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- Tue Mar 13, 2007 8:50 am
- Forum: Discussion
- Topic: It lives!
- Replies: 63
- Views: 42898
Getting textured-planets with libnoise into the trunk would be tricky. I gave up trying to merge the trunk code into the textured-planets branch (which is effectively the same operation) because the trunk's planet texturing code and the libnoise texturing code obviously hit exactly the same parts of...
- Mon Mar 12, 2007 11:58 pm
- Forum: Discussion
- Topic: It lives!
- Replies: 63
- Views: 42898
I don't understand the question - do you mean how to check out the branch, or how to use the textured-planets exe? If you're trying to build textured planets you're in for an exciting ride. You need to build a very recent version of GCC and use that in preference to the GNUstep one, because it can't...
- Mon Mar 12, 2007 3:16 am
- Forum: Oolite-PC
- Topic: Oolite test release 1.67 (extra unofficial)
- Replies: 19
- Views: 18406
- Mon Mar 12, 2007 12:44 am
- Forum: Discussion
- Topic: It lives!
- Replies: 63
- Views: 42898
- Sun Mar 11, 2007 11:07 pm
- Forum: Discussion
- Topic: It lives!
- Replies: 63
- Views: 42898
I've just built the JS branch and it is working fine. I have a couple of files modified locally, which would be to do with the equipment refactoring I warned you about. The JS scripts are loaded the same time other OXP scripts are, in ResourceManager.loadScripts. The main loop in that method looks f...
- Sat Mar 10, 2007 1:29 am
- Forum: Discussion
- Topic: It lives!
- Replies: 63
- Views: 42898
- Sat Mar 10, 2007 1:18 am
- Forum: Discussion
- Topic: New pc player. Should i install a beta .exe or other files?
- Replies: 7
- Views: 3795
All Win32 related downloads are available at the Berlios Oolite-PC site.
- Fri Mar 09, 2007 5:22 am
- Forum: Discussion
- Topic: MMORPG
- Replies: 150
- Views: 86481
Callas, I think your ideas are pretty interesting and the simplistic trading model in Oolite bugs me a bit too. Perhaps a better way to drive this conversation is to say you're going to use the Oolite code as base for YOUR space trading game that allows players to play in a universe where the tradin...
- Fri Mar 09, 2007 3:19 am
- Forum: Suggestion Box
- Topic: Anyone want to write scripts using JavaScript?
- Replies: 37
- Views: 24190
- Thu Mar 08, 2007 10:07 pm
- Forum: Suggestion Box
- Topic: Anyone want to write scripts using JavaScript?
- Replies: 37
- Views: 24190
Well, I brought the JS branch up to date a couple of months ago to try and avoid too much divergence, but I didn't expect Ahruman to get all fired up and start making Big Changes to the trunk... So yes, this is an issue because I found out that Big Changes in the trunk don't port easily to a branch....
- Wed Mar 07, 2007 12:54 am
- Forum: Suggestion Box
- Topic: Salvaging ships
- Replies: 19
- Views: 15007
That was one of the problems that made me lose interest in this feature a bit. It became clear to me that the design of the game didn't suit this idea, and NP ships is a good example of that. Another is the salvage fee - why would you trade when you can make heaps of money for just disabling a pirat...
- Wed Mar 07, 2007 12:47 am
- Forum: Suggestion Box
- Topic: Anyone want to write scripts using JavaScript?
- Replies: 37
- Views: 24190
Textured planets is dead - apparently there are better ways to get the same, or better, results. I know you want the same planets and moons to appear in a system each time. The galaxy_number and planet_number values will always be the same in a given system so if you munge them somehow you'll always...
- Tue Mar 06, 2007 10:51 pm
- Forum: Suggestion Box
- Topic: Anyone want to write scripts using JavaScript?
- Replies: 37
- Views: 24190
You have defined system_info to be local to the Initialise function. You need to move its declaration outside of that so the whole script can see it: var system_info = new Array(0x01, 0x03, 0x00, 0x07, 0x00, 0x02, 0x01, 0x03, 0x02, 0x00...); this.Initialise = function () { // anything else you need ...
- Mon Mar 05, 2007 11:51 pm
- Forum: Suggestion Box
- Topic: Codemonkeys take heed! ;)
- Replies: 20
- Views: 9846
Well, the JavaScript branch allows OXPs to listen for keystrokes to trigger behaviour so it is covered there. My original thought last year was that binding scripts to keys would allow OXPs to create new equipment too, but in the standard game engine there isn't enough of the internals exposed to do...
- Sun Mar 04, 2007 11:36 pm
- Forum: Suggestion Box
- Topic: Codemonkeys take heed! ;)
- Replies: 20
- Views: 9846
I actually implemented scripts bound to keys last year, but couldn't find a use for it so never checked it in! Oh important one: Key binding Probably needs to be hardcoded and defined in a plist. eg. in equipment.plist or such:: <key>Boundkey</key> <integer>keyvalue</integer> <key>PlusShift</key> </...