Oolite Wiki
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- Cholmondely
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Re: Oolite Wiki
Somebody also needs to tie in some of the Expansion's Manager's OXZ's with already existing unlinked pages in the wiki:
Eg: Target System Plugins, FPO Lave, FPO Zaonce, Extra Thargoids, Shaky Drive etc., etc.
Eg: Target System Plugins, FPO Lave, FPO Zaonce, Extra Thargoids, Shaky Drive etc., etc.
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- montana05
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Re: Oolite Wiki
Since phkb is not much around anymore I could do that, I just need the permissions.Cholmondely wrote: ↑Thu Apr 15, 2021 12:48 pmSomebody also needs to tie in some of the Expansion's Manager's OXZ's with already existing unlinked pages in the wiki:
Eg: Target System Plugins, FPO Lave, FPO Zaonce, Extra Thargoids, Shaky Drive etc., etc.
Scars remind us where we've been. They don't have to dictate where we're going.
Re: Oolite Wiki
Just to share my totally insignificant view of the game, since there is discussion here about the direction of Oolite. To me Oolite has always been a tinkerer's sandbox. A sandbox game like no other. I have spent oodles of time looking at creations of others, adding them to my game and tweaking them and playing for a while after which I have decided that something is missing and then modded that and so on and so on.
In _my_opinion_ the core game should be just a skeleton of a game to build on with ridiculous number of ways of changing it. Make your own space game experience. Hard to compete with that. Sure you can have shiny ships and all in your fancy commercial space game, but can you mod it to the core? I loved that and because of that I don't really see the point in adding OXP features to the core. If you can OXP something, then you can add it to the game, if you feel like it.
For example in _my_opinion_ the inclusion of Griff's beautiful ships to the core was an error, since there goes the motivation to create better looking ships .
In _my_opinion_ the core game should be just a skeleton of a game to build on with ridiculous number of ways of changing it. Make your own space game experience. Hard to compete with that. Sure you can have shiny ships and all in your fancy commercial space game, but can you mod it to the core? I loved that and because of that I don't really see the point in adding OXP features to the core. If you can OXP something, then you can add it to the game, if you feel like it.
For example in _my_opinion_ the inclusion of Griff's beautiful ships to the core was an error, since there goes the motivation to create better looking ships .
- montana05
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Re: Oolite Wiki
Griff is the best I ever encounter, I will probably never be able to offer the same quality. Was it good for the game ? I think so. I still will create lower quality textures for a simple reason, Griff didn't do.
Scars remind us where we've been. They don't have to dictate where we're going.
Re: Oolite Wiki
Yup. Love Griff's creations. This also highlights the difference in our views of the game. I don't see a game that should sell itself to a gamer, I see a cleverly disguised programming tool that sells itself to a tinkerer. Like Minecraft in a way. But that's just my opinion. Lucky world, I'm not calling any shots around here
- montana05
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Re: Oolite Wiki
I don't call any shots at all. Just in a red province with too much time on my hands. Every game needs some improvement, look at Civ before and now. Elite was great, but over the years some improvement was needed. Cim had the right move the problem is currently we are stucked.spara wrote: ↑Thu Apr 15, 2021 2:53 pmYup. Love Griff's creations. This also highlights the difference in our views of the game. I don't see a game that should sell itself to a gamer, I see a cleverly disguised programming tool that sells itself to a tinkerer. Like Minecraft in a way. But that's just my opinion. Lucky world, I'm not calling any shots around here
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- Cody
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Re: Oolite Wiki
Hello spara: talking of tinkering, your Navigation MFD and cim's galactic misjump don't play too well together.
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!
