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- Mon Aug 11, 2014 11:49 am
- Forum: Expansion Pack
- Topic: DeepSpacePirates.oxp
- Replies: 42
- Views: 35852
Re: DeepSpacePirates.oxp
I also think adding station traffic should be a separate oxp. Currently I calculate two routes (Wichpoint-Planet and Sun-Planet) and start adding ships on the border of these lanes. The further the player is from these lanes, the lower the chance of adding something. A new oxp could use similar addi...
- Mon Aug 11, 2014 9:40 am
- Forum: Expansion Pack
- Topic: DeepSpacePirates.oxp
- Replies: 42
- Views: 35852
Re: DeepSpacePirates.oxp
Am I right in guessing that the changes are linked to some of the discussions on Assassins? Yes. The pirates always had a custom AI based on the default pirate AI with the addition of the leader giving a 'welcome' message to the player. And the AI contained some cleanup code that removed the pirate...
- Sun Aug 10, 2014 3:32 pm
- Forum: Outworld
- Topic: Rosetta meets 67P/Churyumov-Gerasimenko
- Replies: 0
- Views: 9337
Rosetta meets 67P/Churyumov-Gerasimenko
Who wil be the first to add a model of this asteroid to Oolite. After a 10 years voyage, Rosetta finally arrived.
- Sun Aug 10, 2014 8:09 am
- Forum: Expansion Pack
- Topic: DeepSpacePirates.oxp
- Replies: 42
- Views: 35852
Re: DeepSpacePirates.oxp
Spara notified that this OXP is no longer working as planned with Oolite 1.80 because of the changed AI's for pirates. The reason is that I double check the AI of the spawned pirates to make sure I don't change custom scripts. Now all pirates with the new JS based AI are not changed. I'll just chang...
- Sun Aug 10, 2014 7:25 am
- Forum: Oolite-Mac
- Topic: Oolite in the cloud
- Replies: 4
- Views: 15905
Re: Oolite in the cloud
Hello Commander RazorMouse, Good to hear that there are more ways to realise the synchronisation. I see that it now work already 2 years for me :) For Oolite 1.80, I had to change things a bit by not synchronising the AddOns folder, but its parent folder, so that also the "managed AddOns" ...
- Tue Aug 05, 2014 4:09 pm
- Forum: Expansion Pack
- Topic: GRS buoyRepair.oxp
- Replies: 235
- Views: 79069
Re: GRS buoyRepair.oxp
A few weeks ago I had already had seen the report of shipData.load.error]: ***** ERROR: the shipdata.plist entry "grs_cobra3_redux1" specifies non-existent model "cobra3_redux1.dat". As I suspected that this was because of the new models in Oolite, I started to update this OXP th...
- Thu Jul 31, 2014 4:46 pm
- Forum: Expansion Pack
- Topic: Download URLs for the manifest on oolite.org for box.net
- Replies: 3
- Views: 3245
Re: Download URLs for the manifest on oolite.org for box.net
It does allow when you have a paying account.Neelix wrote:I'm pretty sure box.com doesn't allow direct downloads.
- Sun Jul 27, 2014 8:16 am
- Forum: Testing and Bug reports
- Topic: Somehow got like 250 kills at once???
- Replies: 24
- Views: 11784
Re: Somehow got like 250 kills at once???
Quite possibly Neolite was basd on that ancient oxp? Not on the old one. It is worse. In my copy of Neolite.oxp, I find the line: script = "oolite-constrictor.js"; So Neolite is definitely a culprit. I just downloaded the oxp from the wiki and the oxp still contains the bug despite the wa...
- Sun Jul 27, 2014 8:00 am
- Forum: Testing and Bug reports
- Topic: Somehow got like 250 kills at once???
- Replies: 24
- Views: 11784
Re: Somehow got like 250 kills at once???
it's only added in the mission's worldscript :) Yep, also in those days we noticed sudden increases in kill scores because some oxp-ers added copies of the constrictor at random in the game for fun. But I remember vaguely that there was also a ship oxp that included the constrictor with a copy of t...
- Sat Jul 26, 2014 4:47 pm
- Forum: Expansion Pack
- Topic: Svengali's OXPs - Maintainers needed.
- Replies: 38
- Views: 19854
Re: Svengali's OXPs - Maintainers needed.
I have never been from that list.Diziet Sma wrote:So does that mean I can put you down on the list as the BuoyRepair maintainer?
- Sat Jul 26, 2014 1:28 pm
- Forum: Expansion Pack
- Topic: Svengali's OXPs - Maintainers needed.
- Replies: 38
- Views: 19854
Re: Svengali's OXPs - Maintainers needed.
This weekend, I will update BuoyRepair to 1.3.3 I didn't realise that Oolite 1.80 broke this oxp. The oxp uses two core ships that are 300% enlarged. (Anaconda and Boa2) It uses the texture from Oolite, that now are removed from Oolite. As a quick fix, I now added them to the oxp. For a future fix I...
- Fri Jul 25, 2014 8:06 pm
- Forum: Discussion
- Topic: Treasuroid
- Replies: 22
- Views: 9516
Re: Treasuroid
They are from "CargoWreck.oxz".
- Mon Jul 21, 2014 8:14 pm
- Forum: Testing and Bug reports
- Topic: No more metal fragments?
- Replies: 27
- Views: 12747
Re: No more metal fragments?
Nice detective work! Not that good. I was abuse with the % operator. It is correct that n_alloys always becomes zero after the " n_alloys = ranrot_rand() % n_alloys; " calculation when starting as 1. But, that means that this low amount of plating was always there, even when I remember se...
- Mon Jul 21, 2014 7:09 pm
- Forum: Expansion Pack
- Topic: Random Hits docking
- Replies: 37
- Views: 19583
Re: Random Hits docking
it would be kind of lame to fast-dock, when there is a boss raid going on... Lucky for the game, fast docking is not working with the player on red alert. That makes that you can't cheat by fast docking yourself out of a difficult situation. :lol: In that way you are right: if the main station allo...
- Mon Jul 21, 2014 6:40 pm
- Forum: Testing and Bug reports
- Topic: No more metal fragments?
- Replies: 27
- Views: 12747
Re: No more metal fragments?
In my opinion it also looks if less metal is generated. However, without any codechange, it seems merely suggestion. Going again through the code, I see the number of chunks is less than I previous stated. If the fragment_chance is true for a ship, the ship first generates fragments with role "...