Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.
More details in this thread.
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- Tue Apr 10, 2012 4:02 am
- Forum: Discussion
- Topic: Coyote Mission
- Replies: 1
- Views: 1740
Re: Coyote Mission
Answer is here.
- 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...
- 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...
- 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.
- 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...
- 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.
- 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.
Lovely models by Storm and clever scripting.
Lovely models by Storm and clever scripting.
- 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.
- Wed Mar 21, 2012 9:37 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1717
- Views: 736090
Re: Scripters cove
An update to XS is requiredCapt. 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
orthis.ship.lightsActive = false
Thanks for this information.
- 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...
- 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
Lovely models by Storm and textures from Smivs,
Well to give an example
- Wed Mar 21, 2012 6:49 pm
- Forum: Testing and Bug reports
- Topic: Subentities Limit[SOLVED]
- Replies: 3
- Views: 1536
Re: Subentities Limit
Nope, only subentity models.Thargoid wrote:Are any of the sub-ents flashers? Those are not exposed to script.
- 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 ...
- 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.
- Tue Mar 20, 2012 4:07 pm
- Forum: Outworld
- Topic: On the subject of Quaternions
- Replies: 15
- Views: 5420