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Search found 27 matches
- Sat Sep 05, 2015 9:09 pm
- Forum: Suggestion Box
- Topic: Scripting requests
- Replies: 833
- Views: 332810
Re: Scripting requests
The event handler would be called whenever a ship gets closer than a certain distance. For this to be an event handler it would need to every frame check the distance to every other ship: that's quite expensive especially if there's a lot of objects in system and many of them are carrying out these...
- Sat Sep 05, 2015 8:17 pm
- Forum: Testing and Bug reports
- Topic: domain http://aegidian.org/ not reachable from France?
- Replies: 10
- Views: 10435
Re: domain http://aegidian.org/ not reachable from France?
It's still not working right now. The DNS resolution is working, but then a simple is timing out.
It's working normally through the SOCKS proxy though.
Code: Select all
telnet 185.11.240.13 80
It's working normally through the SOCKS proxy though.
- Sat Sep 05, 2015 7:52 pm
- Forum: Suggestion Box
- Topic: Scripting requests
- Replies: 833
- Views: 332810
Re: Scripting requests
Hi, I was looking into OXP programming again and am still missing this functionality: setShipProximityAlertForPlayer( distance ) setShipProximityAlertForRole(distance, primaryRole) event handler: shipProximityAlert = function(who) The first two functions would setup when the event handler would be c...
- Sat Sep 05, 2015 7:40 pm
- Forum: Testing and Bug reports
- Topic: domain http://aegidian.org/ not reachable from France?
- Replies: 10
- Views: 10435
domain http://aegidian.org/ not reachable from France?
Hi, I'm currently traveling in France and have this weird problem: The oolite website is working, but the bulletin boards are not working (ERR_CONNECTION_TIMED_OUT). I'm now posting this through a SOCKS proxy in the US and the website is working normally. Since I only use hotel wifis, maybe they are...
- Fri Aug 28, 2015 9:37 pm
- Forum: Discussion
- Topic: Microupdates
- Replies: 2
- Views: 1982
Microupdates
Hi, Motivated by all the talk about Elite Dangerous, I revisited oolite after (*gasp*) 10 years. It's great to still see the game around and I was able to get my 1980s space-game fix. Thanks for all the work and for keeping it alive! To make the game progress in smaller steps, would it be possible t...
- Tue Oct 22, 2013 12:51 pm
- Forum: Expansion Pack
- Topic: [RELEASE] Towbar OXP v1.0
- Replies: 221
- Views: 232166
Re: [RELEASE] Towbar OXP v0.92
To possibly add one more thing: The Galcops should be able to read the id of a towed ship. So they should be able to detect who attacked the ship and consequently attack you if you were pirating and attacked a 'clean' ship. You can add the same to the tow missile, but instead just show a message and...
- Tue Oct 22, 2013 5:33 am
- Forum: Expansion Pack
- Topic: [RELEASE] Towbar OXP v1.0
- Replies: 221
- Views: 232166
Re: [RELEASE] Towbar OXP v0.92
Great. In Towbar_ShipExplode2, you might want to first enable the injectors and then deal the damage, so that the injectors can be damaged through the blast. Maybe the ships are not invincible, but it's weird that the NPCs continue attacking a derelict ship. With NPCs fighting over derelict ships, I...
- Mon Oct 21, 2013 3:53 pm
- Forum: Expansion Pack
- Topic: [RELEASE] Towbar OXP v1.0
- Replies: 221
- Views: 232166
Re: [RELEASE] Towbar OXP v0.91
Btw salvaging fuel at the risk of starting a fire and having an explosion would be great too. You could use the salvage level to reduce the risk as one gets more experienced.
- Mon Oct 21, 2013 1:54 pm
- Forum: Expansion Pack
- Topic: [RELEASE] Towbar OXP v1.0
- Replies: 221
- Views: 232166
Re: [RELEASE] Towbar OXP v0.91
That's a great OXP. I noticed a couple of bugs and problems. Maybe they improve the oxp: The injectors will remain broken if the towbar breaks and you don't have the special towing injector modification. When you join a fight and then disable a ship, the NPCs still continue shooting at it. The ship ...
- Tue Feb 07, 2006 3:10 am
- Forum: Suggestion Box
- Topic: scripting support
- Replies: 4
- Views: 4820
scripting support
Hi. As we now have a new release and it seems to be quite stable, I would like to discuss the idea of adding scripting support to oolite, again. An excellent candidate is: Lua at http://www.lua.org/ It is lightweight, mature, portable (in C) and has an objc-c bridge. These are the points in favor of...
- Thu Jan 05, 2006 11:21 am
- Forum: Suggestion Box
- Topic: Various suggestions
- Replies: 11
- Views: 11141
I’ve considered suggesting integrating Lua scripting. The language integration looks easy (there’s an Objective-C bridge) but I’m not sure how easy setting up the necessary hooks for scripting would be. I would rather suggest Python. It's quite popular now and there seems to be a bridge, too: http:...
- Thu Jan 05, 2006 8:33 am
- Forum: Suggestion Box
- Topic: Various suggestions
- Replies: 11
- Views: 11141
Various suggestions
- Asteroid spliters should sometimes contain radioactives, <5kb platin, <10kg gold, or <20g gems. (minor change to scoopUp). Maybe there should a some special equipment, which turns spliters into gravel and get these more valuable things. - addShips should also add the escorts automatically. - Killi...