Re: Oolite Wiki
Cim also added a lot of improvements to the moddability. In my eyes that's improving the game. For example coming up with MFDs as an answer to abusing the messaging log for the same purpose.montana05 wrote: ↑Thu Apr 15, 2021 3:08 pmI don't call any shots at all. Just in a red province with too much time on my hands. Every game needs some improvement, look at Civ before and now. Elite was great, but over the years some improvement was needed. Cim had the right move the problem is currently we are stucked.spara wrote: ↑Thu Apr 15, 2021 2:53 pmYup. Love Griff's creations. This also highlights the difference in our views of the game. I don't see a game that should sell itself to a gamer, I see a cleverly disguised programming tool that sells itself to a tinkerer. Like Minecraft in a way. But that's just my opinion. Lucky world, I'm not calling any shots around here
When it was more vibrant around here the symbiosis between the modders, players and developers drove the game forward. Modders created oxps without "limits", tested ideas and so on, and if a core feature to support modding was needed, it was considered and quite often added. The "issue" in my opinion is not in the development direction or what ever of the core game, it's in the shortage of modders and players in the community.
- montana05
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Re: Oolite Wiki
i honestly doubt so, this game will go South soon if we don't change.
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- Cody
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Re: Oolite Wiki
Just about everything's heading south, from what I can see!
Blowing down the back roads, heading South!
Blowing down the back roads, heading South!
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!
- montana05
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Re: Oolite Wiki
Scars remind us where we've been. They don't have to dictate where we're going.
- montana05
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Re: Oolite Wiki
My proposed changes are very easy, any rookie could do. A_C will change serious code after hell is freezing over so lets start easy.Cholmondely wrote: ↑Thu Apr 15, 2021 11:58 amInteresting. As with the debate over counting kills of abandoned ships, I'm not sure that I agree. Sorry! Admittedly, I'm truly familiar with a mere handful of other computer games (Diablo I & II, MacPopulous II & Civilisation III) so I don't have the context to truly judge what a modern game needs to attract players.
For me, I'd argue that the game engine is good - although I can see very good arguments for keeping the graphics up-to-date. It is simple, even though it is illogical in places. I'd argue for including the following oxps as part of the core game with the option to opt out of them:
- XenonUI: vital reminders of what the numerous keyboard options are for the various GUI screens (F5/F6/F7/F8).
- Ship's Library OXP: with free MFD to read the ship's manual in flight [needs MFD friendly HUD & instructions on their use].
- GalCop Galactic Registry: vital database of the galaxy
I'd also add a bunch of others of the ambience variety, and a few of the others.
- MarketObserver: provides vital comparison information for commodity prices on the F8 screen to help profit on trades
Personally I see my Ooniverse through the lens of the introduction on the Oolite.org website:So I expect to spend my early years running away until I can build up my ship. When I have done so, I will know enough about the game to work out which .oxps I want to add to it. I don't expect a super ship. And the pirates would have them too.The two thousand star systems of the Cooperative once enjoyed a golden age of peace and prosperity, and perhaps the wealthiest of them can still pretend to. The trade ships that once safely travelled between planets now have to be well armed and escorted to fend off pirate attacks, from small-time criminals desperate for their next meal, to powerful robber barons extracting tithes from everyone who passes through their space.
The Cooperative's police force, concentrated near a few influential planets, can no longer maintain order. The mercenaries they hire for a few credits a kill are too few, too unreliable to do so either. And in the darkness between the stars, an old enemy lurks, fearless, perhaps waiting for order to collapse entirely.
Now what would be super, would be to either use the game mechanic built in by Cim or Norby's collection style of .oxp to have different universes: A more friendly Cherryh-style trading universe. Perhaps another with an organised enemy (daleks or klingons or whatever). A discovery universe. etc.
I'm not sure that any of that would need changes to the game engine. More like a selection of Norby's Collection-style oxps with one or two new oxps to fill in the gaps (emulating Cherryh would need "family-run" large trading ships & externally docking space stations, for example).
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- hiran
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Re: Oolite Wiki
Ummm errr what shall I say? Being a newcomer so hard that I do not even know you can use : and ; to control the MFDs.Cholmondely wrote: ↑Thu Apr 15, 2021 11:07 amDefinitely is! You need a HUD.oxp loaded which supports MFDs (I presume that the Vanilla game HUD doesn't), and you need to understand the use of the : and ; keys to control the MFDs.
I use them to yaw the ship...
EDIT: I am on a german keyboard layout, that may add another layer of difficulty. You might be referring to only one key?
https://upload.wikimedia.org/wikipedia/ ... ny.svg.png
https://upload.wikimedia.org/wikipedia/ ... yboard.png
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