Progress
Moderators: winston, another_commander
Re: Progress
I have been play testing Oolite 1.82 today for more hours than I should , and would like to add my note of gratitude to the developers and contributors to this release. I can only begin to imagine the life consuming nature of building this project. So hats off to you folks
Flying Python Class Cruiser, Chapter & Verse IV
Re: Progress
I only got a few minutes of play time on 1.82 last night before getting mass locked by my wife. I must say, I love the slick way that the map screens switch over.
- Norby
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Re: Progress
Then try pgup/pgdown keys: my default zoom is the smallest where system names still displayed since this feature is implemented.Imaginos wrote:I love the slick way that the map screens switch over.
Re: Progress
Thanks! It's a beatyful release. I'm trying it now from Arch Linux repository.
The new planets are very nicely rendered, and with a FOV of 69 it looks more natural on 16:10 display.
The new planets are very nicely rendered, and with a FOV of 69 it looks more natural on 16:10 display.
Last edited by Tichy on Mon Jun 01, 2015 10:57 am, edited 1 time in total.
- Redspear
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Re: Progress
My first impression of 1.82 is very, very good! Thanks guys
Imaginos wrote:I only got a few minutes of play time on 1.82 last night before getting mass locked by my wife.
Re: Progress
New feature in tonight's build - one which people have occasionally requested for some time. There's a new "concealment" parameter to
0 (default): all information visible
100 or more: F7 screen shows no information, economy/gov/TL/star colour not visible on chart either
200 or more: system name is not shown
300 or more: system vanishes entirely from chart, will not be used in route plotting, cannot be targeted by player (NPCs can still jump to it, though)
There's quite a gap between numbers to allow for future gradations to be added - are there any you can think of which might be useful?
Some other recent changes and bug fixes:
- scanner 'V' lines now match the FOV setting (kanthoney)
- comms and console GUIs will now keep their screen position as defined in the HUD if you resize the screen. Previously ones with x_origin or y_origin not equal to zero would move relative to everything else if you did this.
- the radius property in planetinfo can be set by JS if you're outside the system
- some docking routine bug fixes
- cargo_carried should be processed correctly again to allow commodity names as well as keys
- equipment scripts work properly with carry-multiple items
- obscure bug in generation of secondary planet procedural textures fixed
planetinfo.plist
and JS equivalents. This determines how much information about the system is unknown. It's a number, and the following values are recognised0 (default): all information visible
100 or more: F7 screen shows no information, economy/gov/TL/star colour not visible on chart either
200 or more: system name is not shown
300 or more: system vanishes entirely from chart, will not be used in route plotting, cannot be targeted by player (NPCs can still jump to it, though)
There's quite a gap between numbers to allow for future gradations to be added - are there any you can think of which might be useful?
Some other recent changes and bug fixes:
- scanner 'V' lines now match the FOV setting (kanthoney)
- comms and console GUIs will now keep their screen position as defined in the HUD if you resize the screen. Previously ones with x_origin or y_origin not equal to zero would move relative to everything else if you did this.
- the radius property in planetinfo can be set by JS if you're outside the system
- some docking routine bug fixes
- cargo_carried should be processed correctly again to allow commodity names as well as keys
- equipment scripts work properly with carry-multiple items
- obscure bug in generation of secondary planet procedural textures fixed
- Redspear
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Re: Progress
50: 'Cosmetic'/'Observable' information only - i.e. average radius, inhabitants, planet name.cim wrote:There's quite a gap between numbers to allow for future gradations to be added - are there any you can think of which might be useful?
Could be used to simulate known planets that are potentially any of the following:
- Non GalCop worlds
- Other species being 'human-shy'
- Where the other details might not be as 'permanent', such as government, productivity and even economy*
Re: Progress
A couple of requested JS features are now in the build:
and a new world event
player.ship.hudAllowsBigGui
to query that HUD parameter (mainly when building mission screens)and a new world event
playerDockingClearanceExpired
for when they run out of time.- Cody
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Re: Progress
Rolling and tumbling demo ships! Very cool! <wanders off singing a Rolling Stones song>
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!
And any survivors, their debts I will certainly pay. There's always a way!
- JazHaz
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Re: Progress
Are you saying she's fat? Haha!Imaginos wrote:I only got a few minutes of play time on 1.82 last night before getting mass locked by my wife.
Re: Progress
I just saw cim working on multiple lasers on Git. So hyped!
- Diziet Sma
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Re: Progress
Likewise..Zireael wrote:I just saw cim working on multiple lasers on Git. So hyped!
And here's a screenshot:
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
- spud42
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Re: Progress
be still my beating heart.......
Arthur: OK. Leave this to me. I'm British. I know how to queue.
OR i could go with
Arthur Dent: I always said there was something fundamentally wrong with the universe.
or simply
42
OR i could go with
Arthur Dent: I always said there was something fundamentally wrong with the universe.
or simply
42
Re: Progress
Multiple lasers will be available in tomorrow's build.
In split or multiply,becomes
There is a backward incompatibility here for JS in OXPs: the
Do remember the joke about the mathematicians out hunting when you set up the weapon mount positions.
"weapon_mount_mode"
enables them - "single" is the default value and disables them; "split" and "multiply" enable them - split splits the weapon damage across the mounts, and multiply effectively fits one full power weapon (with heat and energy costs to match) to each mount.In split or multiply,
"weapon_position_forward"
and others must be specified as arrays of vectors even if there is only one weapon specified, so:
Code: Select all
"weapon_position_forward" = "0.0 0.0 40.0";
Code: Select all
"weapon_position_forward" = ("0.0 0.0 40.0");
weaponPositionForward
(etc) properties are now arrays of vectors rather than vectors (even for "single"-mode ships). As this is a relatively recently added property which hasn't had a lot of use, I thought this was acceptable. If you want to make an OXP which uses this property compatible with <=1.82 and >=1.83, you will need to detect the version and read the property accordingly.Do remember the joke about the mathematicians out hunting when you set up the weapon mount positions.
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