/punctuation/hyphens.asp)
- Mon Oct 12, 2009 7:05 pm
- Forum: Suggestion Box
- Topic: Missile pylon management
- Replies: 16
- Views: 4186
As for your Missile Rack, I guess a way to do that would be to allow an OXP to add equipment-bay equipment into a specific bay (ie, JS modification). This way you could retrieve your MR bay number before firing, remove the MR, modify it, and re-add it to the bay you saved. Specifying a bay which al...
- Mon Oct 12, 2009 12:41 pm
- Forum: Testing and Bug reports
- Topic: Oolite reliable crash: Timers! SOLVED via Windows-Workaround
- Replies: 28
- Views: 3848
Re: ...
As Eric did point out, this would also require new triggers for OXPs as loading a commander does not provide a message to the scripts. Isn't there an existing workaround for that, where the startUp event contains the init code, with the restart method passing to the startUp event? http://wiki.aliot...
- Mon Oct 12, 2009 12:18 pm
- Forum: Testing and Bug reports
- Topic: Oolite reliable crash: Timers! SOLVED via Windows-Workaround
- Replies: 28
- Views: 3848
Re: ...
For me personally this is solved now, thanks everyone, but I really, really think this should either be solved somehow from the core game side or it should be told to Windows users in a really big sticky or flag that they should disable this for the Oolite.exe! This is not a fix, it's a hack, at be...
- Mon Oct 12, 2009 11:48 am
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 201473
Re: ..
Has anyone tested using playerWillEnterWitchspace to clean up the timer ecents? Yes, as mentioned earlier . this.playerWillEnterWitchspace = function() { this.findPlayer.stop() delete this.findPlayer } findPlayer is (obviously) the name of the timer. Lestradre - are you up to producing a point rele...
- Mon Oct 12, 2009 11:03 am
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 201473
Re: ..
Well, the only thing we could do would be to take the offending timer out of the two scripts in OSE Screet found - the buzzer and the behemoth one. When the player exits the system, does the shipDied event get called for the NPC ships? If so then that is the perfect place to stop the timer and prev...
- Mon Oct 12, 2009 11:01 am
- Forum: Outworld
- Topic: NO subject! HAHA, you'll have to read it to find out!
- Replies: 1494
- Views: 209906
- Mon Oct 12, 2009 10:57 am
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 201473
Re: ..
If not, then perhaps a shipCleanup method or some-such similar method is justified.pmw57 wrote:When the player exits the system, does the shipDied event get called for the NPC ships? If so then that is the perfect place to stop the timer and prevent further issues.
- Mon Oct 12, 2009 10:49 am
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 201473
Re: ..
Well, the only thing we could do would be to take the offending timer out of the two scripts in OSE Screet found - the buzzer and the behemoth one. When the player exits the system, does the shipDied event get called for the NPC ships? If so then that is the perfect place to stop the timer and prev...
- Mon Oct 12, 2009 10:42 am
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 201473
As of today, there's a bug report in the test part of the forum. It's a problem since a ship that has a scripted timer may be destroyed or removed once the player jumps or reloads. The js timer still is active then and will operate on parts of code that are no longer valid. Somehow it's not causing...