Started playing again after many years
Posted: Tue Nov 01, 2016 8:21 pm
Greetings Commanders,
Recently I started playing Oolite again. Well.. about 2 months ago.
Started a new Jameson on 1.84
Wow! It is beautiful and alive. Thank you so much!
It seems to have come a long way since I last played, years ago.
Running on a MacBook Pro (Retina, 15-inch, Mid 2014) on MacOSX 10.10
I started playing the plain/stock version.
After I killed the Constrictor I added a bunch of OXPs, mainly ambience/systems/dockables.
With the Comms Pack, the NPSc are very chatty. They mostly say appropriate things for the situation.
I love how alive the ooniverse is, with NPCs going about their business and triggering responses in each other.
Here are some things I experienced:
(Not complaints, just things that I noticed.)
Audio goes wonky after a while.
Mostly it happens during combat, when many sounds are spawned at/around the same time. But sometimes also when only few sounds are playing.
It's hard to describe, but I'll try: It's like sometimes the wrong effect is applied to the wrong channel. Sometimes buffers don't get cleared and start looping. Eventually channels start dying off and there is just buzz/hum or silence.
In this version, all ships and stations are nicely textured. I think I remember the previous version they were just plain coloured solids. With the new textured ships etc.., the Torus station looks quite low-res by comparison.
I have sniper lock. It works so well that I almost consider it a cheat, but on the other hand, it makes thinning out a pack at long range as easy as it was on the BBC, where everything turned in to a 2x2-pixel square.
I use headlights. I don't seem to have a gamma adjustment option, and without it, things are too dark for me. They do not seem to remember the setting. I have to reactivate them after every jump.
The Constrictor didn't drop any cargo, or I may have accidentally shot it. (I think it did drop an escape pod which I delivered to the main station and got a 'thank you' for.)
Delivery of the Thargoid plans is Nintendo-Hard. 3 war ships waiting for me at the witch point after every jump. Especially after a 6.8LY jump, no fuel left. It did teach me to appreciate rear mounted lasers.
I got a mission to deliver documents to <station> in <galaxy>. After I delivered the documents, the mission seems stuck in my ships manifest. Or if I didn't actually complete it, I have no clue what else to do.
Hitting ships that are on to others is much harder than when they're on to me. I guess this works the other way round as well, otherwise it would be impossible to take out a 12 pack. I.e. the other 11 have a hard time hitting me as I'm dogfighting one of them at a time.
Twice, I had a misjump, with not enough fuel left to get out of interstellar space. Luckily there was a navy behemoth there too, so I could refuel. (Or is it not luck?)
I had a 30 minute (game time) docking queue. First I was 15th in inbound queue on arrival, then had to wait for 18 outbound ships. Normally, there are one or two or so in front of me.
Upon jumping into another system, I was greeted by 17 (seventeen) hostiles. After killing them off, I ran into another 8 pack fairly close to the S-zone. Arrived at the station with 25 kills. Is this something that could happen to a new Jameson, or do I get special treatment for having lots of kills?
I came across a Coriolis station that was spinning way too fast and in the opposite direction and not pointing towards the planet/buoy. Something must have happened there but I wasn't around to witness it. (Later I occurred to me that I should have tried Docking Computers to see how they cope with that situation.)
Sometimes cops turn on me and I turn offender while doing nothing wrong in their presence. Can other ships (that have witnessed me doing bad things) snitch on me to the Vipers?
It seems I can shoot/kill clean ships in the S-zone as long as there are no vipers (or the station itself?) in radar range, without gaining offender status. Is that right?
Again: No complaints. I love the look and feel of the ooniverse.
Very impressive how far this project has come.
Thanks to everyone making this possible!
Apropos of nothing, I've been playing with goat soup.
After a lot of puzzling, I figured out the correct algorithm for the planet descriptions. ('correct' as in 'identical to the BBC disk version')
Most implementations 'out there' are almost but not entirely correct. Most/all have the same flaw, specifically in descriptions that have other (random) planet names int them. There are a total of 12 wrong descriptions. The first one is: vicious disease instead of deadly earthquake for Leleer. (1st galaxy, 3rd planet)
The issue is that the 'random' function in the original 6502 code uses the carry bit (for ROL and ADC), but the state on entry is not always the same. The solution is to keep track of and manipulate the carry bit. The puzzling was to figure out when to set/clear/leave it.
I put it here if anyone is interested: http://jobiwan.net/planets/
Someome should make an OXP that turns Qube into a cube.
