Search found 4825 matches
- Sun Nov 03, 2024 5:47 am
- Forum: Expansion Pack
- Topic: [WIP] GalCop Missions
- Replies: 465
- Views: 297000
Re: [WIP] GalCop Missions
Don’t worry about the save file yet. Just the log file. I’m expecting there will be some JavaScript errors in the log, so you could search for “error” and just post the lines immediately around the error line.
- Mon Oct 14, 2024 11:12 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1757
- Views: 768783
Re: Scripters cove
Is there a recommended way to get the script from oxp A to run before the script from oxp B? This is probably the easiest method I know (and by easiest I mean the fewest number of moving parts): "use strict"; this.name = "MyScriptA"; this.$function1 = function() { log(this.name,...
- Mon Oct 14, 2024 5:20 am
- Forum: Expansion Pack
- Topic: [WIP] GalCop Missions
- Replies: 465
- Views: 297000
Re: [WIP] GalCop Missions
I got a high-paying (and presumably long-running) GalCop mission to pick up ingredients (for a medicine?) (milk from nursing tree wolves?, magma from a volcano, and banana syrup?). This mission, however, after accepting it, no longer opens. If I try to open it at a station, it just pops immediately...
- Mon Oct 14, 2024 5:05 am
- Forum: Expansion Pack
- Topic: [WIP] Bounty system OXP
- Replies: 115
- Views: 107815
Re: [WIP] Bounty system OXP
Version 0.16 is out. This removes the deferment of Elite Ranking changes, and changes the default for bounty claims to be false. So, now, by default in a new game, bounties and score changes should work as per the core game. If you want to have to claim your bounties at the main station, you have to...
- Mon Oct 14, 2024 5:02 am
- Forum: Expansion Pack
- Topic: The Feudal States
- Replies: 682
- Views: 302171
Re: The Feudal States
No Market notification update should be live in the DM shortly.
- Mon Oct 14, 2024 4:42 am
- Forum: Expansion Pack
- Topic: The Feudal States
- Replies: 682
- Views: 302171
Re: The Feudal States
Having looked through it earlier this year, I'll opine that it's not phkb's finest work. Nor his second or third finest. Yeah, cheers mate. The problem, as I see it, is that Feudal States is subverting the use of a standard function, in this case, the F8 key. Under certain circumstances, pressing F...
- Mon Oct 14, 2024 3:42 am
- Forum: Discussion
- Topic: Shipdata Query
- Replies: 1
- Views: 816
Re: Shipdata Query
are all the "has_" entries deletable for the Player entry? Probably. I imaging they would end up clashing with entries in the shipyard.plist file. So you are probably better off dropping the has_* entries in shipdata and putting the equivalent equipment item in the standard equipment in t...
- Mon Oct 14, 2024 2:27 am
- Forum: Oolite-Mac
- Topic: Attempting to get 1.91 built on Mac
- Replies: 104
- Views: 15715
Re: Attempting to get 1.91 built on Mac
I'm trying to reproduce this, but something's apparently missing. OK, I've created a branch on 1.91 (called "failed_mac_build") that has all the code I'd currently changed to get to the previous point (ie. compiles OK, shows splash but fails to get any further). Note that I had disabled t...
- Sun Oct 06, 2024 7:40 am
- Forum: Discussion
- Topic: Screenshots
- Replies: 6893
- Views: 2116597
Re: Screenshots
Looking epic, cbr!
- Thu Oct 03, 2024 7:01 am
- Forum: Discussion
- Topic: Oolite Website Domain & Fixing the Expansions Manager
- Replies: 399
- Views: 87277
Re: Oolite Website Domain & Fixing the Expansions Manager
I found Jens’ download for limping and used that, and I just hacked out the Sparkle code and excluded it.another_commander wrote: ↑Sun Sep 15, 2024 7:46 amphkb managed a Mac build so where was he getting the required dependency binaries from?
Also, cim was a Linux guy, may have had access to Windows machines but was developing on Linux.
- Thu Oct 03, 2024 6:49 am
- Forum: Oolite-Mac
- Topic: Attempting to get 1.91 built on Mac
- Replies: 104
- Views: 15715
Re: Attempting to get 1.91 built on Mac
Apologies for allowing this to fall into a hole. Not being a native Apple developer, everything I try involves some extended period of time researching for a possible fix, then more time trying to wrangle said fix into the code, only to find the fix doesn’t work and starting again. Very time consumi...
- Thu Oct 03, 2024 6:37 am
- Forum: Discussion
- Topic: Quarantine Systems
- Replies: 4
- Views: 1541
Re: Quarantine Systems
Quarantine systems are an OXP feature, definitely not in the core game.
Yes, GalCop missions implements quarantine systems, and will stop you jumping to them. There is a way around this quarantining, though.
Yes, GalCop missions implements quarantine systems, and will stop you jumping to them. There is a way around this quarantining, though.
- Thu Oct 03, 2024 6:34 am
- Forum: Testing and Bug reports
- Topic: Kill count not increasing
- Replies: 36
- Views: 5133
Re: Kill count not increasing
I’ll turn it off by default for the next release.
- Thu Oct 03, 2024 6:13 am
- Forum: Expansion Pack
- Topic: Emulating E:D
- Replies: 7
- Views: 2311
Re: Emulating E:D
I guess. Except it’s not really an attempt to rebuild ED in Oolite. It’s not comprehensive, more a scattergun approach, taking bits I had seen or experienced and thinking, “Hmm, what would be possible in Oolite?” You wouldn’t, after installing those OXPs, instantly be reminded of ED. It’s still defi...
- Thu Oct 03, 2024 5:09 am
- Forum: Expansion Pack
- Topic: [WIP] GalCop Missions
- Replies: 465
- Views: 297000
Re: [WIP] GalCop Missions
v1.90 macos. I got a high-paying (and presumably long-running) GalCop mission to pick up ingredients (for a medicine?) (milk from nursing tree wolves?, magma from a volcano, and banana syrup?). This mission, however, after accepting it, no longer opens. If I try to open it at a station, it just pop...