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v1.84 release

Posted: Thu Jul 21, 2016 9:33 am
by phkb
I know it's been a bit quiet around the boards recently, but I would just like to give my heartfelt thanks to all the developers who've put in so much effort to get this new release over the line. I really appreciate all the new features (external camera panning! yay!) and for squashing so many bugs. You guys rock, and deserve a well-earned break. Enjoy a cold one of whatever your favourite brew is!

Right on, commanders!

Re: v1.84 release

Posted: Thu Jul 21, 2016 9:40 am
by Getafix
@phkb 8)
It is moments like that one, when I miss a +1, thumbs up, like, etc. for posts!

Re: v1.84 release

Posted: Thu Jul 21, 2016 9:50 am
by DGill
Excellent! Thanks for all your hard work guys, very much appreciated.

Re: v1.84 release

Posted: Thu Jul 21, 2016 10:41 am
by Norby
Yes, thank you for all core developers! :)

@Getafix: could you inform some distro maintainers (ubuntu, mint, debian...) about the new version?

Re: v1.84 release

Posted: Thu Jul 21, 2016 12:44 pm
by Getafix
Norby wrote:
@Getafix: could you inform some distro maintainers (ubuntu, mint, debian...) about the new version?
I've already notified a debian maintainer we had contacted in the past.

Re: v1.84 release

Posted: Thu Jul 21, 2016 2:45 pm
by Cody
Try and sneak Oolite 1.84 out while I was offline, would ya? Ha! My ISP wasn't having that.
Less than twelve hours it 'em took to switch me over - and it's up to speed already!


Kudos to the Admiralty - 1.84 is a really solid, stable, release!

Re: v1.84 release

Posted: Thu Jul 21, 2016 3:39 pm
by Duggan
Thank you for the release of Oolite 1.84, Developers and Trunk Testers ,it already seems so much more stable and less glitchy than previous versions . Well done :D

Re: v1.84 release

Posted: Thu Jul 21, 2016 4:31 pm
by Astrobe
Oolite is simply one of the best free open source games. Thanks to the core team and the OXP creators.

Re: v1.84 release

Posted: Thu Jul 21, 2016 6:39 pm
by Fritz
Thank you for all your good work! Since version(s) 1.83 already seemed stable to me, I think it is time for me to remove 1.82 and switch to 1.84.

Re: v1.84 release

Posted: Thu Jul 21, 2016 8:37 pm
by ZaneWuzHere
Super excited for multiple laser mounts, but I can't figure out how to do it. Has anyone found out how to mount multiple lasers? I accidentally sold my Military Laser for a Beam XD

Re: v1.84 release

Posted: Thu Jul 21, 2016 9:10 pm
by another_commander
ZaneWuzHere wrote:
Super excited for multiple laser mounts, but I can't figure out how to do it. Has anyone found out how to mount multiple lasers? I accidentally sold my Military Laser for a Beam XD
Here is an example with multiple laser setup for the Krait, from the original pull request when the feature was first introduced: https://github.com/OoliteProject/oolite/pull/161. This should hopefully help as a starting point.

Re: v1.84 release

Posted: Thu Jul 21, 2016 9:13 pm
by ZaneWuzHere
another_commander wrote:
ZaneWuzHere wrote:
Super excited for multiple laser mounts, but I can't figure out how to do it. Has anyone found out how to mount multiple lasers? I accidentally sold my Military Laser for a Beam XD
Here is an example with multiple laser setup for the Krait, from the original pull request when the feature was first introduced: https://github.com/OoliteProject/oolite/pull/161. This should hopefully help as a starting point.
So it's a script-able feature and not an implemented mechanic?

Re: v1.84 release

Posted: Thu Jul 21, 2016 9:25 pm
by another_commander
ZaneWuzHere wrote:
So it's a script-able feature and not an implemented mechanic?
It is an implemented mechanic, but it is not applied to any of the core ships by default. You will need to set it up by modifying your shipdata.plist entries of the ships you want to have multiple lasers on.

Edit to add: Check also the Multiple Lasers OXP for an example of how it is done with player ships.

Re: v1.84 release

Posted: Thu Jul 21, 2016 9:26 pm
by ZaneWuzHere
another_commander wrote:
ZaneWuzHere wrote:
So it's a script-able feature and not an implemented mechanic?
It is an implemented mechanic, but it is not applied to any of the core ships by default. You will need to set it up by modifying your shipdata.plist entries of the ships you want to have multiple lasers on.
Given I know nothing of coding Oolite, I'm screwed :D

rip lasers

Re: v1.84 release

Posted: Thu Jul 21, 2016 9:29 pm
by another_commander
See the edit in my earlier post. Somebody has already gone into the trouble of coding what you want to do.