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- Sun Oct 06, 2013 12:35 am
- Forum: Discussion
- Topic: NPC Equipment
- Replies: 22
- Views: 8193
Re: NPC Equipment
I interpret the legal record somewhat differently. These days we have a list of "most wanted" in some cases, or "would like to speak to" announced via the media. So I don't see anything wrong with assuming that if at our current state we are appealing for information from the pub...
- Thu Oct 03, 2013 10:53 am
- Forum: Discussion
- Topic: Proposed wiki page - OXPs for new players.
- Replies: 59
- Views: 15526
Re: New wiki page - OXPs for new players.
Some of my thoughts on this... Instead of "recommended" or "suggested", perhaps "safe" might be a clearer choice of words? I don't think there is anything wrong with giving them a choice between similar OXPs at all; in fact if they are going to start browsing the OXP li...
- Sat Sep 28, 2013 8:04 am
- Forum: Outworld
- Topic: I'm getting old and grumpy!
- Replies: 33
- Views: 9287
Re: I'm getting old and grumpy!
Ha! This would be the ideal time to make some joke about you guys all being ancient and in need of walking sticks, except that my knees are probably worse than most of yours, having popped both of them out multiple times, and not yet having reached the ripe old age of 24...
- Mon Sep 23, 2013 11:18 am
- Forum: Discussion
- Topic: Am I normal?!
- Replies: 30
- Views: 9197
Re: Am I normal?!
'Tis also the price of a series of injections to cure a pervasive disease called NORL (Non-Oolite RealLife). Its symptoms include time away from your ship's keyboards, and daydreams about life on an “utterly insignificant little blue green planet whose ape-descended life forms are so amazingly primi...
- Sun Sep 22, 2013 10:04 pm
- Forum: Discussion
- Topic: Progress
- Replies: 2069
- Views: 839509
Re: Progress
The new AI/ecosystem branch is basically complete in terms of features though there's still going to be a lot of work to do on testing and balancing. Many thanks to everyone who has made suggestions. For something a bit different, here's some work on the explosion graphics. ... The texture is still...
- Sat Sep 21, 2013 12:31 am
- Forum: Expansion Pack
- Topic: [RELEASE] : Generic Dynamic HUDs switching
- Replies: 51
- Views: 22014
Re: [RELEASE] : Generic Dynamic HUDs switching
Hmm, other Killer Wolf OXPs which have disappeared into the ether are his Phantom, Spectre, Wasps and Scorpius. Looking through past threads, I get the impression that he was opposed to the idea of licensing, and believed that respect and asking permission should be the way to modify OXPs. There is ...
- Fri Sep 20, 2013 11:11 pm
- Forum: Discussion
- Topic: THE DEATH OF OOLITE > ELITE DANGEROUS
- Replies: 74
- Views: 34816
Re: THE DEATH OF OOLITE > ELITE DANGEROUS
Yeah, from what I see on the boards, the game is proceeding along rather nicely. Whenever I see cim post about the core game's progress and development, I either think "Huh, that sounds like a great idea!" or "Huh, I thought the game already did that!" It only seems to improve an...
- Sat Sep 14, 2013 8:14 pm
- Forum: Discussion
- Topic: Trident Down Question
- Replies: 5
- Views: 2672
Re: Trident Down Question
Glad someone could help you! 'Tis a fun little mission of Ramirez's! When I played through it one Christmas I went though and debugged the path that I chose, and I'm guessing you're taking a different line to me. It would be interesting for me to play the mission again and take a different approach....
- Fri Sep 13, 2013 6:43 pm
- Forum: Discussion
- Topic: Trident Down Question
- Replies: 5
- Views: 2672
Re: Trident Down Question
Trident Down is a mission which has multiple different choices and paths, which will lead to different events. As a result, people can have rather different experiences, which is great from a playability point of view, but slightly more awkward to debug. If you post all Trident Down mission variable...
- Wed Sep 11, 2013 10:59 pm
- Forum: Testing and Bug reports
- Topic: Thargoid Carrier NPC launching weirdness in 1.77
- Replies: 17
- Views: 8030
Re: Thargoid Carrier NPC launching weirdness in 1.77
Ah. Oh. Right. So.... all stations must have at least one dock subentity. If they do not have one, they get a virtual dock subentity created for them (for backward compatibility with the very old way of doing docks). Fine. The Thargoid Carrier has a dock subentity anyway. Any entity without an expl...
- Wed Sep 11, 2013 7:46 pm
- Forum: Discussion
- Topic: Help with turning shaders on
- Replies: 13
- Views: 3850
Re: Help with turning shaders on
That explains things. True enough about Griff's shipset and the shaders - I hadn't thought about that, and yes, without shaders they are somewhat dullish looking. Although I see you've already pointed to CaptSolo's excellent alternative! The Addition/Replace version knowledge will be still useful if...
- Wed Sep 11, 2013 7:23 pm
- Forum: Discussion
- Topic: Help with turning shaders on
- Replies: 13
- Views: 3850
Re: Help with turning shaders on
In other news, looking at your log you appear to have two versions of captKev_dodo.oxp. The extra one which can safely be deleted is here: ../AddOns/griff_boa_prototype_normalmapped.oxp/captKev_dodo.oxp You also have two versions of Cabal_Common_Library. Which is impressive as you have a copy of ver...
- Tue Sep 10, 2013 4:04 pm
- Forum: Expansion Pack
- Topic: Griff's normalmapped ship remakes
- Replies: 2386
- Views: 733001
Re: Griff's normalmapped ship remakes
Not only is there the extra bracket, but as FlasherColor is a const vec3 , the numbers following make no sense at all. I've had a proper look through the shader now. It is the simplified equivalent of line 138, which is: color += lightLevel * (flasherMap.r + flasherMap.b) * FlasherColor; So as I sug...
- Mon Sep 09, 2013 8:38 pm
- Forum: Expansion Pack
- Topic: Griff's normalmapped ship remakes
- Replies: 2386
- Views: 733001
Re: Griff's normalmapped ship remakes
20:13:32.789 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for griff_viper_pursuit.fragment: >>>>> GLSL log: 0:116(83): error: syntax error, unexpected ')', expecting ',' or ';' 20:13:32.789 [shader.load.failed]: ***** ERROR: Could not build shader griff_normalmap_s...
- Mon Sep 09, 2013 3:28 pm
- Forum: Suggestion Box
- Topic: 'Good working order' ship after ejecting.
- Replies: 46
- Views: 19765
Re: 'Good working order' ship after ejecting.
the game takes a "snapshot" of the condition of your ship (as regards what is fitted and what is working) at every launch/Witchspace jump and uses that as the baseline for replacement. I like this idea the most, as it is simple and to the point. I would not even use the ship's condition a...