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Long time, no see...

Posted: Wed Jan 23, 2008 1:01 pm
by Charlie
Hello all,
I don't know how many here remember me these days - I've been unintentionally away from Oolite (and making the universe's most unreliable .oxp's) for quite a few months.

Not sure how that happened. :?

Well, I'm hoping to become rather more active again & hopefully finish / fix some .oxp's I've left dangling.
(there's also quite a bit of stuff that's never seen the light of day that will get released eventaully)

It's going to be slow; new developments to catch up on, stuff I thought I knew - now forgotten, nice peeps on the BB to catch up with...

Kind regards to all,
See you soon.

Posted: Wed Jan 23, 2008 1:07 pm
by another_commander
Hey Charlie, welcome back. Good to have you here again!

Posted: Wed Jan 23, 2008 1:38 pm
by Commander McLane
Welcome back, Charlie! I hope it was nothing serious restraining you from Oolite and the boards?

Anyway, welcome! :D

Posted: Wed Jan 23, 2008 9:56 pm
by Captain Hesperus
Who the hell are you?

Joking ;-)
Welcome back, old chum. How's that insane Archimedes of yours, your commentary kind of dried up and I wanted to know if you managed to 'bring it to life'?
Oh yeah, by the way, we're getting tonnes of back-orders for B.Inc ships, so get de-bugging!

Good to see you again!

Captain Hesperus

Posted: Wed Jan 23, 2008 11:51 pm
by Phrostbyte
Here, have some Benulobiweed; it'll help (or maybe it was the cause of your, er, "sabbatical"). :wink:

Posted: Thu Jan 24, 2008 9:50 am
by Charlie
Thanks for the kind replies :)

Yes, I sort-of ground to a halt (LIFE tm) no real reason - didn't realise it had been so long.

My A3000 was completed & working well (great for playing Oolite) - sadly its mobo 'popped' & I've had trouble finding another. :roll:

Hmmm, I bet many (most?) of my .oxp's work v. badly these days...
...I remember Ahruman mentioning updates to Oolite in the pipeline a few months ago were going to be much less tollerant of dodgy code.

Ho, hum:
At least the 'debugging' will help pollish-up my now very rusty coding before I get down to finishing what I've released & releasing what I hadn't.

Then's there's all the stuff I never started, not to mention several months of new developments to catch up on - busy, busy...

Regards to all. :D

Posted: Thu Jan 24, 2008 12:42 pm
by Kaks
Hello, I was talking about you just yesterday! I've just discovered oolite, and I'd really like to see all your OXP working happily under 1.70 1.71! :D

I've had some luck with orb.oxp & it's working ok on my bleeding edge-latest-svn jig. Mind you, I should have started with something smaller, I can't quite figure out the AI routines... :)

I think I've sent you a PM yesterday, but maybe you never received it. Shall I send you what I've done?

Cheers,

Kaks.

Posted: Thu Jan 24, 2008 3:54 pm
by Charlie
Hi Kaks,
PM in your in-box :)

I'm not so sure I know how the AI works either! :lol:

Trouble is I have much-updated (and working) versions of the AI on my HDD among much other stuff that is as yet unreleased.
(it's going to take me ages to work out which version is which & where I left stuff)

It may not be an issue with the newer releases but I believe I had cracked the old problem of escorts picking up the wrong AI...
...had to fix that, the Orb.oxp relies on it quite heavily.
It's nice to see on a quick perusal of the latest AI options that there's a wider range of ship-type identifiers - getting the AI as written to work as I wanted took much lateral thinking.

Hey, you'll soon(ish) - (maybe) see that the released orb is a very small part of what's planned.