On a tangent - if I compile Oolite myself (on a Mac), would I be able to have XCode optimise it for my specific processor (G4)?
Yes, but it won’t make a noticeable difference. Very little of Oolite’s time is spent in CPU-bound loops of the sort that benefit from architecture-specific optimizations.
Edit: Hmm, the 3rd here appears not to work properly. Same with this one. No clue if it's temporary glitch.
"Actually this is a common misconception... I do *not* in fact have a lot of time on my hands at all! I just have a very very very very bad sense of priorities."
--Dean C Engelhardt
I am ... still working on Oolite Extended the follow-on project.
Progress is slow as my motivation has faltered, Giles' estimation of "this is going to take you 5 years if you really do it" seems to turn out to have been correct and the amount of work nescessary is yrch. Not to mention that the oolite extended board has been hacked & re-hacked more times than an old w...e has customers per day and so I have decided to not make it an alternate game but an all-included twin version of Oolite which's social connections I will perhaps administrate from a single future thread here in the Expansion pack.
I might soon-ish ask for a handful of people to help, test and contribute ... but don't hold your breath yet if you simply want to play it. I am still going to finish and publish it - publish as in give it a public download - if at all - after the last stable Oolite1.XX (presumably 1.76) comes out, not wanting pointless conflicts, after resolving all licensing and stepping-on-toes issues beforehand and after the whole 2.5 GB -monster (currently) is done and seriously tested.
If someone with a good understanding of .js or Oolite internal workings or gametesting who can find and fix bugs on their own wishes to find themselves in a team with me you can respond from now on - but that's hardly "just gaming"
I managed to find V1.0 somewhere (don't remember where) and fix it up with a dummy shipdata.plist file to get it working. I think I like the new pricing.
Do you remember where V1.0 is? I got it from this forum only days ago.
You see, I've already made it to elite rating on the commodore 64 so I'm bored of the cobra mk3. I'm making an OXP where the commander starts with a worthless ship like the worm and has to go to get a loan. Basically trying to up the difficulty hopefully without disturbing the gameplay too much. The prices all needed to change and Lestradae's formula for calculating the ships is really nice. I always wanted to see how crappy it would be to have to earn credits using the worm / orbital shuttle and transporter and with the OXPs it's possible now.
I got the worm working and it's 8845 credits or $265,350 US dollars on my latest calculation without any equipment, not even a pulse laser. Space sure is expensive!
One thing that scares me away is this talk about if there's no license file in the OXP you can't re-use the code and post it here due to UK laws. Reminds me of the broken patent system. So far I didn't find a license for Black Monks and RS V1.0!
So Lestradae... thanks for developing that formula eh!
Given that Lestradae has started a new topic for the updates of Oolite Extended and Realistic Shipyards here, I would like to ask that the conversation be taken there. This topic is locked in order to avoid having two theads discussing the same subject.
I also moved the two latest posts from this thread to the new one so that they are visible to whomever reads it.