Search found 12 matches

by mh82
Sun Nov 15, 2015 8:18 am
Forum: Expansion Pack
Topic: Add an element to the HUD without doing a complete Replace
Replies: 12
Views: 5231

Re: Add an element to the HUD without doing a complete Repla

CCL is using a shader/effect to show the overlays, right? Had a brief look at the package last night...
by mh82
Sat Nov 14, 2015 3:25 pm
Forum: Expansion Pack
Topic: Add an element to the HUD without doing a complete Replace
Replies: 12
Views: 5231

Re: Add an element to the HUD without doing a complete Repla

I'm thinking about that one for quite a while now... But it raises some gameplay / compatibility questions: When that animation is played it will completely replace the players crosshair. When using a OXP-HUD, there's a good chance that the size / shape of the animated crosshair doesn't fit the layo...
by mh82
Sat Nov 14, 2015 11:28 am
Forum: Expansion Pack
Topic: Questions on nebula and star textures
Replies: 22
Views: 10767

Re: Questions on nebula and star textures

Hello Wildeblood, hello another_commander, it was probably a bit of both. I was very excited about the new approach to the problem but got the mechanisms of system generation and population wrong. In other words: I tried to enter the room before opening the door... BAD IDEA! @another_commander: agai...
by mh82
Fri Nov 13, 2015 7:05 pm
Forum: Expansion Pack
Topic: Add an element to the HUD without doing a complete Replace
Replies: 12
Views: 5231

Re: Add an element to the HUD without doing a complete Repla

Unfortunately it doesn't :cry: :cry: :cry: But first off: thank you for your reply. Actually it just confirms what I suspected when I was browsing through the wiki. Designing a complete HUD is on my list but more like "at the end of it..." I just wanted to check if this is possible. It wou...
by mh82
Fri Nov 13, 2015 4:09 pm
Forum: Expansion Pack
Topic: Add an element to the HUD without doing a complete Replace
Replies: 12
Views: 5231

Add an element to the HUD without doing a complete Replace

Hey everyone! I'm back with another question! I want to add a custom dial which displays the reaminig time until entering witchspace as soon as the player starts the countdown. So far so good - no problem until here... Set up a small script, edited a copy of HUD.plist, the bar fills nicely and smoot...
by mh82
Fri Nov 13, 2015 3:35 pm
Forum: Expansion Pack
Topic: Questions on nebula and star textures
Replies: 22
Views: 10767

Re: Questions on nebula and star textures

@Wildeblood:. But I had a closer look a the scripting reference and there doesn't seem to be a possibility to do so. I am pretty sure you can set values via the system.info object and, according to the wiki, they are stored in the savefile. I did a test on Lave using system.info.sky_n_stars = 500; ...
by mh82
Thu Nov 12, 2015 8:00 am
Forum: Expansion Pack
Topic: Questions on nebula and star textures
Replies: 22
Views: 10767

Re: Questions on nebula and star textures

Whoa! I totally overlooked that one... Damn flu... :cry:
This seems to do exactly what I was looking for. I will play around with this a bit. I think the solution would be to run this while

Code: Select all

this.systemWillPopulate
is executed.

Thanks another_commander!!! :D :D :D
by mh82
Thu Nov 12, 2015 6:50 am
Forum: Expansion Pack
Topic: Questions on nebula and star textures
Replies: 22
Views: 10767

Re: Questions on nebula and star textures

@Wildeblood: Not exactly... Reading those values is not a problem. My question was more about setting things according to those readings especially for stars and nebulae. But I had a closer look a the scripting reference and there doesn't seem to be a possibility to do so. I think I'll have to do th...
by mh82
Wed Nov 11, 2015 12:53 pm
Forum: Expansion Pack
Topic: Questions on nebula and star textures
Replies: 22
Views: 10767

Re: Questions on nebula and star textures

@Wildeblood: If you used the galaxy seed, each system's nebulae and stars would look the same. Ideally one would determine what nebulae and/or stars are in between the systems - or if the system is within a nebula - and display them (or not) according to the distance to them. So if there's a nebula ...
by mh82
Tue Nov 10, 2015 9:49 pm
Forum: Expansion Pack
Topic: Yet another Question: Custom Splashscreens with OXP
Replies: 2
Views: 2220

Yet another Question: Custom Splashscreens with OXP

Hello again! Is there a way to exchange the splash screen at startup? (Besides of replacing the files in the game core) I already tried to create an Images folder and placed those files there, including the splash.tiff in the OXP's root. It's not that I don't like the current logo but my "cinem...
by mh82
Tue Nov 10, 2015 9:43 pm
Forum: Expansion Pack
Topic: Questions on nebula and star textures
Replies: 22
Views: 10767

Re: Questions on nebula and star textures

Thanks for those fast responses. @Amah: I'm already fiddling around with the planetinfo.plist. But I thought there might be a way to tweak those values. But I already had the feeling that the only way to change them is to edit the plist. But thanks for the pointer to this OXP, Norby. I think I even ...
by mh82
Tue Nov 10, 2015 8:58 pm
Forum: Expansion Pack
Topic: Questions on nebula and star textures
Replies: 22
Views: 10767

Questions on nebula and star textures

Hey everybody! My first post here. It's only two weeks since I discovered Oolite and I'm pretty excited about how it manages to give me that vintage gaming experience I know from the NES-Version. So I'm designing an OXP that adds some awesomeness to nebulae and stars. It will be part of an OXP packa...