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- Mon Oct 26, 2009 8:15 pm
- Forum: Expansion Pack
- Topic: Random Hits OXP
- Replies: 1047
- Views: 398352
The method now takes on average, 30 time longer to run. Sometimes nearly 60 times longer!! :evil: So what? It's not noticeable. All it executes is one line! Screet The original this.ReserveDutySystemDetermination method consists of 738 lines of code. It's a large switch statement (that really needs...
- Mon Oct 26, 2009 7:57 pm
- Forum: Expansion Pack
- Topic: Random Hits OXP
- Replies: 1047
- Views: 398352
By simply taking the current time into account to have the system being determined randomly multiple times it does change these numbers, not only for the target system but also for other things to happen ;) I added the ps. part on up above, but I'll reiterate here for clarity. The method now takes ...
- Mon Oct 26, 2009 7:38 pm
- Forum: Expansion Pack
- Topic: Random Hits OXP
- Replies: 1047
- Views: 398352
- Mon Oct 26, 2009 7:32 pm
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 199994
// Ships that are added to the system, and to interstellar space this.setUpGlobalShips = function() { ... } // Ships to be added to the system this.setUpSystemShips = function() ... } // add global and system ships this.setUpShips = function () { if (system.isInterstellarSpace) { this.setUpGlobalSh...
- Mon Oct 26, 2009 12:12 pm
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 199994
well I have a compiled with debug on, Oolite, so with gdb on as well, hopefully if it does crash, I will get something meaningful from the logs, and I will say what SVN version of Oolite Im currently running to help as well, got windows 7 installed, 64bit, nice OS, but will be using XP for Ooilite ...
- Mon Oct 26, 2009 11:42 am
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 199994
Heureka! Very happy to report that the last legacy script has been successfully translated: Your new complete java script replacement for the player stations now works completely as intended on my system and can therefore replace the still 190 legacy scripts nescessary before. Great work on that - ...
- Mon Oct 26, 2009 10:51 am
- Forum: Discussion
- Topic: Funniest/strangest planetary flavor text
- Replies: 13
- Views: 3628
Screet who recently read an excerpt of a lobby-document pro nuclear power which reads that throughout entire earth there has not yet been found a single place where the radioactive waste could be stored safely and given the many years of trying to find one, such a place might never be found :shock:...
- Sun Oct 25, 2009 1:43 pm
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 199994
Re: ..
:( With the latest update, not even already bought stations appear in the missions list - and also none that are bought then. Try one of the testpilots downloadable from posting 1 of this thread, they have loads of creds, fly them to a TL 15- system to check (in the special systems you can't buy st...
- Sun Oct 25, 2009 10:36 am
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 199994
Re: ..
Actually, give me a few moments. I think that I know what the issue is. It's only checking on a witchspace jump or when you exit a station. It's been updated now. You can now, even while looking at the manifest screen, use the debug console to change the value of missionVariables.playerstation_AAA,...
- Sun Oct 25, 2009 10:25 am
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 199994
Re: ..
Actually, give me a few moments. I think that I know what the issue is. It's only checking on a witchspace jump or when you exit a station.pmw57 wrote:What is the appropriate fragment from your save game file. I will simulate locally to duplicate the issue and resolve from there.
- Sun Oct 25, 2009 8:51 am
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 199994
Re: ..
@pmw57, if you want to transfer the playerstations.plist script into a java script version, I would be very happy about that, but keep in mind that that's the one that should write any and all owned stations onto the mission screen (F5-F5) Adding the stations on to the mission screen is hampered by...
- Fri Oct 23, 2009 11:31 pm
- Forum: Suggestion Box
- Topic: Enhanced realism mod
- Replies: 14
- Views: 5474
Re: Enhanced realism mod
As I have no idea about scripting other than tinkering with plists, I've no idea if it is possible to have a flag on certain trader AI's that sends them hostile in response to player vessel proximity. They could send appropriately barbed quotes such as: "How's my undercarriage doing?" &qu...
- Thu Oct 22, 2009 1:36 am
- Forum: Discussion
- Topic: Oolite Russian translation
- Replies: 22
- Views: 14086
- Wed Oct 21, 2009 11:26 am
- Forum: Oolite-PC
- Topic: Yaw and Throttle
- Replies: 12
- Views: 9935
I have one of those Sidewinder force feedback joysticks, with 4 buttons on the base, usual throttle and twist features, and aside from the primary/secondary fire and hat, there are two more buttons on top too. The primary and secondary are for lasers and missles. The other two buttons up top are for...
- Tue Oct 20, 2009 10:52 pm
- Forum: Outworld
- Topic: NO subject! HAHA, you'll have to read it to find out!
- Replies: 1494
- Views: 209021