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Re: ..

Posted: Mon Nov 30, 2009 6:42 pm
by Kaks
Lestradae wrote:
* People capable of coding in C# and C++
Btw, Oolite is coded in Objective-C, which is fairly similar to (and a superset of) C, but not quite C++, and definitely not C#.

I know, so many languages, and all using similar names (there's also Objective-C++, but that hasn't got anything to do with Oolite either, afaik)

Posted: Mon Nov 30, 2009 7:47 pm
by Cmdr James
Thats true, but I think anyone with C/C++ or even C# skills should be able to work on objective-C. So I think its still the right offer to make :)

Posted: Mon Nov 30, 2009 10:19 pm
by Chrisfs
Lessons I have learned as a non-coder

A license isn't simply some junk that MS makes you wade through (or more likely click through and ignore)
A license is a good way of explaining in advance how you expect others to treat your product

If you aren't sure what the license says (and maybe even if you are), you should contact the writer first.

..

Posted: Tue Dec 01, 2009 5:37 pm
by Lestradae
Sorry for the repost, but this should stay visible: It's not C# or C++, but Objective-C that is going to be needed!

Any people who might be interested in getting involved with the forking Oolite is going to undergo and would like to contribute something - coding skills (oxps and dev - C#, C++ - alike Objective-C), a pet idea that never made it into Oolite, or just wanting to playtest the future Oolite Extended game test build, please write a PM to me so that we can discuss your ideas/contributions/wishes further.

Most wanted:

* Further people experienced with Oolite's internal coding
* People capable of coding in C# and C++ Objective-C
* Cool ideas for storylines
* Oxp'ers who would explicitly like to see their stuff in OE- the game, too, or who want to realise an oxp idea that somehow doesn't fit into Oolite as it is

Greetings,

L

PS: The Oolite Extended Ooniverse might - to not make this simply an "alternate" Oolite and even keep the two versions compatible a bit, and also explain the differences - get positioned about 400 years into Oolite's future.

Posted: Tue Dec 01, 2009 11:01 pm
by Selezen
Instead of sticking it in the future, why not...

<gasp>

Galaxy 9!

Posted: Tue Dec 01, 2009 11:13 pm
by DaddyHoggy
Selezen wrote:
Instead of sticking it in the future, why not...

<gasp>

Galaxy 9!
Or a future where there is a Galaxy Nine? (and 10, 11, 12, etc) (but you could always jump back to Gal. 1 if you wanted to (super-dooper-special-galactic-hyperdrive)

..

Posted: Tue Dec 01, 2009 11:46 pm
by Lestradae
DaddyHoggy wrote:
Selezen wrote:
Instead of sticking it in the future, why not...

<gasp>

Galaxy 9!
Or a future where there is a Galaxy Nine? (and 10, 11, 12, etc) (but you could always jump back to Gal. 1 if you wanted to (super-dooper-special-galactic-hyperdrive)
That's actually one of the things planned, and something that, according to aegidian, is reasonably doable :)

The galaxy/sector needs a number and a seed, and is already oxp'able then (set conditions to galaxy number = N-1 for worlds to appear in sector N)

Selezen, didn't you say once you had some ships made from Elites 2 and 3 that wouldn't fit for Oolite?

It could not be that they might fit for a branch of Oolite set a few centuries into its future, then? :wink:

Just asking,

L

Re: ..

Posted: Wed Dec 02, 2009 12:10 am
by DaddyHoggy
Lestradae wrote:
DaddyHoggy wrote:
Selezen wrote:
Instead of sticking it in the future, why not...

<gasp>

Galaxy 9!
Or a future where there is a Galaxy Nine? (and 10, 11, 12, etc) (but you could always jump back to Gal. 1 if you wanted to (super-dooper-special-galactic-hyperdrive)
That's actually one of the things planned, and something that, according to aegidian, is reasonably doable :)

The galaxy/sector needs a number and a seed, and is already oxp'able then (set conditions to galaxy number = N-1 for worlds to appear in sector N)

Selezen, didn't you say once you had some ships made from Elites 2 and 3 that wouldn't fit for Oolite?

It could not be that they might fit for a branch of Oolite set a few centuries into its future, then? :wink:

Just asking,

L
There's always this idea pondered by another_commander - something for OE? https://bb.oolite.space/viewtopic.ph ... 8970d6e3a1

Re: The Oolite Extended Project - Fork, no oxp

Posted: Wed Dec 02, 2009 1:02 pm
by daniel311
Lestradae wrote:
* Download temporarily removed until contentious issues have been resolved *
Could you please bring back the download again. I could even go with a stripped down ("contentious" content removed) version.

Best regards,
Daniel

Re: ..

