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Posted: Sat Aug 15, 2009 7:08 pm
by DaddyHoggy
I still have (2 of) working C64 and original cassette version of Elite, later when I got a 1541 Floppy drive, I went to somebody who imaged the cassette on to floppy for me (can't remember the name of the cartridge that did it [Action Reply or variant thereof?]). Sadly, I missed waiting for that moment when the load screen appeared Image knowing I only had 15 minutes longer to wait until I could play. This is why, during the summer holidays I never turned my C64 off (just covered the red LED with blu-tac so when my parents came in to check on me at night they thought it was turned off :wink: ) [the joy of silent computing]

Oooh those memories ...

Posted: Sat Aug 15, 2009 7:14 pm
by Greyman
DaddyHoggy wrote:
I still have (2 of) working C64 and original cassette version of Elite, later when I got a 1541 Floppy drive, I went to somebody who imaged the cassette on to floppy for me (can't remember the name of the cartridge that did it [Action Reply or variant thereof?]). Sadly, I missed waiting for that moment when the load screen appeared Image knowing I only had 15 minutes longer to wait until I could play. This is why, during the summer holidays I never turned my C64 off (just covered the red LED with blu-tac so when my parents came in to check on me at night they thought it was turned off :wink: ) [the joy of silent computing]
Even though this is off topic: I do remember those days too. But unfortunately my parents eventually learned :shock:

Have a nice day ...

Posted: Sat Aug 15, 2009 7:23 pm
by DaddyHoggy
To continue to be briefly off-topic, I eventually took it one stage further, I got hold of the C64 Reference Guide worked out what the pin outs did at the back and built myself a set of headphones that had the right 5 pin DIN on the end, borrowing my dad's soldering iron to do the last bits, so then I could play it and hear it when I sometimes (ok often) got up in the middle of the night to continue my gaming experiences with Elite :) (although I had to modify my portable TV so that it didn't make this huge great thunking noise when the switch was pulled out to turn it on since that was resting on the common wall between mine and my parent's bedroom.)

On reflection I was sneaky, dishonest but quite clever with it too when I was in my early teens.

Posted: Sat Aug 15, 2009 10:56 pm
by Svengali
@DH: That's not fair for your kids. You already know the tricks :-)

@Chaky: I think it's pretty cool to see the oxpers growing - together with the engine. Most have started nearly from scratch, have never seen code before and have never done anything like this before. Here is the place to do it with all the love, power and energy and without the flaming like on other boards. We know that we only can get better if we're doing it together. New members are often saying that they have never seen such a friendly and helpful board before. And it's true, we're helping each other.

Besides from that Oolites 'evolution' makes me proud. The small dev-team is doing a great job and getting ingame-features is for me more important than any additional tools to handle my folders, autoupdating of oxps,etc. Hopefully the devs have the same fun like scripters.

*press-tape-on-play* :-)

Posted: Sun Aug 16, 2009 2:08 am
by Chaky
@ DH

If you still have the tapes, check this out.

@ Svengali
OK, I understand that here is a limited number of scripters and that there are priorities. (and, if you ask me, game engine takes the cake anytime).
In my defense, the original Q on this subject was "Is there any tool?".. and the A is "No." (the shorter version)

Also, I never once mentioned automatic updating. What I did say was (rephrased) "storing URL for each mod".
With present state, one would have to develop almost-AI that would read the contents of EliteWiki and make decisions if there were any updates.

I say (let's) make OXPs centralized before they get out of hand. With centralized database, automatic updating would be possible.

Posted: Sun Aug 16, 2009 3:39 am
by Diziet Sma
Chaky wrote:
I say (let's) make OXPs centralized before they get out of hand. With centralized database, automatic updating would be possible.
Good idea.. but that requires server space which, for security reasons (long story), the Wiki cannot provide.. servers cost money... which raises the questions, Who pays for and maintains it? With so many contributors, how do you ensure security so that no nasties abuse the service? (it's happened several times with the Wiki) What guarantee is there that it will continue to be available in the future? What happens if the owner can no longer afford the server?

Posted: Sun Aug 16, 2009 4:18 am
by Chaky
Diziet Sma wrote:
Good idea.. but that requires server space
I like to believe that there are ways of getting the results without using yet another server.

While I was reading your reply, I've put my mind into that issue and this is what came out:

One txt file that contains current URLs for each mod and current version numbers, readable both by humans and machines.

I mean, the files are already out there. All one needs is up-to-date info of where and what.

That txt file could be updated by very modders themselves by using another simple tool. Only real problem here (besides manufacturing the tools) would be persuading the modders to do one more task.

(I'm just brainstorming here)

Posted: Sun Aug 16, 2009 4:42 am
by Diziet Sma
See? :D This is what I mean by take an idea and run with it... see what you can come up with.. if you can think of a workable solution, we'd be happy to assist in bringing it to fruition.. but it's your baby!

Warning: it can get both addictive and time-consuming.. like my trunk-installers!

Posted: Sun Aug 16, 2009 9:11 am
by Svengali
Yepp. Good point.

The WIKI has already some templates, so why not create a template (like the the ShipStats) to be used for this and the WIKI can collect the data from all templates then and could create the list of oxps automagically. The template itself is not visible or has show/hide features like the TOC, default hide.

It could contain name,author(s),version,timestamp,Oolite minversion,Oolite maxversion,short description,category (Mission,Ship,Station,...),dependencies,maybe a thumbnail and url.

The OXP-page then sorts the data, maybe even customizable (compatible to v1.65,v1.72,v1.73), so we don't have to update this page anymore (hey, it's no fun to set the color values again and again). Me thinks we should talk to Winston and/or Makarius :-)

Posted: Fri Aug 21, 2009 12:38 am
by wackyman465
Or what if someone made a version of Oolite with all the OXP's then put it in a .torrent file? Or each individual OXP could be put in a torrent, then hosted on here.

Kind of a pain to launch a client just to get a new OXP, but it would help with centralization.

Posted: Fri Aug 21, 2009 7:37 am
by Chaky
That is not half-bad idea, but torrents tend to get outdated fast.

Posted: Fri Aug 21, 2009 7:47 am
by wackyman465
I guess... And we don't necessarily have a big enough swarm for seeding from.

..

Posted: Fri Aug 21, 2009 8:08 am
by Lestradae
wackyman465 wrote:
Or what if someone made a version of Oolite with all the OXP's then put it in a .torrent file?
I do have an idea that goes some way into the direction of what you are thinking, but as someone has said, realising ideas like that entails horrible amounts of work ...

First I'll finish OSE, then perhaps I'll think about "Oolite Missions Extension" or somesuch :)

Fell free to do something like that yourself, though, I'm sure everyone would help with good advice if you did :wink:

8)

L

Posted: Fri Aug 21, 2009 9:16 pm
by wackyman465
I'm not talking about combining all the OXP's, I'm just talking about putting them all in one download to make a nice version of oolite... Like the "collector's edition" or "ultimate edition"... include guides and stuff too?
So folks: What OXP's would HAVE to be included in OUE?


No gameplay changes like farsun, or crazy buggy oxps like Orbs. These, I think, are more matters of individual preferences than other oxps like the griff ships, or assassins.

Posted: Fri Aug 21, 2009 10:04 pm
by Chaky
If you're thinking about OXP compilation, then there are more conditions you have to consider besides the buggyness or what OXP does.

From my short experience with OXP I can tell you that maybe half of them would work with certain versions of Oolite. Some will work only on 1.65 or lower, some would not accept anything less than 1.72, and some would clog the log file with errors.

I say put 'em all and let the people choose. Mods are "mods" in a more ways than one. They make the game modified and modular.