Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.
More details in this thread.
Search found 3009 matches
- Fri Apr 20, 2012 3:57 pm
- Forum: Suggestion Box
- Topic: Beacons on the Advanced Space Compass
- Replies: 90
- Views: 20633
Re: Beacons on the Advanced Space Compass
Yep, no problems at all in 1.76 with the spooky station scenarios. All nice and doable already, and not subject to change in the foreseeable future! :) However: Just as today, if I'm driving down the motorway and the motorway services are closed by fire / power cut / strike / a crash on the sliproad...
- Fri Apr 20, 2012 3:32 pm
- Forum: Suggestion Box
- Topic: Beacons on the Advanced Space Compass
- Replies: 90
- Views: 20633
Re: Beacons on the Advanced Space Compass
Ok Wildeblood, have fun with the trolling!
- Fri Apr 20, 2012 2:28 pm
- Forum: Testing and Bug reports
- Topic: script-spawned police doesn't get correct scan_class
- Replies: 7
- Views: 3119
Re: script-spawned police doesn't get correct scan_class
/me looks causally at McLane & ThargoidEric Walch wrote:Probably never useful, but who knows what use for it some scripters might invent
- Fri Apr 20, 2012 1:50 pm
- Forum: Suggestion Box
- Topic: Beacons on the Advanced Space Compass
- Replies: 90
- Views: 20633
Re: Beacons on the Advanced Space Compass
@Wildeblood: Eh? Dear, oh dear, oh dear! :) Ok, history lesson mode: The ability of using cube maps was an indirect result of me adding the ability to texturise main planets, but was introduced by Ahruman some time after that. The ability to retexture planets has been used by a few oxps at least eve...
- Fri Apr 20, 2012 11:48 am
- Forum: Suggestion Box
- Topic: Scripting requests
- Replies: 833
- Views: 332155
Re: Scripting requests
Hi, In preparation for future stable releases being in deployment build format, but with developer releases in test-release format could we add a property to the Oolite object - something along the lines of buildType - a string which is either "deployment", "test" or "snaps...
- Fri Apr 20, 2012 10:55 am
- Forum: Suggestion Box
- Topic: Beacons on the Advanced Space Compass
- Replies: 90
- Views: 20633
Re: Beacons on the Advanced Space Compass
Ok, there's more than just 1 difference between main & secondary stations, though quite a few of them can be worked around via scripts, like in save anywhere! :) Even more reasons for sorting out that part of the code! :D Before I forget, and while I'm on the subject of sorting stuff out, making...
- Fri Apr 20, 2012 8:42 am
- Forum: Suggestion Box
- Topic: Beacons on the Advanced Space Compass
- Replies: 90
- Views: 20633
Re: Beacons on the Advanced Space Compass
Err, the point I was trying to illustrate is that there's no difference whatsoever in docking as of v1.76, thanks to micha's work. The difference did indeed exist in previous stable releases (ie 1.65 and before), and in a lot of test releases up until fairly recently. And both questions about 'repla...
- Thu Apr 19, 2012 5:19 pm
- Forum: Suggestion Box
- Topic: Beacons on the Advanced Space Compass
- Replies: 90
- Views: 20633
Re: Beacons on the Advanced Space Compass
The only actual difference between a main station and a non-main station is that you can actually save at a main station - (hmm, unless you go through save anywhere). Within the code, there's no way of creating more than 1 main station, unless there's some major alteration to the codebase. That's al...
- Thu Apr 19, 2012 11:48 am
- Forum: Expansion Pack
- Topic: shipTakingDamage event handler question
- Replies: 11
- Views: 2824
Re: shipTakingDamage event handler question
OK, it would be simple to change, but it looks like the 1.76 behaviour allows for more flexibility. Updating the wiki it is!
- Thu Apr 19, 2012 9:31 am
- Forum: Expansion Pack
- Topic: shipTakingDamage event handler question
- Replies: 11
- Views: 2824
Re: shipTakingDamage event handler question
Sounds like a bug! Will look into it & report asap!
- Thu Apr 19, 2012 9:20 am
- Forum: Expansion Pack
- Topic: DeepSpace Ships OXP - Official Thread
- Replies: 151
- Views: 68578
Re: DeepSpace Ships OXP - Official Thread
Hmm, it is his name though, and the photo does look spookily similar to the banner on http://www.jblythe.f9.co.uk/ ...
- Wed Apr 18, 2012 8:36 am
- Forum: Suggestion Box
- Topic: Shaders and stuff oh my
- Replies: 48
- Views: 14838
Re: Shaders and stuff oh my
And the new font should indeed be part of the deepspace oxp - look for a file called oolite-font.png (should be inside Textures). Removing that file(or better still, renaming it .backup), then starting Oolite while pressing shift should bring back the original font...
- Tue Apr 17, 2012 6:11 pm
- Forum: Suggestion Box
- Topic: Shaders and stuff oh my
- Replies: 48
- Views: 14838
Re: Shaders and stuff oh my
In windows, look inside oolite.app/GNUstep/Defaults/ - there should be a file called .GNUstepDefaults - if you delete it when Oolite isn't running, the next time Oolite starts it will start with a clean slate... Still, your problem could be that you also modified minimum_shader_level, which will pre...
- Tue Apr 17, 2012 5:58 pm
- Forum: Testing and Bug reports
- Topic: script-spawned police doesn't get correct scan_class
- Replies: 7
- Views: 3119
Re: script-spawned police doesn't get correct scan_class
Doesn't sound too undoable...
- Tue Apr 17, 2012 1:51 pm
- Forum: Suggestion Box
- Topic: Beacons on the Advanced Space Compass
- Replies: 90
- Views: 20633
Re: Beacons on the Advanced Space Compass
Got to admit I'm with cim about sorely underestimating the possible repercussions of such a change... As we were talking about making beaconCode read/write, he mentioned maybe making the main station beacon visible from any distance, and I saw no problems whatsoever with the idea... :? I didn't even...