Search found 68 matches

by Palmski
Thu May 12, 2011 2:01 pm
Forum: Discussion
Topic: Did the ship maintenance mechanics change?
Replies: 21
Views: 10942

Re: Did the ship maintenance mechanics change?

I seem to have found quite the opposite. Admittedly I put Oolite down for a couple of months and have only recently come back to playing it but I seem to find that my maintenance overhauls are required a lot more frequently than before, probably 1 in 10 jumps? Which is odd as if it is as you say hit...
by Palmski
Thu Sep 09, 2010 9:47 pm
Forum: Testing and Bug reports
Topic: CTD - 1.74.2
Replies: 6
Views: 2627

OK more weirdness, similar situation to the first crash I described. Shot an Iguana up and again before it exploded my status turned green indicating there was no more Iguana, except it was still right there in front of me. This time I wasn't dumb/curious enough to shoot it so no CTD, however I did ...
by Palmski
Tue Sep 07, 2010 10:40 am
Forum: Expansion Pack
Topic: MilHUD problem
Replies: 7
Views: 2674

Thanks, looked in PlayerShip and Ship but didn't realise the Entity superclass existed :)

I'll have a play tonight and see if I can work something out, should not be hard.

I'm curious then, as you wrote the original hud switching script what made you choose 109 as the OMGWTFBBQ threshold?
by Palmski
Tue Sep 07, 2010 8:25 am
Forum: Expansion Pack
Topic: MilHUD problem
Replies: 7
Views: 2674

I was wondering the self same thing actually. However I cannot find any reference on the wiki to the player.ship.energy property let alone anything indicating a maximum value so that you could use a ratio. Even that likely wouldn't help on the face of it as you would need to take into account the nu...
by Palmski
Tue Sep 07, 2010 7:01 am
Forum: Expansion Pack
Topic: MilHUD problem
Replies: 7
Views: 2674

I believe it's to do with this line in the script.js: player.ship.energy < 109 My "Condition Critical" HUD kicks in when I've still got a 1/4 bar of E4 (of 5) left. It didn't bother me especially (it meant I got to see my animated HUD more often :lol: ) so I just left it. I suggest tweakin...
by Palmski
Wed Sep 01, 2010 11:55 am
Forum: Testing and Bug reports
Topic: CTD - 1.74.2
Replies: 6
Views: 2627

FWIW I've had two more in the last two days (didn't get to play at all over the weekend), both in the middle of large engagements involving multiple pirates along with police and other traders. Nothing in common between the lot of them and nothing on the log. Guess I'll have to start removing OXPs t...
by Palmski
Fri Aug 27, 2010 8:32 am
Forum: Testing and Bug reports
Topic: CTD - 1.74.2
Replies: 6
Views: 2627

CTD - 1.74.2

Had my first Oolite CTD last night. [Windows 7 x64 fwiw] Fighting my way through a swathe of pirates at Ontiat, finally got to the last one, a Fugitive Python, shot him up to the stage where he was venting plasma but my lasers had overheated so I had to wait before finishing him off. I failed to not...
by Palmski
Wed Aug 25, 2010 11:30 pm
Forum: Expansion Pack
Topic: Yet another HUD
Replies: 13
Views: 10207

Thanks for the feedback. In the end I decided against using the docked HUD as it wasn't mine to start with, but clearly forgot to remove the image from the OXP. :oops: If you want to use it just edit the Config/hud_docked.plist and add the following (as per the entry in genericHUD from whence the im...
by Palmski
Wed Aug 25, 2010 12:30 pm
Forum: Expansion Pack
Topic: Yet another HUD
Replies: 13
Views: 10207

Thanks KW, wouldn't have been possible without your work though which I'm quite sure you recognise large chunks of! I was thinking of trying to make the glitching transition a bit smoother by inserting an intermediate frame into the sequence, but with each frame in the animation as an entire HUD I'm...
by Palmski
Wed Aug 25, 2010 8:54 am
Forum: Expansion Pack
Topic: Yet another HUD
Replies: 13
Views: 10207

Re: Yet another HUD

maik wrote:
Nice one, I just tested it. I especially like the brightened up circle around the cross-hairs!
Lol, that wasn't me, that's from MilHUD. I agree it's very useful though!
by Palmski
Wed Aug 25, 2010 8:10 am
Forum: Expansion Pack
Topic: Yet another HUD
Replies: 13
Views: 10207

@Rxke
Good point, I'll get something uploaded. :oops:

@Yodeebe
Thanks, I was interested to see what people would think of the animated damaged hud. It could be done with more sophistication of course (and I have a few ideas)...
by Palmski
Tue Aug 24, 2010 10:32 pm
Forum: Expansion Pack
Topic: Yet another HUD
Replies: 13
Views: 10207

Yet another HUD

I've been a very naughty boy; I have stolen from my betters and claimed it as my own. I've taken bits of Trek HUD, MilHUD and GenericHUD and splurged them all together into something I've been thinking of doing for ages since I heard about the dynamic HUD switching. Obviously then it's another mode ...
by Palmski
Tue Jun 15, 2010 6:39 am
Forum: Expansion Pack
Topic: Snoopers
Replies: 164
Views: 92776

It's installed but I didn't get any newsflashes when playing last night so hard to tell if there's a problem or not :wink:
by Palmski
Mon Jun 14, 2010 10:52 pm
Forum: Expansion Pack
Topic: Target Autolock OXP
Replies: 97
Views: 75856

I've definitely had some oddness with it this evening, it kept on autotargetting my own ship. Not 100% of the time (yay, intermittent bug) but probably 10 times in ~2 hours of play this evening. Log is too chock full of deprecation errors to post on the forum so I've uploaded it here but I can't see...
by Palmski
Mon Jun 14, 2010 11:59 am
Forum: Oolite-Linux
Topic: Increase logging level
Replies: 5
Views: 5273

That's where things started to go wrong, I clicked said menu option and it didnae work cap'n. No splash screen, no logs, no nuthin' so I assumed it hadn't installed and tried the package installed route instead. nvm, I'll come back and have another go at this another time - 1.74 is working perfectly...