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More details in this thread.
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- 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...
- 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...
- 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: 35892
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...
- Thu Jun 14, 2012 5:18 am
- Forum: Expansion Pack
- Topic: [UPDATED RELEASE] - Breakable 'Standard' Equipment OXPs.
- Replies: 44
- Views: 51072
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...
- 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...
- 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...
- Tue Jun 12, 2012 7:32 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 6853
- Views: 2048368
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?- Tue Jun 12, 2012 6:27 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 6853
- Views: 2048368
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'...
- Tue Jun 12, 2012 4:12 am
- Forum: Discussion
- Topic: Screenshots
- Replies: 6853
- Views: 2048368
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?
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?
- 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: 60958
Re: [REL] Z-GrOovY paintshed Viper Sentinel WIP screenshots
Er no - 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... I've given this task an upgrade - currently number 3 on my to do list.Diziet Sma wrote:Capt. Murphy, did you ever get those bugs fixed?
- Mon Jun 11, 2012 4:30 am
- Forum: Expansion Pack
- Topic: [TEST RELEASE-Trunk Only] - Extended_Shipyards 0.15 24/06
- Replies: 15
- Views: 19703
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...
- 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...
- 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...
- 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)
- 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 ...