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Posted: Tue Nov 24, 2009 9:36 pm
by Kaks
Ahruman wrote:
DaddyHoggy wrote:
Persuade dev's to put it in the code? :wink:
EMMSTRAN. EMMSTRAN, I say!
...and just when I started to be comfortable with saying 'post-MNSR'! Ok, ok, EMMSTRAN, I s'pose...

Posted: Tue Nov 24, 2009 10:07 pm
by JensAyton
Well, EMMSTRAN is slightly more specific. :-)

Posted: Wed Nov 25, 2009 10:11 am
by Ramirez
Thanks. The thing is, using spaces does work, and through trial and error I can usually get it looking right in-game. The problem is that sometimes it works and sometimes it doesn't, even when it appears that I'm using the exact same text characters. Maybe I just need to make sure I write each string from scratch rather than copying and editing bits of text from another location.

Posted: Wed Nov 25, 2009 6:09 pm
by Eric Walch
Commander McLane wrote:
Which means: insert as many spaces as I think are needed, SHIFT-start Oolite, wait for the mission screen to appear, take a rough measurement how many spaces are missing/too much, quit Oolite, delete/add some spaces, SHIFT-start Oolite, ... ad infinitum. Sometimes it took a dozen trials and errors until I was satisfied. But I don't know another way.
With the console you could speed up things by typing:

Code: Select all

mission.runMissionScreen("missionTextKey")
Or probably better

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mission.showMissionScreen()
mission.addMessageText("your plain text")
In the last example you don't need to restart every time. And when the text fits, copy it to your missiontext.plist.

Posted: Fri Dec 04, 2009 4:50 am
by wildstar
Ramirez wrote:
Thanks. The thing is, using spaces does work, and through trial and error I can usually get it looking right in-game. The problem is that sometimes it works and sometimes it doesn't, even when it appears that I'm using the exact same text characters. Maybe I just need to make sure I write each string from scratch rather than copying and editing bits of text from another location.
i am new to oolite HI hehe i just checking out different posts for different reasons as i try to understand things... can we not use javascript to create the msgs? as in js u would have ability to use js cmds for formatting. maybe. such as
Code Outputs wrote:

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\' 	single quote
" 	double quote
\& 	ampersand
\\ 	backslash
\n 	new line
\r 	carriage return
\t 	tab
\b 	backspace
\f 	form feed
again im new here and wondering myself whats possible so i can possibly make some oxp myself :D

Posted: Wed Dec 09, 2009 10:08 pm
by Ramirez
Spent the weekend improving some of the visuals and in particular, finishing off the hunting lodges by attaching the dock to an asteroid. I redesigned the front and added the usual flashers plus a new dock interior.

Image
Image
Image
I've done a slight retexture on some of the ships and have finished the work on the asteroids for the cascade mission. The readme is also coming along well:
Image
I'll definitely be aiming to get v1.0 uploaded by the end of next week - I can't believe it's taken this long!

Posted: Wed Dec 09, 2009 10:25 pm
by Screet
Ramirez wrote:
Spent the weekend improving some of the visuals and in particular, finishing off the hunting lodges by attaching the dock to an asteroid.
The first image pretty much looks like a face with funny horns on the head ;)

Screet

Posted: Wed Dec 09, 2009 11:57 pm
by DaddyHoggy
Excellent addition to the Ooniverse - I like a lot!!

This rocks!

Posted: Thu Dec 10, 2009 12:45 am
by Chrisfs
This rocks!

Posted: Thu Dec 10, 2009 12:59 am
by Kaks
To shamelssly copy what everybody else has already said: excellent! :)

Posted: Thu Dec 10, 2009 1:09 am
by pagroove
Looking fwd to v1. The hunting lodges look fantastic. Will it work in all the 8 charts?

Posted: Thu Dec 10, 2009 2:39 am
by Chrisfs
Personally, I love the System OXPs (commies, dictators, anarchies, FTZ), because they each each type of system their own special traits rather than simply being a 'percentage of being attacked', so I will happily download Feudal States. I run with Commies and Dictators loaded. I have shied away from anarchies because of the global changes to legal status (I run narcotics a bit too often), but I will add that eventually as well. I guess I should think about idea for a Confederacy OXP. to make them less generic.

Posted: Thu Dec 10, 2009 7:15 pm
by Ramirez
It's only Galaxy 1 at the moment, and I know many players will have left that one long ago (especially if they've played through the standard missions). However in theory the way I've coded it means that I can select a handful of feudal systems in the other galaxies (where there are any) and then apply the OXP onto them as well.

Posted: Thu Dec 10, 2009 8:33 pm
by Screet
Ramirez wrote:
It's only Galaxy 1 at the moment, and I know many players will have left that one long ago (especially if they've played through the standard missions). However in theory the way I've coded it means that I can select a handful of feudal systems in the other galaxies (where there are any) and then apply the OXP onto them as well.
Would be really nice! BTW: The demo version did invite me to a tournament while I was in another galaxy - but I went back to G1 some time ago and did earn a title there ;)

I'm really looking forward to the next update of this anyway...looks like it'll add much more fun to the game!

Screet

Posted: Fri Dec 11, 2009 8:11 am
by Tivva
looking good Commander
I can't wait to d/l the latest version
T