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Search found 94 matches
- Tue May 12, 2015 8:48 pm
- Forum: Testing and Bug reports
- Topic: scannerDisplayColor
- Replies: 8
- Views: 5936
Re: scannerDisplayColor
Second: if I set(*) either SDC (but leave the scanner Hostile DisplayColors untouched) then, when the targets go hostile, they don't change to their hostile orange colour; they stay using the non-hostile colours that I set! This is necessary for compatibility. SHDC is a 1.82 addition. In 1.80 and e...
- Tue May 12, 2015 8:17 pm
- Forum: Testing and Bug reports
- Topic: scannerDisplayColor
- Replies: 8
- Views: 5936
Re: scannerDisplayColor
Well, normally usual color is the scan class color, so you can get that when the ship spawns and map the scan class to standard colors (i.e CLASS_NEUTRAL -> yellow). That would be your scannerDisplayColor1. ... you can also make a check for pre-scripted scanner colors before checking the scan class...
- Tue May 12, 2015 7:40 pm
- Forum: Testing and Bug reports
- Topic: scannerDisplayColor
- Replies: 8
- Views: 5936
Re: scannerDisplayColor
Sure, what you say re the first is consistent with the code, but it's inconvenient if you want flashing usual-colour-1 / dark-grey. I can't think of a good way of achieving that; can you? It might be better if null => use what's specified (or implied) by shipdata.plist and to have those Ship.scanner...
- Tue May 12, 2015 6:29 pm
- Forum: Testing and Bug reports
- Topic: scannerDisplayColor
- Replies: 8
- Views: 5936
scannerDisplayColor
Something's up with the four variables named like ship.scanner * DisplayColor * . First: if I set(*) SDC1 to null and SDC2 to "darkGrayColor" then the lollipop is displayed solid dark grey irrespective of the ship's default SDC1 (which might be yellow). The docs suggest I should get flashi...
- Sun May 10, 2015 8:43 pm
- Forum: Testing and Bug reports
- Topic: Trunk nightly
- Replies: 1013
- Views: 421503
Re: Trunk nightly
One more if I may: F2 -> "End Game and Return to Menu", if "clicked" by hitting Enter, jumps straight through the menu to the "Start New Commander" screen (bug), but works fine if "clicked" with the mouse. Probably an issue with scanning the keyboard too earl...
- Sun May 10, 2015 5:34 pm
- Forum: Testing and Bug reports
- Topic: Trunk nightly
- Replies: 1013
- Views: 421503
Re: Trunk nightly
Another tiny issue: scrolling off the top of the displayed portion of the OXZ list in the OXZ Manager puts you into the mini menu at the bottom of the screen (correct) unless it's the first page in the list (bug, or at least "weird"). No such issue exists with scrolling off the bottom of t...
- Sun May 10, 2015 12:41 pm
- Forum: Discussion
- Topic: ID Computer
- Replies: 36
- Views: 32096
Re: ID Computer
Oooh, nice piece of kit. Must install ... thanks!Norby wrote:... so my MFD in Telescope show the type of nearby targets, this save the locking of them.
- Sun May 10, 2015 8:01 am
- Forum: Discussion
- Topic: ID Computer
- Replies: 36
- Views: 32096
Re: ID Computer
It gets so busy in the space-lanes sometimes that it can be hard to remember what, on your busy scanner, you have actually identified. So, proposal for further enhancement: how about an option to mark as "unidentified" anything on the scanner that your STE has not already told you about, f...
- Wed May 06, 2015 7:41 pm
- Forum: Discussion
- Topic: Broken OXZs and OXZ Manager
- Replies: 53
- Views: 20503
Re: Favourite points
Yeah, I got that much from wikigoogliwebsourcez. :D I'm getting a superimposition of "that sounds like fun" & "that sounds so lame" vibes from reading them. I was hoping to elicit a more first-hand, experience-based description...? On the off-topic: yes, a superposition of &...
- Sun May 03, 2015 8:53 pm
- Forum: Discussion
- Topic: Broken OXZs and OXZ Manager
- Replies: 53
- Views: 20503
Favourite points
Another "fun" thing could be a voting system. Either by stars (1-5) or simply "upvote/downvote". That way its easier to spot the "good" addons as a newbee. Done right, this could work well. I used to spend a fair amount of time geocaching. The community is pretty scath...
- Sat May 02, 2015 3:42 pm
- Forum: Testing and Bug reports
- Topic: Route split unnecessarily
- Replies: 8
- Views: 6541
Re: Route split unnecessarily
D'oh, should've realised, sorry. I only upgraded from 1.80 recently. That's my excuse and I'm sticking to it.cim wrote:When you have the route planner up, the distance shown is not the straight-line distance to the system, but the length of the route.
- Thu Apr 30, 2015 9:20 pm
- Forum: Testing and Bug reports
- Topic: Route split unnecessarily
- Replies: 8
- Views: 6541
Route split unnecessarily
From Matere (G5) to Atmaa is 6.8ly. Oolite 1.82.0.6492 (the only one I tested) either won't let me make the jump directly (it forces a stopover at Edquonen), or I don't know the keyboard magic to force the issue. Bug? In contrast, Matere to Biradi (shorter distance but passing "right through&qu...
- Mon Apr 27, 2015 8:48 pm
- Forum: Testing and Bug reports
- Topic: this.shipDied() vs. turrets
- Replies: 14
- Views: 7660
Re: this.shipDied() vs. turrets
OK, thanks. I'll leave it there unless/until I can reproduce the issue without any caveats.
- Mon Apr 27, 2015 7:59 pm
- Forum: Testing and Bug reports
- Topic: this.shipDied() vs. turrets
- Replies: 14
- Views: 7660
Re: this.shipDied() vs. turrets
Are you cloaking as well? Posssssibly... but I don't think so now that cloaking is auto-off when the fighting starts (I'm running 1.82-dev). I'll check. A thought's occurred to me: might the NPC have launched a desperate last-ditch missile that melted immediately in my plasma and exploded right nex...
- Sun Apr 26, 2015 8:01 pm
- Forum: Testing and Bug reports
- Topic: this.shipDied() vs. turrets
- Replies: 14
- Views: 7660
Re: this.shipDied() vs. turrets
Why not? No-one's pretending that all kills are equally worthy.