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by Eric Walch
Fri Aug 29, 2014 2:45 pm
Forum: Oolite-Mac
Topic: Just a couple of questions...
Replies: 8
Views: 15316

Re: Just a couple of questions...

StuffIt Expander will un-zip the oxz file, you can get it from the App Store if you haven't got it. I always do it the easy way: Change the extension from '.oxz' to '.zip'. That way the system will recognise it as an archive file and unzips it. When you append '.oxp' behind the resulting folder, yo...
by Eric Walch
Fri Aug 22, 2014 12:49 pm
Forum: Discussion
Topic: Beacon woes
Replies: 14
Views: 7976

Re: Beacon woes

bacontube wrote:
Only, I'm not finding the beacon anymore. They seem to be absent.
Specially for that reason the [wiki]BuoyRepair[/wiki].oxp is written. The galactic repair facility will detect the missing buoy and replaces it by launching a tugger with a replacement buoy from the local main station.
by Eric Walch
Mon Aug 18, 2014 3:33 pm
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37831

Re: Split: Deployable subentities

One piece of code that is also needed in shipscripts that use timers: this.entityDestroyed = function () { this.$cleanupTimers(); } And in this.$cleanupTimers you have the code to stop and delete the timer. This is to prevent errors when the ship explodes while there is still a timer running.
by Eric Walch
Sun Aug 17, 2014 4:08 pm
Forum: Expansion Pack
Topic: Imperial Courier V2.0
Replies: 92
Views: 100433

Re: Imperial Courier V2.0

Thanks for testing the texture Lone_Wolf. In this case, I don't know if my graphic program wrote the profile wrong, or that libpng-1.6 interprets it wrong. (See also: http://www.libpng.org/pub/png/spec/1.2/PNG-Chunks.html ) This problem was less serious though than the original one. The original one...
by Eric Walch
Sun Aug 17, 2014 3:21 pm
Forum: Expansion Pack
Topic: Imperial Courier V2.0
Replies: 92
Views: 100433

Re: Imperial Courier V2.0

version 2.1 gives a new error with libpng 1.6 :. Interesting. The oxp has two similar textures of the two versions. The texture file of the navy version is original 66 KB and the normal one is 311 kB in size. Both with the same resolution. The normal one is saved in interlaced mode. If I open it wi...
by Eric Walch
Sun Aug 17, 2014 10:34 am
Forum: Outworld
Topic: Oolite in the post-PC era?
Replies: 15
Views: 9567

Re: Oolite in the post-PC era?

… you could actually play Oolite on a tablet. As Android is a flavour of Linux, it would probably be quite straightforward (says he in ignorance). Linux is based on Unix, just as the Mac is. So, indeed there are big similarities. But, beside the internal technicalities, it will be a major effort to...
by Eric Walch
Sun Aug 17, 2014 10:16 am
Forum: Expansion Pack
Topic: Imperial Courier V2.0
Replies: 92
Views: 100433

Re: Imperial Courier V2.0

Yesterday, I noticed that the Wiki still contains a link to a version with a wrong texture. One of the two ships in that version can't load the texture on a mac, since Oolite 1.77 and shows up with a black hull. This problem now also starts to show up with some Linux versions. Therefor I re-saved th...
by Eric Walch
Sat Aug 16, 2014 8:14 am
Forum: Oolite-Linux
Topic: Quick batch png convertion (fix texture issues and warnings)
Replies: 20
Views: 25128

Re: Quick batch png convertion (fix texture issues and warni

The Oolite binaries downloaded from oolite.org, link to libpng1.4 distributed with the Oolite installer. The mac build uses: libpng-1.5.13 That version has also issues with some files: PNG files saved in interlaced mode give errors. There are some oxp's around that use that format. There the effect...
by Eric Walch
Sat Aug 16, 2014 7:58 am
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37831

Re: Scripters cove

dertien wrote:
I can follow the stuff that Cim pointed out, but this is beyond me.
Okay, leve it for later. The difference with your code is that the subentities don't jump between two positions, but change animated frame-by-frame from one position to the other, by the use of a frameCallback function. :)
by Eric Walch
Fri Aug 15, 2014 10:53 pm
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37831

Re: Scripters cove

Sorry, missed your post yesterday Eric, will have a look at that Buoy Repair.oxp I just filtered out the essential lines for you: this.buoy = new Array(); this.segmentName = "Navigation Buoy Segment"; this.shipSpawned = function () { if (this.ship.subEntities.length > 3) // has a segmente...
by Eric Walch
Fri Aug 15, 2014 7:32 am
Forum: Expansion Pack
Topic: Split: Deployable subentities
Replies: 99
Views: 37831

Re: Scripters cove

So basically I want to show the landing gear subentities when the docking sequence is going on, or when the ship launches, (which shows the landing rear extended or retracted at its place) and remove them and show them in their retracted state when the ship is not in its docking/undocking sequence....
by Eric Walch
Wed Aug 13, 2014 10:04 am
Forum: Expansion Pack
Topic: DeepSpacePirates.oxp
Replies: 42
Views: 35852

Re: DeepSpacePirates.oxp

Version 1.5 is now on-line. Minimum Oolite version is now 1.80
Version 1.3 will stay available for older Oolite versions.


Downloadable from the Wiki page, or direct from within Oolite with the expansion manager.
by Eric Walch
Mon Aug 11, 2014 9:10 pm
Forum: Expansion Pack
Topic: DeepSpacePirates.oxp
Replies: 42
Views: 35852

Re: DeepSpacePirates.oxp

Sorry Eric for the thread derailment… No problem. I was away for coding anyway. Now I have implemented the changes I intended. First test show things work as planned. Pirates are as responsive as before. Only one pirate in a group receives my old custom AI for welcoming the player and starting the ...
by Eric Walch
Mon Aug 11, 2014 9:02 pm
Forum: Discussion
Topic: cloaking device... what it good for?
Replies: 9
Views: 5975

Re: cloaking device... what it good for?

Knightmare wrote:
So far I have noticed that as soon as you fire your cover is blown.
In the past you could keep firing while cloaked, but that felt like cheating. Now it is less of an über-equipment.
by Eric Walch
Mon Aug 11, 2014 2:08 pm
Forum: Expansion Pack
Topic: DeepSpacePirates.oxp
Replies: 42
Views: 35852

Re: DeepSpacePirates.oxp

For a station-to-station adding oxp, you need traders with custom AI script that contain the destination station. Then you can add a shipDocked-handler which adds a new trader in the docking-que with a custom script to go to the station on the other side of the lane. I now realise that you do not ne...