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by dertien
Thu Sep 11, 2014 8:09 pm
Forum: Expansion Pack
Topic: Custom Escape Pod ?
Replies: 6
Views: 8783

Re: Custom Escape Pod ?

changed escape capsule role to:

Code: Select all

roles = "escape-capsule-deluxe escape-capsule";
Still using the old one.

Must I use a like_ship reference ?
by dertien
Thu Sep 11, 2014 7:43 pm
Forum: Expansion Pack
Topic: Custom Escape Pod ?
Replies: 6
Views: 8783

Re: Custom Escape Pod ?

Hmmm, nothing else in the log... here is the complete escape capsule shipdata.plist: { "HPC_escape_capsule" = { aft_eject_position = "0.0 0.0 -2.0"; ai_type = "oolite-shuttleAI.js"; cargo_type = "CARGO_SLAVES"; energy_recharge_rate = 2; exhaust = ( "0.0 0...
by dertien
Thu Sep 11, 2014 7:32 pm
Forum: Expansion Pack
Topic: Custom Escape Pod ?
Replies: 6
Views: 8783

Custom Escape Pod ?

Hm I am having a little issue with this: In the shipdata.plist of an NPC cobbie I have this line: escape_pod_model = "escape-capsule-deluxe"; in the shipdata.plist of the escape capsule I have this line: roles = "escape-capsule-deluxe"; reading up on the wiki: escape_pod_model Wi...
by dertien
Wed Sep 10, 2014 5:38 pm
Forum: Suggestion Box
Topic: HOWTO: Changing laser color for Player depending on weapon
Replies: 4
Views: 6955

Re: HOWTO: Changing laser color for Player depending on weap

Would you reckon Cim; that this would cause framerate or other issues, when done this way ?

Or would you be safe to assume that although it is not in any way elegant it should not pose any significant issues?
by dertien
Wed Sep 10, 2014 4:53 pm
Forum: Suggestion Box
Topic: HOWTO: Changing laser color for Player depending on weapon
Replies: 4
Views: 6955

HOWTO: Changing laser color for Player depending on weapon

This is probably not rocket science, but for those of you who compile their own game and would like to have different laser colors depending on Laser installed, I would like to share this with you: Download the source and open PlayerEntity.m in notepad ++ at line 5321 you will find this code block s...
by dertien
Wed Sep 10, 2014 2:19 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 799
Views: 400235

Re: Split: Re-scaling experiment

Hey Redspear, This is some cool stuff. HeadUpDisplay.m - line 1088 - for that full "scoop, scoop, scoop..." experience Quote: double factor = ([stellar isSun]) ? 1.4 : 1.0; There may be better values but these seem to work with suns and planets/moons of various sizes. And (for the meantime...
by dertien
Wed Sep 10, 2014 12:51 am
Forum: Expansion Pack
Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
Replies: 106
Views: 74047

Re: [RELEASE] High Poly Classic Modpack V1

Thanks Solo, It was not easy, but getting there slowly. Release of the pirate version coming very soon. A little busy with RL at the moment, but finding the time here and there to work on it. I think the new features look and play nice, so will continue along the same lines. catch you all later Dert...
by dertien
Thu Sep 04, 2014 2:21 am
Forum: Expansion Pack
Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
Replies: 106
Views: 74047

Re: [RELEASE] High Poly Classic Modpack V1

Both craft fully functional and out of Beta.

Sidewinder Pirate version up next and then it's time for Solaris Station.

Enjoy.

Further craft will now simply be added to the pack. Stay tuned for more and enjoy the release. :wink:
by dertien
Tue Sep 02, 2014 9:58 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736116

Re: Scripters cove

thank you Cim, will try that out.

Edit: works well thx.
by dertien
Tue Sep 02, 2014 9:37 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736116

Re: Scripters cove

Since it is impossible to damage passenger berths, how can one query if one is installed or not ?

since this is not possible

Code: Select all

if (player.ship.equipmentStatus("EQ_PASSENGER_BERTH") === "EQUIPMENT_OK")
what is the alternative ?
by dertien
Tue Sep 02, 2014 4:19 am
Forum: Expansion Pack
Topic: [RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014
Replies: 106
Views: 74047

Re: [REL] Cobra Mk3 HPC & Sidewinder Escort Playable Beta

A little update video on the Cobra Mk 3 Player ship which shows the visual feedback depending on the purchase of new equipment while undocked, which basically adds new subentites to the ship. If damaged or sold it will be removed from the model too. At the moment, fully functional - Witchdrive fuel ...
by dertien
Mon Sep 01, 2014 8:21 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736116

Re: Scripters cove

Okido,

It looked so very good on the player ship. Ah, well, we'll just settle for the straightforward method then.

Thanks for the quick reply.
by dertien
Mon Sep 01, 2014 8:04 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736116

Re: Scripters cove

Cim, I was experimenting with the code you wrote for engine trails. The one that Zirael used for his enginetrail oxp. It works well for the player ship, but is there any way to have it for NPC's as well. I like this one, since it gives you absolute freedom regarding length and dimentions of the trai...
by dertien
Mon Sep 01, 2014 6:11 pm
Forum: Expansion Pack
Topic: Griff's normalmapped ship remakes
Replies: 2386
Views: 732989

Re: Griff's normalmapped ship remakes

A.M.A.Z.I.N.G

They are moving along a path as well.

Very cool Griff, downloading now and keeping them.