Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
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Search found 191 matches
- Thu May 30, 2024 3:16 pm
- Forum: Expansion Pack
- Topic: [WIP] new GUI for debug console
- Replies: 103
- Views: 10040
Re: [WIP] new GUI for debug console
Appimage has it's uses, but doesn't install. It makes a lump with all that's required to execute without unpacking as such, but no desktop icons or app menu entries. No better than fixing the conf dir thing and making a binary as we do AFAICT. True again. It has the same flaw as pyinstaller. It jus...
- Thu May 30, 2024 1:28 am
- Forum: Expansion Pack
- Topic: [WIP] new GUI for debug console
- Replies: 103
- Views: 10040
Re: [WIP] new GUI for debug console
I just glanced at autopackage. I remember it now. Yes! I'll go that way. Wow, Autopackage is a dead project that has not seen any love for 15 years AFAICT!! I'll have a crack at it anyway. Seems to load and run. True. Do you have something better? That is portable to Linux other than .deb or .rpm? ...
- Wed May 29, 2024 10:35 pm
- Forum: Expansion Pack
- Topic: [WIP] new GUI for debug console
- Replies: 103
- Views: 10040
Re: [WIP] new GUI for debug console
I just glanced at autopackage. I remember it now. Yes! I'll go that way. Wow, Autopackage is a dead project that has not seen any love for 15 years AFAICT!! I'll have a crack at it anyway. Seems to load and run. True. Do you have something better? That is portable to Linux other than .deb or .rpm? ...
- Wed May 29, 2024 10:20 pm
- Forum: Expansion Pack
- Topic: [WIP] new GUI for debug console
- Replies: 103
- Views: 10040
- Wed May 29, 2024 9:50 pm
- Forum: Expansion Pack
- Topic: [WIP] new GUI for debug console
- Replies: 103
- Views: 10040
Re: [WIP] new GUI for debug console
Yet I am wondering why you put so much effort into the 'distribution' part. Why a wrapper script if the debug console is under your control and one or two lines in the source code could make the application load the configuration from another place? I do understand that having an icon, a readme and...
- Wed May 29, 2024 8:29 pm
- Forum: Expansion Pack
- Topic: [WIP] new GUI for debug console
- Replies: 103
- Views: 10040
Re: [WIP] new GUI for debug console
All good. Noone said it is perfect the way it is, or that it has to stay that way. You are still free to chip in all your improvements. :-) Oh, alright then :D This is for Linux x86_64. (It occurs to me the archive file names ought to reflect architecture in future). My scratchings in github arrive...
- Wed May 29, 2024 7:16 pm
- Forum: Expansion Pack
- Topic: Planetfall 2.0 (probably)
- Replies: 335
- Views: 4949
- Wed May 29, 2024 3:14 pm
- Forum: Expansion Pack
- Topic: [WIP] new GUI for debug console
- Replies: 103
- Views: 10040
Re: [WIP] new GUI for debug console
oolite.space still has links to the older v1.6 console in the downloads page. This should be updated. The packaging has also changed. Previously we had one package for both Windows and Linux, now it is one package per platform. This has to also be updated on the website. Here's my take on that: Spe...
- Wed May 29, 2024 3:03 am
- Forum: Expansion Pack
- Topic: Planetfall 2.0 (probably)
- Replies: 335
- Views: 4949
Re: Planetfall 2.0 (probably)
First thing: Active script: PlanetFall2 2.5 Version 2.6 is in the download manager. Probably won't make a difference, but worth updating. Can you add this line of code to "planetFall2_worldScript.js" at around line 984 : log(this.name, "checking condition script for " + pfKeys[i...
- Tue May 28, 2024 3:05 pm
- Forum: Expansion Pack
- Topic: Planetfall 2.0 (probably)
- Replies: 335
- Views: 4949
Re: Planetfall 2.0 (probably)
I'm seeing this in the debug console on loading my savegame: Exception: TypeError: tempalloy[0].script.allowSpawnShip is not a function Active script: PlanetFall2 2.5 planetFall2_worldScript.js, line 985: allowed = tempalloy[0].script.allowSpawnShip(pfKeys[i]); And this in the log: 15:59:52.519 [scr...
- Sun May 26, 2024 12:47 pm
- Forum: Expansion Pack
- Topic: Navigation Beacons MFD
- Replies: 15
- Views: 745
Re: Navigation Beacons MFD
For those who searched about email notifications:Cholmondely wrote: ↑Sun May 26, 2024 7:37 am2) your email notifications should be "settable" on this new Bulletin Board via the User Control Panel or some such
User Control Panel -> Board Preferences -> Edit Notification Options
- Wed May 22, 2024 4:34 pm
- Forum: Outworld
- Topic: Science Fiction Trivia
- Replies: 7396
- Views: 1758106
Re: Science Fiction Trivia
Delete your post! Quick! Do you have any idea at all as to what you are letting yourself in for? the Chalice of Doom? AFK last night, popped out for a drink and ended up hanging on to the bar to prevent it from leaving me. Just woke in time for tea and terror. Image prophetically deleted from origi...
- Tue May 21, 2024 6:27 pm
- Forum: Outworld
- Topic: Science Fiction Trivia
- Replies: 7396
- Views: 1758106
Re: Science Fiction Trivia
Redacted
- Sun May 19, 2024 6:53 pm
- Forum: Outworld
- Topic: Science Fiction Trivia
- Replies: 7396
- Views: 1758106
Re: Science Fiction Trivia
- but I will accept the Avengers universe Avengers... How could I resist? :D https://static.wikia.nocookie.net/warner-bros-characters/images/5/58/Avengers-patrick-macnee-1.jpg On a more serious note: https://cdn.thedailymash.co.uk/wp-content/uploads/20190309173617/parker1.jpg Good old Parker.
- Sun May 19, 2024 4:47 pm
- Forum: Expansion Pack
- Topic: GalCorp Mission Question
- Replies: 8
- Views: 156
Re: GalCorp Mission Question
I don't see any way to complete that mission. But at least a forced misjump using an energiebomb and flee, is an easy way to earn money. The respawn rate of thargoids is much too high. After killing all Thargoids with an energiebomb i have 12 Sec, before the next wave appears. Enough time to escape...