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- Sun Nov 06, 2022 3:26 pm
- Forum: Expansion Pack
- Topic: Tinkerer's Workshop - OXP tweaking for fun and profit!
- Replies: 425
- Views: 452605
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Question: Is there a shiplibrary_overrides.plist or some such? Or can one include a new ship's description and specs tweaks in a copy of shiplibrary.plist and include that in one's OXP's Config folder? - I confess I've always been in the dark about this, which is why I never made one for the change...
- Sun Oct 23, 2022 10:23 am
- Forum: Expansion Pack
- Topic: Personalities.oxp
- Replies: 187
- Views: 77020
Re: Personalities.oxp
Version 0.9.2 Changes: new AI scripts, most personalities now use them with new scripts standard communications keys can be used (however, it makes sense to use only those that are used by AI), old comms keys still works fixed a bug in plistAI scripts that caused the ships themselves to never attac...
- Sun Oct 23, 2022 8:21 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736699
Re: Scripters cove
I just tried ( { class = "ship"; description = "An advanced fighter. Armed with a powerful ablation laser"; ship = "oolite_template_wavefront"; // this seems to me the most likely of the available options summary = "[oolite-ship-library-summary-MM]"; } ) Have...
- Sun Oct 23, 2022 7:43 am
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736699
Re: Scripters cove
Help! Adding a shiplibrary plist for Idkman's Wavefront . I can't get anything to appear in the Ship Library. The ship does seem to load and the laser appears for sale on the F3 screen. My shiplibrary.plist is { class = "ship"; description = "An advanced fighter. Armed with a powerfu...
- Fri Sep 30, 2022 7:20 pm
- Forum: Expansion Pack
- Topic: Planetary Systems
- Replies: 18
- Views: 20525
Re: Planetary Systems
With original Planetary Systems!? It shouldn't, at least, correctly. Do you mean a version with tweaked orbit.js?Cholmondely wrote: ↑Fri Sep 30, 2022 3:52 pmI used the original Commies, the original Planetary Systems and your new .oxp.
It works! Thank you!
- Fri Sep 30, 2022 2:01 pm
- Forum: Expansion Pack
- Topic: Planetary Systems
- Replies: 18
- Views: 20525
Re: Planetary Systems
... For the first time ever in my game the Commie systems look the way that they should. ... Can I ask if that tweak as a standalone oxz didn't work for you? In order for it to work, of course, you need to tweak PS (in orbits.js that I sent for testing, this has already been done), but it works fin...
- Fri Sep 30, 2022 12:08 pm
- Forum: Expansion Pack
- Topic: Planetary Systems
- Replies: 18
- Views: 20525
Re: Planetary Systems
Dirty as your previous solution was, it didn't require that other OXPs beyond Planetary Systems be modified. As Cholmondeley noted, one OXP using this method will, as a side effect, "fix" other OXPs that call their populator setup functions after it. But anyway, the main intention of this...
- Mon Sep 19, 2022 1:21 pm
- Forum: Expansion Pack
- Topic: Personalities.oxp
- Replies: 187
- Views: 77020
Re: Personalities.oxp
How to add personality You need to do a couple of things: Make an entry about your ship in shipdata.plist. Among all parameters of the ship (you can take them as a basis from the game files or OXP where the ship is from), special attention should be paid to: name - "shipname: charactername&quo...
- Sun Sep 18, 2022 10:20 pm
- Forum: Expansion Pack
- Topic: Personalities.oxp
- Replies: 187
- Views: 77020
Re: Personalities.oxp
I got a bit carried away with the modification, so it's a bit more than "polishing" now, but anyway. Changes: requires Oolite 1.9 now fixed several broken function calls changed names of internal variables and resources to avoid conflicts сhange in setting comms messages, it now requires a...
- Fri Sep 16, 2022 6:43 pm
- Forum: Expansion Pack
- Topic: Planetary Systems
- Replies: 18
- Views: 20525
Re: Planetary Systems
I do wonder, though, if it might make more sense to totally overwrite the SunGear code in Planetary Systems with new code for each system so that these fake suns never appear? First of all, don't need to blame SunGear, it doesn't add anything to the system by itself (probably doesn't, I just took a...
- Fri Sep 16, 2022 4:57 pm
- Forum: Expansion Pack
- Topic: Personalities.oxp
- Replies: 187
- Views: 77020
Re: Personalities.oxp
Is there any chance of somebody updating this? By updating, do you mean its further development or just a make it work on new versions? A couple of days ago I played around a bit with it, after fixing a couple of function calls, it works, albeit with a couple of scuffs (which I will attribute to th...
- Fri Sep 16, 2022 4:17 pm
- Forum: Expansion Pack
- Topic: Planetary Systems
- Replies: 18
- Views: 20525
Re: Planetary Systems
Here is an idea how to improve a bit compatibility with OXPs that use relative coordinate systems in the system populator functions - Add a method for them that will allow them to set up the system before they start working with their coordinates like this: this.systemWillPopulate = function () { if...
- Wed Aug 24, 2022 10:42 pm
- Forum: Expansion Pack
- Topic: Bizarre locations of Stranger's World Stations
- Replies: 54
- Views: 10687
Re: Bizarre locations of Stranger's World Stations
And once again I was mistaken in that almost everything is alright... As it turned out, everything worked due to the fact that the movement in orbits essentially did not work. Luckily, this is a relatively easy fix, but for now, you need to tweak the orbits script in Planet Orbits. Here is the tweak...
- Wed Aug 24, 2022 11:02 am
- Forum: Expansion Pack
- Topic: Bizarre locations of Stranger's World Stations
- Replies: 54
- Views: 10687
Re: Bizarre locations of Stranger's World Stations
I think I came up with a posible solution, but it's a bit "dirty". I'll leave it here, maybe it will give an idea for a better solution, or in case such a solution is not found. The idea is to wrap all *WillPopulate handlers to callculate orbits once per system before origin handler call. ...
- Tue Aug 23, 2022 6:50 pm
- Forum: Expansion Pack
- Topic: Bizarre locations of Stranger's World Stations
- Replies: 54
- Views: 10687
Re: Bizarre locations of Stranger's World Stations
I looked at the Planetary Systems code... it adjusts the planetary system objects' positions every time the player launches from a station to simulate those objects moving along their orbits. Isn't Planetary Systems moves orbits when the player launches from a station only for the first time? After...