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Posted: Sat Dec 05, 2009 8:25 pm
by Kaks
Screet wrote:
...which reminds me to ask whether there is something like the C++ type map in Objective C.
Kind of! :)

Have a look at this stuff! NSMutableDictionaries are much slower than NSDictionaries, but do offer a lot of extra flexibility. Usually the clever thing to do is to build the dictionary using a mutable one at load time, then copy the mutable dictionary to a non-mutable NSDictionary for general use throughout the program.

After you've had a look at the apple documentation, have a look at how the equipment and missiles are handled inside ShipEntity, there's a lot of stuff that will suddenly make a lot more sense! :)

Posted: Sun Dec 06, 2009 6:53 pm
by JensAyton
When a ship spawns, its script is sent a shipSpawned() message. As of r2852, this is now followed by a world script shipSpawned(ship) message (unless the ship’s own handler killed the ship).

Note that the player ship’s script will receive the latter type of shipSpawned, not the former.

Posted: Tue Dec 08, 2009 8:31 am
by Dr Beeb
Commander McLane wrote:
If you want it to be most effective for docking with a normal station, you should try out "dock-flat.dat". But be warned, it is so effective that it actually looks a little boring. :wink:

BTW: I am currently using "buoy.dat" for fun.
I found the buoy one a little scary - like being caught in a tractor-beam. :shock:
I thought dock-flat looked so fantastic I wonder if it should become the new default for docking at a station; and leave the ring one for the hyperspace jumps. :?:

For fun, I created an eight-sided ring but couldn't figure how to get it to use the texture intended to make it look like Classic Elite, here they are
model dat for 8-sided tunnel:
http://www.box.net/shared/j20iucqlz5

and crude attempt at texture:
http://www.box.net/shared/3uoaycnobg

Posted: Wed Dec 09, 2009 5:15 am
by Dr Beeb
uploaded new versions of above to remove outward-pointing normals, which halves the number of faces and solves a z-fighting problem.

Another idea to add visual variety is to use the rock-hermit docking hexagonal slot .dat as the default when docking at a rock hermit. :wink:

Posted: Sun Dec 13, 2009 12:55 pm
by JensAyton
Recently, some odd images have been appearing in my Oolite folder.

Image Image Image Image Image

(Note: one of these is actually a clever forgery.)

Posted: Sun Dec 13, 2009 2:29 pm
by DaddyHoggy
8) :shock:

Posted: Sun Dec 13, 2009 2:33 pm
by Frame
Ahruman wrote:
Recently, some odd images have been appearing in my Oolite folder.

Image Image Image Image Image

(Note: one of these is actually a clever forgery.)
its been so long...

https://bb.oolite.space/viewtopic.ph ... rs+planets


Cool... :-)

Posted: Tue Dec 15, 2009 8:57 am
by Griff
Ahruman wrote:
Recently, some odd images have been appearing in my Oolite folder.

Image Image Image Image Image

(Note: one of these is actually a clever forgery.)
Wow, this is very cool! are they being generated by Oolite? more importantly, is there a prize for guessing the forgery? i'm going to pick the normalmap.
K_W's joke in that shader for planets thread still makes me :lol:

Posted: Tue Dec 15, 2009 9:02 am
by another_commander
Griff wrote:
more importantly, is there a prize for guessing the forgery? i'm going to pick the normalmap.
Nope. (Hint: The filenames speak the truth).

Posted: Tue Dec 15, 2009 10:01 am
by CheeseRedux
another_commander wrote:
Griff wrote:
more importantly, is there a prize for guessing the forgery? i'm going to pick the normalmap.
Nope. (Hint: The filenames speak the truth).
Turning your monitor umop ap!sdn might also help.

Posted: Tue Dec 15, 2009 10:23 am
by Griff
CheeseRedux wrote:
Turning your monitor umop ap!sdn might also help.
I don't know what this means, it looks like you were halfway through typing out the sentence then you got startled by a sudden wasp attack edit: ah i see it now! :D

i forgot to check the filenames for the competition, i wonder what i could have won
[bullseye mode] a speedboat! [/bullseye mode]

Posted: Tue Dec 15, 2009 7:27 pm
by JensAyton
CheeseRedux wrote:
Turning your monitor umop ap!sdn might also help.
·ǝbɐssǝɯ ʇǝɹɔǝs ǝɥʇ pǝɹǝʌoɔsıp ʇsnظ ǝʌɐɥ noʎ 'suoıʇɐ1nʇɐɹbuoɔ

Oh my God, I was wrong!
It was Earth all along!

Posted: Wed Dec 30, 2009 9:13 pm
by Corny
I know you probably hear this question a lot, buuuut...
Do you have a rough idea of when 1.74 will come out? Not necessarily as stable, but as a test-release.
It's not that I'll answer "but I want it NOW!" anyway ;) I want to record some commented game footage (in the style of a Let's Play), and if 1.74 is already that far that it will come out in February or earlier, I'll wait until then. If it's more far away - or ready "when it's done" - I'll start recording with 1.73.4.
Thanks :)

Posted: Wed Dec 30, 2009 10:17 pm
by another_commander
I guess we'll have to go with "when it's done". There is still plenty of work to do and, due to the number of changes / new features, there will probably have to be a fairly long testing period prior to release. We generally avoid making timing estimates or setting deadlines to ourselves.

Posted: Wed Dec 30, 2009 10:33 pm
by Corny
Okay, thanks for the info!
I'd compile the newest trunk every time if I'd be able, but somehow I can't get anything compiled anymore since I use 10.6 / XCode 3.2.1, let alone Oolite :D
I'll record with 1.73.4, then :)