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by dertien
Sun Aug 10, 2014 1:26 am
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37887

Split: Deployable subentities

Hello, I hope I am posting in the right forum; I am trying to figure out how to remove a specific subentity from a ship, when another subentity is destroyed, since you cannot attach a subentity to another and both get destroyed in one go. I have this code that I recycled mostly from Eric Walsh'es Gr...
by dertien
Sat Aug 09, 2014 11:03 am
Forum: Expansion Pack
Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
Replies: 106
Views: 74159

Re: [REL] Cobra Mk3 Hi Def (HPC) beta release

I have uploaded a little update, since the views were not yet optimized, also added views for new starters.
by dertien
Sat Aug 09, 2014 1:07 am
Forum: Expansion Pack
Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
Replies: 106
Views: 74159

Re: [REL] Cobra Mk3 Hi Def (HPC) beta release

Cobra Pack Beta released, see first post for download and enjoy.
by dertien
Thu Aug 07, 2014 11:35 am
Forum: Expansion Pack
Topic: spawning a cargo container with random goods
Replies: 4
Views: 2666

Re: spawning a cargo container with random goods

Halleluja, that worked; thank you Spara.

<thumbs up>
by dertien
Thu Aug 07, 2014 10:47 am
Forum: Expansion Pack
Topic: spawning a cargo container with random goods
Replies: 4
Views: 2666

Re: spawning a cargo container with random goods

Yes something like that, only not when the ship dies, but only when the subentity on that ship does. Here is the javacript that I used from Eric's version of Griff's Sidewinder with the destroyable entities: It works great, but I would like to add some funtionality to it: this.name = "hpc_co3_s...
by dertien
Thu Aug 07, 2014 9:50 am
Forum: Expansion Pack
Topic: spawning a cargo container with random goods
Replies: 4
Views: 2666

spawning a cargo container with random goods

Hello all, I found this line in a script file of an oxp that I have installed, I think it is the falcon and kestrel one. this.ship.spawn("explosive_shrapnel", 6); Instead I would like it to spawn a cargo container with a random content. I just lack the knowledge to write the correct code, ...
by dertien
Tue Aug 05, 2014 8:45 am
Forum: Expansion Pack
Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
Replies: 106
Views: 74159

Re: [WIP] New ingame screens of Cobra MK 3 and systems

:) 3934 Lines worth 117 kb. and since we're on the subject: here's a rundown of the files up until now: 46 unique reusable subents (around 900 KB altogether) 3 unique subents (not for use on other ships) (engines and housing) 49 Kb 1 unique hull. 796 kb The whole oxp , textures included is around 2 ...
by dertien
Tue Aug 05, 2014 4:22 am
Forum: Expansion Pack
Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
Replies: 106
Views: 74159

Re: Video of Cobra MK 3 Release tomorrow/thursday.

Here's a small video of testing the ship on my onboard intel video card and also on the Nvidia. There were no framerate drops in gameplay with either of them. A test release will be somewhere tomorrow or Thursday; As you can all see this is the "bare knuckles" Cobra Mk3 without LCB and mis...
by dertien
Sat Aug 02, 2014 11:50 am
Forum: Expansion Pack
Topic: Eagle transporter [Release] and Mulga MkII[WIP]
Replies: 198
Views: 141086

Re: My Space 1999 homage to the Eagle transporter [WIP]

Will have a look at it later,

I also noticed that the Boolean functions in the latest version don't work as expected. So I'll share the version I use:

https://app.box.com/s/7di8jw5sl8b6299hppof

No worries, Stella is good at any time of day. :wink:

'Later
by dertien
Sat Aug 02, 2014 3:59 am
Forum: Expansion Pack
Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
Replies: 106
Views: 74159

Re: [WIP] New ingame screens of Cobra MK 3 and systems

New screens on first post, release coming soon.
by dertien
Thu Jul 31, 2014 5:54 pm
Forum: Expansion Pack
Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
Replies: 106
Views: 74159

Re: [WIP] Updated PICS of Detailed Cobra MK 3 and systems

Just for curiosity sake, may I ask what your poly count is at? };] At the moment you can see the hull polycount in the first screenshot on the previous page: 2072 Faces for the hull and 1289 faces in 17 different reusable greebles. There will be a few more greebles coming, and then I will rebuild t...
by dertien
Thu Jul 31, 2014 4:57 pm
Forum: Expansion Pack
Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
Replies: 106
Views: 74159

Re: [WIP] Updated PICS of Detailed Cobra MK 3 and systems

Yes indeed :D , This is done in the actual real world industry too, so why not do the same in Oolite. It takes more time to create the first ship and all its detail, but once that is done, you will not need to "reinvent" detail every ship, just put some quality development time in cockpit,...
by dertien
Thu Jul 31, 2014 4:25 pm
Forum: Expansion Pack
Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
Replies: 106
Views: 74159

Re: [WIP] Updated PICS of Detailed Cobra MK 3 and systems

Thank you gentlemen, :wink: About processor requirements, I am not really sure, and since I am running Oolite on a pretty heavy machine, I am not really the one suited to benchmark framerates. I have however dissasembled the ship (and some of the hi-poly subentities) so I could reuse them on future ...
by dertien
Tue Jul 29, 2014 5:42 pm
Forum: Expansion Pack
Topic: Ship-to-Ship Comms OXP
Replies: 41
Views: 15947

Re: Ship-to-Ship Comms OXP

Awesome idea, waiting for this one.
by dertien
Tue Jul 29, 2014 4:48 pm
Forum: Expansion Pack
Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
Replies: 106
Views: 74159

Re: [WIP] Updated PICS of Detailed Cobra MK 3 and systems

Updated post on first page,

Enjoy.