(apart from my usual ceterum censeo, of course (Aquila-texture?))

Moderators: winston, another_commander
Graveyards always make me feel so sad. In a happy sort of way.So has anyone downloaded it yet?
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
Has anyone picked up the further development of this. Would love to see this completed.Selezen wrote:The only valid version is the one I linked to in the message saying I was standing down. Here it is again:
http://hughesd.co.uk/elite/content/file ... a2_dev.zip
The one in my sig is out of date. The one linked above is the one that contains the latest changes and updated models plus some text files with hints and code snippets. By the time you read this I'l probably have updated the link in my sig...
It was impassible to get it work in old Oolite. One of the reason is that only ships of role "hunter" or "police" would react to distress messages. The other reason is that the messages were only send to 16 nearby ships. Even when I gave the patrols a hunter role with a JS script, they hardly ever reacted. The 16 nearby ships were almost ever just monuments.Selezen wrote:Dude, it looks as awesome as ever! Some comments, not criticisms!
Krait patrol ships are performing as I envisioned! Nice work. They patrol happily until something gets shot at, then they attack! Class! Do Lancets launch from the Dodo when something is attacked? That was one of the things I could never get working.
The appearance of the ships can easy be changed by changing the role weight. (I'll drop the adders and increase the headstone and mausoleum weight) ) In my feeling there is no need to use only simple structures for faster rendering. Complex structures are just nicer for the eye. And the rendering only starts when you are close to the field. With me I now have a FPS count of about 50 on launch in Tionisla (100 in Lave). That is mainly an effect of the number of objects. When I enter the field the FPS rate drops to 25. That number can be changed by using more primitive models. However, the flight experience does not change between a FPS of 100 and 25. So, in my opinion it is better to go for a nicer view. (I tested FPS count on both my 2GHz and 3GHz i-mac)The rusty adders were never meant to be a permanent part of the GY - I used them as placeholders when \I was developing. They were to be replaced with the simple cube/cuboid monuments or a pyramid monument I never got round to designing. I was going to use primarily triangle based markers since they are the easiest to render. Until then, the lwf_headstone, rip_headstone and silver, gold and blue mausoleums were the main content. Simple flashers are representative of very simple grave markers, and they give the GY an eerie feel, as well as making it twinkle like stars.
The moai headstone was to be discarded as too complex for a repeating structure, as was the chaos symbol. One or two of these were viable as custom monuments.
I noticed the model in your archives. I already added is to this test version and I also added a light map for the windows. The station will sometimes launch a tourist shuttle. The shuttle launch is scheduled when a non-patrol ship docks, with a maximum of 5 shuttles available for launch.There was a plan for a shuttle pod to launch from the station on a regular schedule and do a round trip of the yard. The model for it should be in the archive with a very simple texture. If you can script this that would be cool.
Thanks.Any more information you need, please let me know! Fantastic job so far though.
That's something I always wondered about, because I didn't understand why there are always collisions in Oolite (it never drops to 0). But if it's not the counting of actual collisions but the monitoring of potential collisions, it all makes sense.Eric Walch wrote:One addition to ship numbers in the graveyard. When ships are coming closer together, Oolite starts to explicit monitor their distances. When you press "shift-F" you will see a "c-xxx" number on the third line. This is the number of object-object distances that is calculated on each update. Normally that number is 10 to 100, but with the graveyard present, the number goes sky-high up to several thousends. (10000 to 20000 in trunk).