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by Okti
Tue Apr 10, 2012 4:02 am
Forum: Discussion
Topic: Coyote Mission
Replies: 1
Views: 1740

Re: Coyote Mission

Answer is here.
by Okti
Tue Apr 10, 2012 4:01 am
Forum: Expansion Pack
Topic: [UPDATED RELEASE] Coyote's Run Mission
Replies: 191
Views: 110753

Re: [UPDATED RELEASE] Coyote's Run Mission

Hi I'm have a bit of trouble finishing this mission, I've dealt with the katik asteroid and the instructions then tell me to go to the main station at Leitscen (sp) to meet zorro and lobo there, but when I do nothing happens, do I just sit and wait for them to turn up or is there a bug? I can no lo...
by Okti
Fri Mar 30, 2012 7:32 pm
Forum: Discussion
Topic: Launching with prohibited items
Replies: 20
Views: 6398

Re: Launching with prohibited items

I then found out about the existance of a illegal Goods Oxp, and then lost interest in developing it any further... An existance of an oxp does not stop you to further develop that idea, Some other members were working on the ideas from my oxp's, and the resullt may be more improved than the origin...
by Okti
Thu Mar 29, 2012 6:22 pm
Forum: Discussion
Topic: Wiki backup server is available
Replies: 92
Views: 142741

Re: New Wiki is available

Nice to have an alternative to wiki when it is down, well done Maik.
by Okti
Tue Mar 27, 2012 6:09 pm
Forum: Outworld
Topic: Other Space Games
Replies: 7
Views: 3255

Re: Other Space Games

It is easy to change the model for the asteroids in the normal game, but there are different OXP's adding different types of asteroids like Griff's shipset. For the normal game just a shipdata-overrides.plist with the following code will be fine. { "asteroid" = { model = "yourNewAster...
by Okti
Sun Mar 25, 2012 4:17 pm
Forum: Discussion
Topic: Screenshots
Replies: 6853
Views: 2048262

Re: Screenshots

I was doing some long range contracts with jump planner and in one of the systems I came accross with that news.

Image

:lol:
by Okti
Fri Mar 23, 2012 6:13 pm
Forum: Expansion Pack
Topic: [WIP] Colonization.OXP
Replies: 32
Views: 21898

Re: [WIP] Colonization.OXP

More progress, A colony station is being built.

Image

Image

Lovely models by Storm and clever scripting.
by Okti
Thu Mar 22, 2012 8:24 am
Forum: Testing and Bug reports
Topic: Subentities Limit[SOLVED]
Replies: 3
Views: 1536

Re: Subentities Limit[SOLVED]

Seems to be working fine now. I had different versions of the OXP on my AddOns folder. Sorry about the false alarm.
by Okti
Wed Mar 21, 2012 9:37 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736090

Re: Scripters cove

Capt. Murphy wrote:
http://wiki.alioth.net/index.php/Oolite ... ghtsActive

is read/write - you don't need to go via the AI.

this.ship.lightsActive = true or this.ship.lightsActive = false
An update to XS is required :D

Thanks for this information.
by Okti
Wed Mar 21, 2012 9:23 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736090

Re: Scripters cove

Can flashers be turned on and off by script (the equivalent of the AI commands switchLightsOn and switchLightsOff)? I had a memory that it got introduced at one point, but I can't find it anywhere. Or have we still got to bounce off an AI to do it? I don't think so, we had to use an AI State trigge...
by Okti
Wed Mar 21, 2012 7:06 pm
Forum: Expansion Pack
Topic: [WIP] Colonization.OXP
Replies: 32
Views: 21898

Re: [WIP] Colonization.OXP

We are making some very good progress on this project.

Lovely models by Storm and textures from Smivs,

Well to give an example :D
Image
by Okti
Wed Mar 21, 2012 6:49 pm
Forum: Testing and Bug reports
Topic: Subentities Limit[SOLVED]
Replies: 3
Views: 1536

Re: Subentities Limit

Thargoid wrote:
Are any of the sub-ents flashers? Those are not exposed to script.
Nope, only subentity models.
by Okti
Wed Mar 21, 2012 5:18 pm
Forum: Testing and Bug reports
Topic: Subentities Limit[SOLVED]
Replies: 3
Views: 1536

Subentities Limit[SOLVED]

Hi, Came across a little bit of problem for an OXP we are working on with Storm. Shipdata.plist contained about 223 subentities, but the subEntity.length exposed to JS was 173. But I could see the other subentities were rendered during the game. The OXP tries to remove the sub entities according to ...
by Okti
Wed Mar 21, 2012 2:26 pm
Forum: Discussion
Topic: Oolite.org website, wiki, BB maintenance options analysis
Replies: 53
Views: 30458

Re: Oolite.org website, wiki, BB maintenance options analysi

Shall I propose to sleep over the discussed topic for a while, I do not see any point this discussion is going to have a solution at the end by the way it is going.