Posted: Wed Dec 02, 2009 1:07 pm
by Selezen
Lestradae wrote:
Selezen, didn't you say once you had some ships made from Elites 2 and 3 that wouldn't fit for Oolite?

It could not be that they might fit for a branch of Oolite set a few centuries into its future, then? :wink:
Nope. Not me. Only completed the IC and the Eagle Mk II from FE2. Didn't do ANY ships from FFE.

Re: ..

Posted: Wed Dec 02, 2009 2:38 pm
by Lestradae
Selezen wrote:
Lestradae wrote:
Selezen, didn't you say once you had some ships made from Elites 2 and 3 that wouldn't fit for Oolite?

It could not be that they might fit for a branch of Oolite set a few centuries into its future, then? :wink:
Nope. Not me. Only completed the IC and the Eagle Mk II from FE2. Didn't do ANY ships from FFE.
Then I must be mistaken remembering that. Apologies!
daniel311 wrote:
Could you please bring back the download again. I could even go with a stripped down ("contentious" content removed) version.
Sorry to not being able to realise that request. No one knows as yet if at all and also if yes, which contents are contentious. But due to the licensing issues hanging in the air atm I can neither publicise any original test version nor any "stripped down" version.

It was decided to branch the game Oolite itself to solve the ongoing disputes, but this is a step that is going to take some time before any new, publiciseable test version can be done, and I will take two weeks time or so before finding out what is contentious and needs to be removed before there can be a new test version.

Until then, I can only ask you to be patient and wait. If you'd like to become part of the effort of branching Oolite (and create OE, the game in the process) drop me a PM and I will allow access to the boards getting set up for that purpose atm. If you can code javascript, XML, OpenStep, do Objective-C or want to playtest the future testversions, that might be a faster way to get your hands on OE again.

Regards everyone,

L

Posted: Wed Dec 02, 2009 10:52 pm
by Cmdr James
daniel311 Im not sure which bits of OE you want, a lot of it is available in stand alone downloads. I think you can get almost all of the ships and missions.

Posted: Mon Jan 04, 2010 1:28 pm
by ADCK
Been a little over a month since L's last post on this, so i was wondering what's the status, still on Hiatus?

I came along after the whole licensing rabble, so was never able to see this. :(

Posted: Mon Jan 04, 2010 2:00 pm
by Screet
ADCK wrote:
Been a little over a month since L's last post on this, so i was wondering what's the status, still on Hiatus?

I came along after the whole licensing rabble, so was never able to see this. :(
L is still trying to figure out the best way to proceed - but there's already a board for the fork (pretty inactive currently) and occasionally I upload modified windows trunk versions of the game.

I myself am currently playing with the "old" OSE WiP V0.70.21 as it's doing it's job pretty well, but I guess it's no longer available.

Anyway, didn't have much time for oolite in the past days, otherwise there would also have been some update to MCM...

Screet

Posted: Tue Jan 05, 2010 12:55 pm
by scaseman
Cmdr James wrote:
daniel311 Im not sure which bits of OE you want, a lot of it is available in stand alone downloads. I think you can get almost all of the ships and missions.
I did a bit of research and managed to find and download all of the listed OXP's apart from the following: Arachnid, Buzzer, Cobra 3.5, Combat Computers, Condor, Debug Report, Deepspace HUD, Dodo Stations, DWCobra3, Dredgers V2.2.5, Galcops, Griff_Adder_normalmapped, Griff_Anaconda_normalmapped, Griff_Cobra_Mk1_normalmapped, Griff_Cobra_Mk3_normalmapped_less_scuffed_texture, Griff_Cobra_Mk3_normalmapped_original_scuffed_texture, Griff_Coriolis_normalmapped, Griff_Fer-de-lance_normalmapped, Griff_Fer-de-lance_normalmapped_scuffed_texture_version, Griff_python_normalmapped, Griff_Sidewinder_normalmapped, Griff_Thargoids_normalmapped, Griff_Thargoids_organic_normalmapped, Griff_Vipers_normalmapped, Griff_Worm_normalmapped, Griff_Normalmapped_ships, Griff_planetexpress, Griff_shady_station, Griff_ships_remixed, Halsis, Hammer, Hud-ng, Interceptor, MaegilsMissiles, Merlin, NavyStarships, Neolite Megaships, Osiris, Pallas, Playerstations, Realistic Shipyards 4.0, Renegade Pirates V3.0, Ringpod, RoC, Shady_blackmonks, Shreddies, Stingray_MK_II, Superhub, Swift, Tardis, Target Reticle, TrekHud, Tribant, Typhoon, Uber, Wakapiko0109, Wakatoro0109, Xarik.

Which I make a total of 55 OXP's If any of the above are still available please let me know. It does mean however that over 200 of the OXP's from the Extended Project are still available in one form or another.