Page 79 of 138
Re: Progress
Posted: Tue Oct 01, 2013 7:55 am
by Commander McLane
Cody wrote:Muchas gracias to the Devs for
Oolite 1.77.1 (especially its SSE2-optimised variant).
Ditto (especially its auto-updating Mac variant; worked like a charm).
Re: Progress
Posted: Tue Oct 01, 2013 1:35 pm
by Svengali
R'n'R .-) Muchas gracias for v1.77.1
Re: Progress
Posted: Tue Oct 01, 2013 5:10 pm
by Smivs
Seconded (or thirded or whatever!), many thanks.
The no-fancy-features Linux version works out the box
Re: Progress
Posted: Thu Oct 03, 2013 7:26 pm
by cim
Here's one of the waypoints mentioned earlier.
You can now add waypoints to the HUD (requires advanced compass), which give a named beacon for the ASC itself, and an overlay on the HUD for the location. They display at full alpha if selected in the compass, or significantly reduced alpha if not.
Re: Progress
Posted: Sun Oct 06, 2013 8:53 pm
by cim
Since the '?' key didn't have a lot to do after contracts moved off the F8 F8 screen, it's now back with new functionality - on the long range chart, it cycles various useful colour highlightings of systems (if you have an advanced nav array)
Basic:
Economy:
Government:
Tech Level:
The documentation is also back up to date for the various scripting changes in 1.79. Various new pages which may be of interest in addition to the updates to the general JS reference:
- [wiki]Oolite_PriorityAI_Tutorial[/wiki]
- [wiki]Oolite_PriorityAI_Documentation[/wiki]
- [wiki]Oolite_System_Populator[/wiki]
- [wiki]Oolite_Ship_Roles[/wiki]
Re: Progress
Posted: Mon Oct 07, 2013 5:45 am
by Diziet Sma
Nice idea!
Re: Progress
Posted: Mon Oct 07, 2013 10:09 pm
by Gouanaco
That's cool
I haven't figured out how to use the advance navigational array so maybe this would be easier to use.
Re: Progress
Posted: Mon Oct 07, 2013 10:12 pm
by Cody
Gouanaco wrote:I haven't figured out how to use the advance navigational array ...
This might help.
Re: Progress
Posted: Mon Oct 07, 2013 10:17 pm
by Gouanaco
Ah *face-palm* thank you
Since my main character is a Trader/Bounty Hunter i really need the navigational array.
Re: Progress
Posted: Tue Oct 08, 2013 3:25 am
by CaptSolo
cim wrote:Since the '?' key didn't have a lot to do after contracts moved off the F8 F8 screen, it's now back with new functionality - on the long range chart, it cycles various useful colour highlightings of systems (if you have an advanced nav array)
I do have this piece of kit and I do remember the '?' key from the old contracts screen, but it doesn't work for me in it's new function. Not that I would use it much anyway. All that aside, 1.77.1 rocks!
Re: Progress
Posted: Tue Oct 08, 2013 6:18 am
by cim
CaptSolo wrote:I do have this piece of kit and I do remember the '?' key from the old contracts screen, but it doesn't work for me in it's new function. Not that I would use it much anyway. All that aside, 1.77.1 rocks!
Ah, that's okay - this isn't in 1.77.1. It'll be in the 1.79/1.80 releases.
Re: Progress
Posted: Thu Oct 10, 2013 7:52 pm
by cim
HUD and interface work continues with the Multi-function displays (MFDs). Here's one being used to read the (OXP) manual while in flight.
The various OXPs which use excessive repetition of console messages to achieve the same sort of effect can hopefully now be rewritten in a friendlier fashion.
HUDs can have multiple MFDs, positioned freely: the basic HUD has two, while "hud-small" has just one. OXPs set text in an MFD list, and then the player can cycle through the available options on the active MFD by pressing ';' and switch between MFDs if they have more than one by pressing ':'. OXPs can set a particular MFD to be visible: there is a polite way to do this which will pick the first unused MFD, which you should just about always use.
MFDs are a fixed size of 10 lines and 15 columns regardless of height and width. If you overrun a line, the MFD will try to compensate, but it's better to sort that out before sending the text to the MFD.
Re: Progress
Posted: Thu Oct 10, 2013 8:14 pm
by Cody
Interesting. So I could be cruisin' the 'lanes whilst reading something like Extracts from the Tre Clan Addresses on Interplanetary Life on-screen, yes? Cool!
Note to self: must expand the ship's library one day.
Re: Progress
Posted: Fri Oct 11, 2013 12:23 pm
by spara
cim wrote:
The various OXPs which use excessive repetition of console messages to achieve the same sort of effect can hopefully now be rewritten in a friendlier fashion.
Will happen when this comes available. At some point I was also fantasizing a feature that would allow me have a sort of info box that would show the name, distance and maybe some other information of the target and the model of the target. With that mdf above it will be possible to achieve that information bit. For the model, I guess I would need to somehow use visual effect. Is or will it be possible to show the model of the targeted ship as a visual effect?
Re: Progress
Posted: Fri Oct 11, 2013 4:06 pm
by cim
spara wrote:Is or will it be possible to show the model of the targeted ship as a visual effect?
Not yet. Well, you could do it yourself with a bunch of visual effects (or picture overlays through CabalCL) that look a bit like things the player might target, though that has obvious limitations.
Doing it properly - making the ship model be a HUD item with the alpha of the rest of your HUD - is not entirely straightforward.