Re: Oolite 2.0 or II
Posted: Sun Jan 29, 2017 9:25 pm
Humbly thanks Oolite for teaching me how to create my own vision of what a game might be.Cody wrote:[Oolite shuffles away, shoulders slumped] A toy? A tool? [Oolite sobs]
For information and discussion about Oolite.
https://bb.oolite.space/
Humbly thanks Oolite for teaching me how to create my own vision of what a game might be.Cody wrote:[Oolite shuffles away, shoulders slumped] A toy? A tool? [Oolite sobs]
And yet, similar has been done with regards to planet textures (even if they are compter generated, they were still improved upon). Speaking of which, does anyone know if the two-tone hexagonal planet maps are still within the code and can they be activated? Crude as they were, I kinda liked em...spara wrote:IMHO Griff's very nice looking ships should not have been included to the core distribution. The reason being that the original bland and simple ships encouraged to mod the game. It was kind of an empty canvas that was inviting the player to try modding, since the textures were so easy to tweak. Griff's (still awesome looking) ships also set a standard for modding by making a core graphical standard.
That, along with their high visibility, was a major motivation in terms of the rescaling work I've done. Whilst it doesn't truly fix the problem, I find that it helps a great deal.cim wrote:Just yesterday I started a new commander. First trip to Zaonce. What I see there is a Black Monastery, an RSS station, and a Salvage Gang all "stupidly" clamped together in the middle of the lane. I also see an extra planet in the distance and a moon. So I think "A new player might think this is a bit messy. They should have put the Monastery on orbit around the moon and the RSS station maybe midway to the second planet".
Er... I think I know what you meanCody wrote:Rarity is quite rare
If only cosmetic stuff gets in, it's fine. At least more people will see more similar things, which is a saner basis to discuss deeper fixes and improvements. And more importantly, the process (the poll and standard OXP stuff) to get there is a tool to drive the evolution of the game, something I believe all readers of this thread are interested in.
RSN definitely.
Interestingly, those early oolite models weren't that faithful to elite.Smivs wrote:As for the ships, well! The game is moving ever further away from the original (Elite) already. With the original ship designs now gone from the core game, and all the recent changes and additions the look and feel of the game is now distinctly non-Elitey.
That could be one of the reasons I like Griff's late-model Cobra so much. Even though it's the same width and height as the core model, it feels slimmer, sleaker. It looks closer to the original Elite Cobra too. Looking at the model's dimensions, it's actually ten metres longer than the core Cobra - perhaps that's why.
I'd say several graphics (and sound!) wizards and one coder, because this stuff seems extremely time-consuming to me (but maybe it's because I'm a programmer and have no skill in anything graphics related).
Besides scenarios.plist on the wiki explaining how to disable a core plist, is there any other documentation on how to exploit scenario support?cim wrote:This is the sort of thing I developed scenario support for - rather than needing to fork Oolite to make a new game, you could just package it as OXZs (and if core changes were needed or desirable, write them in such a way that they could be enabled by the scenario file, push them into the core in that way, and then both games get the potential benefit)
No, that page is basically it - there's not that much to it in terms of file editing, but you looking at SOTL to see how the pieces fit together may be easiest.
scenario-settings.plist
was a plan for dealing with things like "systems-per-galaxy" and similar, if the work to allow those settings was introduced.