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- Sat Sep 16, 2017 10:19 am
- Forum: Expansion Pack
- Topic: [Release] System Features: Rings
- Replies: 177
- Views: 117840
Re: [Release] System Features: Rings
Ah, okay - not the cross product - must have looked at the wrong line. It sets the planet orientiation to quaternion_rotation_betweenHP(sun_dir,make_HPvector(1.0,0.0,0.0)) which in JS is either sun_vector.rotationTo([1,0,0]) or [1,0,0].rotationTo(sun_vector) That gives you a quaternion but you can c...
- Thu Sep 14, 2017 6:46 pm
- Forum: Expansion Pack
- Topic: [Release] System Features: Rings
- Replies: 177
- Views: 117840
Re: Screenshots
:shock: So the shadow is done with the shader and not the game's lightning engine. In that case, tilting is not the way to go. The lighting engine doesn't really support shadows at all. There's a basic check that allows: - the side of an object opposite the sun to be darker (which is in the shaders...
- Thu Sep 14, 2017 6:40 pm
- Forum: Expansion Pack
- Topic: [Release] System Features: Rings
- Replies: 177
- Views: 117840
Re: [Release] System Features: Rings
The planet orientation changes because they rotate (slowly) so their axis doesn't move but they spin around it. So... here's how things are worked out at system creation time - the planet is placed at its location - the sun is placed in the sun_vector direction - the planet is rotated so that its ax...
- Wed Sep 13, 2017 4:48 pm
- Forum: Expansion Pack
- Topic: [Release] System Features: Rings
- Replies: 177
- Views: 117840
Re: Screenshots
I probably don't know a thing here, but isn't the station already there, when you add the ring? If so, it's just maths to rotate the ring for a few degrees. And all pretty simple until you get to the shaders for the shadow cast by the planet on the ring. It'd be a lot easier to move the station by ...
- Mon Aug 07, 2017 1:50 pm
- Forum: Expansion Pack
- Topic: SOTL Exploration v0.4 [WIP, 1.83 required]
- Replies: 91
- Views: 89381
Re: SOTL Exploration v0.4 [WIP, 1.83 required]
I moved them to the new storage fine ... just didn't update the links. Done now.
- Sat Jul 08, 2017 7:34 am
- Forum: Discussion
- Topic: Adding "1.85" to the options on the "Manage Expansion Packs" page
- Replies: 6
- Views: 7955
Re: Adding "1.85" to the options on the "Manage Expansion Packs" page
Okay, updated the repo now. Will need someone with site access to deploy it.
- Fri Jul 07, 2017 9:26 pm
- Forum: Discussion
- Topic: Adding "1.85" to the options on the "Manage Expansion Packs" page
- Replies: 6
- Views: 7955
Re: Adding "1.85" to the options on the "Manage Expansion Packs" page
It's in https://github.com/OoliteProject/oolite ... config.php - I'll try to update it tomorrow ready for deployment to the site.
- Sat May 20, 2017 4:42 pm
- Forum: Discussion
- Topic: Progress
- Replies: 2069
- Views: 839472
Re: Progress
Yes, as a_c says, making the changes between 1.80 and 1.82 while keeping backward compatibility with existing OXPs and making sure that OXP changes disappeared if you uninstalled the OXP was a little tricky. The key point is http://wiki.alioth.net/index.php/Planetinfo.plist#Layers Core game entries ...
- Sat May 20, 2017 8:39 am
- Forum: Suggestion Box
- Topic: Some thoughts on Missiles & ECM
- Replies: 32
- Views: 32722
Re: Some thoughts on Missiles & ECM
I've reused some existing feature that exists to solve something else I don't understand, so the missiles also tend to "dive" on launch. I think this is the bit that stops the missile from being 'run over' by the ship that launches it - a fast ship (or one using injectors) can be faster t...
- Wed May 17, 2017 8:01 pm
- Forum: Expansion Pack
- Topic: Energy bomb disappeared again
- Replies: 6
- Views: 4751
Re: Energy bomb disappeared again
Sorry about that - I moved all of my OXPs to a new server a few months ago and thought I'd got all the links.
- Thu Mar 09, 2017 10:08 pm
- Forum: Expansion Pack
- Topic: Traffic Redistributer OXZ
- Replies: 22
- Views: 27970
Re: Traffic Redistributer
Give the transporter a hyperdrive. Less satisfactory but if I gave it a fuel of only 4 or 5 light years then would it choose target systems accordingly? Target systems are chosen by the populator, not the ship AI. If you give it insufficent fuel to make the jump, then it will: 1) if it has fuel sco...
- Thu Mar 09, 2017 5:50 pm
- Forum: Expansion Pack
- Topic: Traffic Redistributer OXZ
- Replies: 22
- Views: 27970
Re: Traffic Redistributer
Include the Transporter in each of the three main trader roles (trader, courier, smuggler) You might see some odd behaviour from this as both the standard AIs for those roles and the standard populator use of those roles assumes that the ship can make independent hyperjumps. Most obvious issue I th...
- Fri Feb 24, 2017 10:03 am
- Forum: Discussion
- Topic: Split: Re-scaling experiment
- Replies: 799
- Views: 400236
- Tue Feb 21, 2017 5:48 pm
- Forum: Suggestion Box
- Topic: Oolite 2.0 or II
- Replies: 274
- Views: 184940
Re: Oolite 2.0 or II
One of the big things which made Elite easier than Oolite - on the BBC version at least - was that the NPC ships were considerably less resilient than the player ship. A missile would destroy any NPC pretty much unconditionally in Elite, whereas the player could survive a missile hit - perhaps two, ...
- Fri Feb 17, 2017 9:13 pm
- Forum: Suggestion Box
- Topic: Oolite 2.0 or II
- Replies: 274
- Views: 184940
Re: Why is Diso so Dangerous
An OXP could crank down the number of pirates in the Old Worlds, making them far safer than other, similar systems elsewhere. Provide an island of low-profit relative stability, where players can learn the basics and build up some skills and a bit of equipment, before heading out into deeper waters...