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Search found 88 matches
- Tue Nov 21, 2006 4:53 am
- Forum: Expansion Pack
- Topic: Custom AI
- Replies: 5
- Views: 7821
- Mon Nov 20, 2006 9:04 pm
- Forum: Expansion Pack
- Topic: AI to launch multiple defense ships
- Replies: 12
- Views: 12561
AI to launch multiple defense ships
Background: In https://bb.oolite.space/viewtopic.php?t=2556&highlight= someone was a reminiscing about seeing Sidewinders pop out of Boas. I figured this would be a simple OXP and posted https://bb.oolite.space/viewtopic.php?t=2559&highlight= to ask about replacing ships with variants at a ...
- Sun Nov 19, 2006 2:43 pm
- Forum: Expansion Pack
- Topic: Ship variant probabilities
- Replies: 15
- Views: 18170
Funny you should mention it. I'm having trouble with that. I've tried using various addShip methods, to no avail. My debugging shows the code is getting called, but nothing shows up. I'm still reading through the rest of the Assassins questions. As I recall, there's a missile somewhere that spawns m...
- Sun Nov 19, 2006 12:34 pm
- Forum: Expansion Pack
- Topic: Ship variant probabilities
- Replies: 15
- Views: 18170
- Sun Nov 19, 2006 12:53 am
- Forum: Expansion Pack
- Topic: Ship variant probabilities
- Replies: 15
- Views: 18170
One thing that really got me stuck was like_shiping. Though bitter frustration I now know, you must include <model> in the shipdata even if the model is the same as the liked ship. :roll: Thanks, but... well, I've like-shipped the Anacondas and Boas. Since they don't look any different from the reg...
- Sat Nov 18, 2006 1:49 pm
- Forum: Expansion Pack
- Topic: Ship variant probabilities
- Replies: 15
- Views: 18170
Thanks for the reply. I believe adding the like-ship attribute gives it the same chance of appearance as any other like ship, and that has the overall effect that 50% of all Boas will be a carrier Boa. Not exactly what I was looking for, but close enough. It's not like I'm trying to script a mission...
- Fri Nov 17, 2006 10:00 pm
- Forum: Expansion Pack
- Topic: Ship variant probabilities
- Replies: 15
- Views: 18170
Ship variant probabilities
So, I've decided that implementing the "Boas ejecting escorts" observation from another thread would be an easy OXP. (Oy, vey. Look what I'm getting myself into this time.) I've already updated the shipdata.plist for my new variants, which I call "microcarriers". I copied some of...
- Fri Nov 17, 2006 3:39 pm
- Forum: Expansion Pack
- Topic: Benulobiweed.inc: New Company, New Ships...;)
- Replies: 86
- Views: 64032
- Tue Nov 14, 2006 3:18 pm
- Forum: Discussion
- Topic: Cargo missions
- Replies: 3
- Views: 2528
- Fri Nov 10, 2006 8:38 pm
- Forum: Suggestion Box
- Topic: Wishes, pleas, suggestions and demands!
- Replies: 47
- Views: 28312
Auto Trader equipment. You just tell it in which system you plan to dock at a station next time and it loads your cargo up accordingly. Auto Pilot Scoop Software - might make the mining carrer more attractive. Auto Pilot Auto Tracker - Combat Software Perhaps entirely automate the game, so you don'...
- Thu Nov 02, 2006 9:10 pm
- Forum: Oolite-PC
- Topic: HUD problem
- Replies: 30
- Views: 29229
With the enhanced targeting system, you get text along with the lock. I'll bet the graphics card is having a problem rendering text in accelerated mode. The easiest debugging step is to configure your DirectX/graphics settings and reducing the amount of hardware acceleration to use; often this will ...
- Thu Oct 26, 2006 8:39 pm
- Forum: Discussion
- Topic: Status Quo, revisited.
- Replies: 14
- Views: 8561
- Tue Oct 24, 2006 5:06 pm
- Forum: Discussion
- Topic: Status Quo, revisited.
- Replies: 14
- Views: 8561
Very strange; when I use "view image" I can see "Revolt of the Triffids". In the normal board, nothing. Try this link: http://www.vintagepbks.com/images/publi ... op_411.jpg to see what drew was thinking.
- Thu Oct 19, 2006 6:17 pm
- Forum: Expansion Pack
- Topic: The Assassins Guild OXP - Beta
- Replies: 286
- Views: 129772
We assume the problem is the image size. I cut them down to a little over 100K or so, but they still take approximately the same size in texture memory. I originally thought it might have something to do with the PNG compression (which is set to the highest level, 9), but if they display fine indepe...
- Wed Oct 18, 2006 3:08 am
- Forum: Expansion Pack
- Topic: The Assassins Guild OXP - Beta
- Replies: 286
- Views: 129772
In the interests of cross-platform capabilities, I downloaded the OXP and converted those images from RGB to 256. It took assassins.PNG from 300MB to 100MB. If RGB is required, I can save it that way, with the reduced colors, and still get 200MB. The reduced 256-color files are: http://judebert.com/...