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by Capt. Murphy
Fri Jun 15, 2012 4:59 am
Forum: Expansion Pack
Topic: Setting background stars & nebulas
Replies: 31
Views: 15183

Re: Setting background stars & nebulas

OK, what I have now is this: { universal = { "sky_rgb_colors" = "1.0 0.7 0.7 1.0 1.0 1.0"; "star_count_multiplier" = "60.0"; }; } I get a hell of a lot more stars than your screenshot shows with "star_count_multiplier" = "60.0"; . Along wi...
by Capt. Murphy
Fri Jun 15, 2012 4:08 am
Forum: Testing and Bug reports
Topic: [TRUNK] Galactic Jump Bug
Replies: 22
Views: 8628

Re: [TRUNK] Galactic Jump Bug

Confirmed here as-well. No OXPs. Looks like the player ship is being moved to an invalid position on wormhole exit - perhaps something to do with r4989? :d system reports as it should. > dumpObject(eval("player.ship")) { manifest: [object Manifest], aftShield: 128, aftShieldRechargeRate: 2...
by Capt. Murphy
Thu Jun 14, 2012 5:31 am
Forum: Expansion Pack
Topic: [TEST-RELEASE Trunk Only] - Respray for Griffs 0.4 24/06
Replies: 48
Views: 35891

Re: [TEST-RELEASE Trunk Only] - Respray for Griffs 0.2 09/06

I'm sure it's more to do with player only shader uniforms being applied to a copy of the player ship on the demo screen/shipyard screen etc - i don't know why i think this, i definately didn't work it out for myself :lol: You are right Griff. It also happens when showing the player ship on a missio...
by Capt. Murphy
Thu Jun 14, 2012 5:18 am
Forum: Expansion Pack
Topic: [UPDATED RELEASE] - Breakable 'Standard' Equipment OXPs.
Replies: 44
Views: 51065

Re: [UPDATED RELEASE] - Breakable 'Standard' Equipment OXPs.

I don't know whether I had the jump countdown running when my escape pod launched). Ideas? Thanks UK_E, that looks like a plausible cause. The timer for that message is cancelled by the player cancelling the jump countdown, the jump failing or the player entering Witchspace, and I guess none of the...
by Capt. Murphy
Wed Jun 13, 2012 4:52 am
Forum: Discussion
Topic: Updated Textures for Famous Planets and System Redux
Replies: 33
Views: 20426

Re: Updated Textures for Famous Planets and System Redux

They look amazing under 1.76.1, not so much with a trunk build (especially from a distance) with the (partially finished) new planets code, but that goes for the original textures as-well. Also in trunk it appears my system can't cope with texturing multiple bodies with textures this size as the moo...
by Capt. Murphy
Wed Jun 13, 2012 3:56 am
Forum: Discussion
Topic: Most of the oxp releases are Trunk only these days
Replies: 2
Views: 1868

Re: Most of the oxp releases are Trunk only these days

I figure that this is in anticipation of a stable Oolite 1.77, which is great, I love that developers are planning ahead. As far as the OXPers are concerned I think it's more some excitement at having some new scripting tools to play with. Certainly for me when I joined and started scripting, Oolit...
by Capt. Murphy
Tue Jun 12, 2012 7:32 pm
Forum: Discussion
Topic: Screenshots
Replies: 6853
Views: 2048299

Re: Screenshots

Could you make the veins glow with an emission_map? If so it may be doable to vary the glow colour (emission_modulate_color) via script to simulate pulsing. It could pulse very slowly normally, and more rapidly in combat. Not sure how effective it would look in practise, but might be worth a try?
by Capt. Murphy
Tue Jun 12, 2012 6:27 pm
Forum: Discussion
Topic: Screenshots
Replies: 6853
Views: 2048299

Re: Screenshots

That would be lovely... :-) One is here....http://www.daftworks.co.uk/oomages/murphy_blueptython_griffdodo2.png The other was to big to upload there so is here......http://postimage.org/image/9q23azioj/ @ Smivs - I reckon this might the moment to learn some shaders - if you could impart a 'pulsing'...
by Capt. Murphy
Tue Jun 12, 2012 4:12 am
Forum: Discussion
Topic: Screenshots
Replies: 6853
Views: 2048299

Re: Screenshots

Thanks guys,

Unfortunately my full screen resolution is only 1366 x 768 so that was the size of the original....which I didn't keep when I resized it for upload. I have got a couple that are similar (same ship, same station, slightly different positions) at 1366 x 768 if that is of any use?
by Capt. Murphy
Mon Jun 11, 2012 4:39 am
Forum: Expansion Pack
Topic: [REL] Z-GrOovY Ship Repaints Updated 4 Trunk and 1.77.1
Replies: 129
Views: 60946

Re: [REL] Z-GrOovY paintshed Viper Sentinel WIP screenshots

Diziet Sma wrote:
Capt. Murphy, did you ever get those bugs fixed?
Er no :wink: :oops: - I got distracted, other more vocal projects barged into my to do list and loudly complained until the bouncers let them to the front the queue... :wink: I've given this task an upgrade - currently number 3 on my to do list.
by Capt. Murphy
Mon Jun 11, 2012 4:30 am
Forum: Expansion Pack
Topic: [TEST RELEASE-Trunk Only] - Extended_Shipyards 0.15 24/06
Replies: 15
Views: 19702

Re: [TEST RELEASE-Trunk Only] - Extended_Shipyards 0.14 09/0

The ugly yellow box is there to hide... You're using the old google-spammers' trick of yellow text on yellow background to make the text "invisible"? So you don't have any choice but to make it yellow? I thought the yellow border was just temporary while you experimented, and you'd change...
by Capt. Murphy
Mon Jun 11, 2012 4:17 am
Forum: Expansion Pack
Topic: Hints and tips for using the debug console
Replies: 42
Views: 26000

Re: Hints and tips for using the debug console

:d is basically the superpower macro. :-) Thanks Ahruman, most enlightening :). The global Object is surprisingly crowded on my system as-well. Several OXPs. :wink: I should have spotted worldScriptNames - one of the things I did with Object.keys() was try and look around a bit for undocumented pro...
by Capt. Murphy
Sun Jun 10, 2012 2:38 pm
Forum: Expansion Pack
Topic: Hints and tips for using the debug console
Replies: 42
Views: 26000

Re: Hints and tips for using the debug console

As a passing comment - those aren't in the wiki lists. I just learned something new today too - I knew this thread was a good idea ;) I got those whilst idly trying out unfamiliar methods from https://developer.mozilla.org/en/JavaScript/Reference The array of worldScripts could be very handy in scr...
by Capt. Murphy
Sun Jun 10, 2012 2:18 pm
Forum: Expansion Pack
Topic: Hints and tips for using the debug console
Replies: 42
Views: 26000

Re: Hints and tips for using the debug console

Code: Select all

Object.keys(missionVariables)
This one can be handy as-well to save you poking about in your save game.
by Capt. Murphy
Sun Jun 10, 2012 1:59 pm
Forum: Expansion Pack
Topic: Hints and tips for using the debug console
Replies: 42
Views: 26000

Re: Hints and tips for using the debug console

Object.keys(worldScripts) will give you a handy list of all the worldScripts names in an array. Similarly. Object.keys(worldScripts["Escort_Contracts"]) will list all of the properties (functions, variables and objects defined as this.xxx) of that named worldScript. And you can even view ...