The fixed version works fine on my iMac.Thargoid wrote:
Could you please test it and confirm that the fix is ok on your iMac?
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Search found 143 matches
- Tue Oct 07, 2014 10:05 pm
- Forum: Expansion Pack
- Topic: Lave Academy OXP
- Replies: 113
- Views: 71862
Re: Lave Academy OXP
- Mon Oct 06, 2014 8:44 pm
- Forum: Expansion Pack
- Topic: Lave Academy OXP
- Replies: 113
- Views: 71862
Re: Lave Academy OXP
I have dicovered a little problem with Lave Academy v1.33 OXP that seems to appear only on iMac systems: The shipdata.plist was not parsed correctly and I got an error message in the log stating that a unknown character "{" was found. The problem was caused by a missing semicolon in line 2...
- Wed Oct 01, 2014 7:56 pm
- Forum: Expansion Pack
- Topic: [Release] Coluber HUD No. 1
- Replies: 82
- Views: 103667
Re: [Release] Coluber HUD No. 1
Great Hud, really improves the feel of the game. Just a question. I got 2 MFD and only one ist sticky. I have to switch the second one on eacht time I leave a station. Is there a way to make the second MFD sticky too? Greez Sarr Hi Sarr, unfortunately I could not reproduce the behavior you describe...
- Wed Oct 01, 2014 7:02 pm
- Forum: Expansion Pack
- Topic: [Release] Coluber HUD No. 1
- Replies: 82
- Views: 103667
Re: [Release] Coluber HUD No. 1
... I made a modified version of this HUD's cross-hairs to use with it, where the 16 short line segments connecting the inner and outer 16-sided rings are highlighted when the target is centred. Captain Beatnik, would you be interested in including this in a future update of Coluber HUD No. 1? I li...
- Fri Sep 26, 2014 6:09 pm
- Forum: Expansion Pack
- Topic: [Wip] No shaders extra and alternative ships...
- Replies: 178
- Views: 212797
Re: [Wip] No shaders Griff's extra and alternative ships...
Wow! Looking very good. Excellent work!
- Thu Sep 25, 2014 6:35 pm
- Forum: Expansion Pack
- Topic: [Release] Coluber HUD No. 1
- Replies: 82
- Views: 103667
Re: [Release] Coluber HUD No. 1
Could this have something to do with one of the other OXPs, Auto Crosshairs 1.0.4.oxp? Possibly there is a conflict with one of the other OXPs but I can not verify this. Have you checked the logs? Maybe you can find a hint there. I´m not good at scripting, so if there is a problem with a script for...
- Thu Sep 25, 2014 3:34 am
- Forum: Expansion Pack
- Topic: [Release] Coluber HUD No. 1
- Replies: 82
- Views: 103667
Re: [Release] Coluber HUD No. 1
HUDSelector should work normal with this version of Coluber HUD, you can use HUDSelector without any changes. In my installation the two OXPs work together fine without any problems.ffutures wrote:What should I do about HUD Selector when I try this?
- Wed Sep 24, 2014 7:59 pm
- Forum: Expansion Pack
- Topic: [Release] Coluber HUD No. 1
- Replies: 82
- Views: 103667
Re: [Release] Coluber HUD No. 1
I get the feeling that this HUD may be particularly awkward, which I suppose makes it a good test of the refinements to HUD Selector. Hmmm... I do not think so, because Coluber HUD CH01 has nothing special. It has no scripted elements and only uses a simple hud.plist and some PNG-images for the leg...
- Sun Sep 21, 2014 9:41 pm
- Forum: Expansion Pack
- Topic: [Release] Coluber HUD No. 1
- Replies: 82
- Views: 103667
Re: [Release] Coluber HUD No. 1
Rename your hud.plist to coluberhud.plist and make a script.js file in your Config folder with this content: this.name = "coluberhud"; this.startUp = function () { player.ship.hud = this.name + ".plist"; var h = worldScripts.hudselector; if( h ) h.$HUDSelectorAddHUD("Colube...
- Sat Sep 20, 2014 3:35 pm
- Forum: Expansion Pack
- Topic: [Release] Coluber HUD No. 1
- Replies: 82
- Views: 103667
Re: [Release] Coluber HUD No. 1
[mode="even more pedantic physicist"]273.15K=0 degrees C, to be even more of a pedantic science nerd. But it is indeed an absolute scale, not a degree one so has no degree symbol in it as Smivs rightly says.[/mode] Ooops... :oops: I will delete the degree-symbol in the next version. One s...
- Thu Sep 18, 2014 9:20 pm
- Forum: Expansion Pack
- Topic: [WIP] Classics
- Replies: 153
- Views: 96317
Re: [WIP] Classic Shipsets
Seconded! I like the classic style in combinaton with some extra details. Very good work!maik wrote:Thanks for starting zhis shipset, I really like it, even more than your previuos one
- Thu Sep 18, 2014 9:12 pm
- Forum: Expansion Pack
- Topic: [Release] Coluber HUD No. 1
- Replies: 82
- Views: 103667
[Release] Coluber HUD No. 1
http://www.triflinger.net/Oolite/15rew_coluberhudno1.png Coluber works and shipyards proudly presents the new Coluber HUD No.1. The Coluber HUD No.1 is a fully featured HUD with individual scales for each gauge and additional control lights for important equipment. This HUD has individual crosshair...
- Wed Sep 17, 2014 6:26 pm
- Forum: Expansion Pack
- Topic: [WIP] HPC Solaris Station - Screens 17-09-2014
- Replies: 14
- Views: 22052
Re: [WIP] HPC Solaris Station - Screens 17-09-2014
Wow, that looks fantastic! Excellent work!
- Sun Aug 31, 2014 12:28 am
- Forum: Expansion Pack
- Topic: Five (5) Variable Crosshairs OXPs
- Replies: 24
- Views: 46505
Re: Three (3) Variable Crosshairs OXPs
Is it possible to get round crosshairs with Select-o-matic? No. That version only had the familiar four, IIRC. I had a version 2.0 with my own crosshair designs as well, which is now lost. But they were all quite traditional. Captain Beatnik has created many original crosshair files, you should ask...
- Tue Jul 22, 2014 7:28 pm
- Forum: Expansion Pack
- Topic: Other color than green or yellow for a stand alone surround?
- Replies: 1
- Views: 4547
Other color than green or yellow for a stand alone surround?
Since 1.80 it is possible to assign individual colors to the surround of a dials. Is it now also possible to define stand alone surrounds in other colors than green an yellow in the hud.plist? If yes, how can I do that? Thanks for all answers!