Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.

Progress

General discussion for players of Oolite.

Moderators: another_commander, winston

User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Progress

Post by cim »

Cody wrote:
I decided long ago that Lave is the name of the planet, not the star
Pretty much all the fiction seems to agree on that, and it can easily be handwaved that the map refers to the planets because those are the interesting things from a travel point of view, not the stars. Similarly the F7 screen I think has already made that decision, so I think that's fine - it's what to call the star.

Maybe it's easiest to leave that open, actually - give the star a name property, but default it to just "Star", and then let OXPs set up proper names if desired. I have an idea for a "constellations" OXP already...
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: Progress

Post by Smivs »

Stars (and galaxies etc) today mostly just have a number, commonly from the New General Catalogue, so the Spiral Galaxy is NGC 3982.
Perhaps we could have a GGC (GalCop General Catalogue) which uses the chart and system numbers for identification, so Tionisla's system star would be GGC 0-124.
Commander Smivs, the friendliest Gourd this side of Riedquat.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16064
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Progress

Post by Cody »

An interesting idea, Smivs - I could go with that.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Progress

Post by cim »

Okay, let's give this a try then: added planetinfo.plist properties planet_name and sun_name with defaults if unset of "%H" (system name) and "Star" respectively.

sun.name and planet.name both now exist as JS properties, too.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16064
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Progress

Post by Cody »

All good, I like it - apart from the [oolite-beacon-label-target] thingy.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
Pleb
---- E L I T E ----
---- E L I T E ----
Posts: 908
Joined: Sun Apr 29, 2012 2:23 pm
Location: United Kingdom

Re: Progress

Post by Pleb »

Cody wrote:
All good, I like it - apart from the [oolite-beacon-label-target] thingy.
Looks like an entry in descriptions.plist needs adding. :wink:
Desktop PC: CPU: Intel i7-4790K Quad Core 4.4GHz (Turbo-Charged) GPU: Nvidia GeForce GTX 1080Ti RAM: 32GB DDR3

Laptop PC: CPU: Intel i5-10300H Quad Core 4.5GHz (Turbo-Charged) GPU: Nvidia GeForce GTX 1650 RAM: 32GB DDR4
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16064
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Progress

Post by Cody »

Pleb wrote:
Cody wrote:
All good, I like it - apart from the [oolite-beacon-label-target] thingy.
Looks like an entry in descriptions.plist needs adding.
I knew there was a technical term for it somewhere - thanks.

It has me thinking though - would that be used to display a targeted ship's description?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Progress

Post by cim »

Pleb wrote:
Cody wrote:
All good, I like it - apart from the [oolite-beacon-label-target] thingy.
Looks like an entry in descriptions.plist needs adding. :wink:
It was already there; just needs using properly.

Fixed now, thanks.
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Progress

Post by Commander McLane »

Pleb wrote:
… whilst we're talking about planets and the ASC can we not add extra spawned planets to the ASC? I know there's an OXP that does this but I think this should be part of the core game as well,
I'm not so sure about this, because the core game doesn't have extra spawned planets, and I'm not too keen on cluttering the ASC. For me only the main planet is of any interest as a target, and with some extra stations I already find myself having to hit '\' far too often for my liking in order to switch to a new target. Being forced through some additional hoops for extra planets that in my game are pure eye candy and will never be visited anyway doesn't sound like a good idea. So in my view that's a classical OXP functionality.
User avatar
maik
Wiki Wizard
Wiki Wizard
Posts: 2020
Joined: Wed Mar 10, 2010 12:30 pm
Location: Ljubljana, Slovenia (mainly industrial, feudal, TL12)

Re: Progress

Post by maik »

I agree with Commander McLane
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Progress

Post by cim »

A few bugfixes recently, the main ones being:
- high-accuracy AIs should be back to evading when hit, which an interaction with the new JS AIs had broken
- high-precision vectors now work as shader uniforms. (This should fix the weird display problems with the Rings OXP in previous nightly builds)
User avatar
CaptSolo
---- E L I T E ----
---- E L I T E ----
Posts: 909
Joined: Wed Feb 23, 2011 10:08 pm
Location: Preying Manta
Contact:

Re: Progress

Post by CaptSolo »

Just re-installed the latest development version. Left it awhile back, secondary to being forced to live with minimal detail, but I began missing all the clever new stuff in 1.79. My 1.77 commander developed an alter ego, purchased an OXP ship geared for bounty hunting, and is cruising the lanes meeting the challenge head-on. Tip of the hat to the dev's!
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Progress

Post by cim »

A few changes recently:
- the download manager now reports a count of available and installed OXPs, and will from tonight have an extra option for quick access to check whether your currently installed OXPs are up-to-date.
- core missile AIs are updated so they will collide with the launching ship less often.
- some slight tweaks have been done to the comms roles to let OXPers optionally separate out the comms messages for sub-types of ship (e.g. "trader" vs "trader-courier")
- planets should now appear without corners when viewed at the wrong range, unless the graphics settings are turned right down
- various bug fixes, including in tonight's build hopefully a final fix for the all-white planet bugs
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5525
Joined: Thu Jun 12, 2008 6:55 pm

Re: Progress

Post by Thargoid »

And for those who have yet to try 1.79 - the OXZ manager now contains over 100 OXZ's for your delectation and delight (114 at my last list update). All looks to be working perfectly with it, so a Right On Commander to Cim and the other devs for their stirling work on it.
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2676
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: Progress

Post by spara »

How does the market save work now that there is the option to save at a non-main station? Does the game save the main station market and the particular non-main station's market?
Post Reply