(Qube is reasonably well known for its great dense forests and its unique geometry.)
Recently I started playing Oolite again. Well.. about 2 months ago.
Started a new Jameson on 1.84
Wow! It is beautiful and alive. Thank you so much!
It seems to have come a long way since I last played, years ago.
Running on a MacBook Pro (Retina, 15-inch, Mid 2014) on MacOSX 10.10
I started playing the plain/stock version.
After I killed the Constrictor I added a bunch of OXPs, mainly ambience/systems/dockables.
With the Comms Pack, the NPSc are very chatty. They mostly say appropriate things for the situation.
I love how alive the ooniverse is, with NPCs going about their business and triggering responses in each other.
Here are some things I experienced:
(Not complaints, just things that I noticed.)
Audio goes wonky after a while.
Mostly it happens during combat, when many sounds are spawned at/around the same time. But sometimes also when only few sounds are playing.
It's hard to describe, but I'll try: It's like sometimes the wrong effect is applied to the wrong channel. Sometimes buffers don't get cleared and start looping. Eventually channels start dying off and there is just buzz/hum or silence.
In this version, all ships and stations are nicely textured. I think I remember the previous version they were just plain coloured solids. With the new textured ships etc.., the Torus station looks quite low-res by comparison.
I have sniper lock. It works so well that I almost consider it a cheat, but on the other hand, it makes thinning out a pack at long range as easy as it was on the BBC, where everything turned in to a 2x2-pixel square.
I use headlights. I don't seem to have a gamma adjustment option, and without it, things are too dark for me. They do not seem to remember the setting. I have to reactivate them after every jump.
The Constrictor didn't drop any cargo, or I may have accidentally shot it. (I think it did drop an escape pod which I delivered to the main station and got a 'thank you' for.)
Delivery of the Thargoid plans is Nintendo-Hard. 3 war ships waiting for me at the witch point after every jump. Especially after a 6.8LY jump, no fuel left. It did teach me to appreciate rear mounted lasers.
I got a mission to deliver documents to <station> in <galaxy>. After I delivered the documents, the mission seems stuck in my ships manifest. Or if I didn't actually complete it, I have no clue what else to do.
Hitting ships that are on to others is much harder than when they're on to me. I guess this works the other way round as well, otherwise it would be impossible to take out a 12 pack. I.e. the other 11 have a hard time hitting me as I'm dogfighting one of them at a time.
Twice, I had a misjump, with not enough fuel left to get out of interstellar space. Luckily there was a navy behemoth there too, so I could refuel. (Or is it not luck?)
I had a 30 minute (game time) docking queue. First I was 15th in inbound queue on arrival, then had to wait for 18 outbound ships. Normally, there are one or two or so in front of me.
Upon jumping into another system, I was greeted by 17 (seventeen) hostiles. After killing them off, I ran into another 8 pack fairly close to the S-zone. Arrived at the station with 25 kills. Is this something that could happen to a new Jameson, or do I get special treatment for having lots of kills?
I came across a Coriolis station that was spinning way too fast and in the opposite direction and not pointing towards the planet/buoy. Something must have happened there but I wasn't around to witness it. (Later I occurred to me that I should have tried Docking Computers to see how they cope with that situation.)
Sometimes cops turn on me and I turn offender while doing nothing wrong in their presence. Can other ships (that have witnessed me doing bad things) snitch on me to the Vipers?
It seems I can shoot/kill clean ships in the S-zone as long as there are no vipers (or the station itself?) in radar range, without gaining offender status. Is that right?
Again: No complaints. I love the look and feel of the ooniverse.
Very impressive how far this project has come.
Thanks to everyone making this possible!
Apropos of nothing, I've been playing with goat soup.
After a lot of puzzling, I figured out the correct algorithm for the planet descriptions. ('correct' as in 'identical to the BBC disk version')
Most implementations 'out there' are almost but not entirely correct. Most/all have the same flaw, specifically in descriptions that have other (random) planet names int them. There are a total of 12 wrong descriptions. The first one is: vicious disease instead of deadly earthquake for Leleer. (1st galaxy, 3rd planet)
The issue is that the 'random' function in the original 6502 code uses the carry bit (for ROL and ADC), but the state on entry is not always the same. The solution is to keep track of and manipulate the carry bit. The puzzling was to figure out when to set/clear/leave it.
I put it here if anyone is interested: http://jobiwan.net/planets/
Someome should make an OXP that turns Qube into a cube.
(Qube is reasonably well known for its great dense forests and its unique geometry.)