Search found 110 matches

by Nite Owl
Sat Oct 20, 2018 12:08 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1474
Views: 367576

Re: Scripters cove

Thank you Norby. The scripting details are starting to make sense to me but before the time is spent putting them into practice there is a bit of confusion on my part as to exactly which player ship status the Combat Service Level Bar is measuring. Service Level Bar made me think (as stated in my or...
by Nite Owl
Fri Oct 19, 2018 12:36 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1474
Views: 367576

Re: Scripters cove

No luck. Can get the gauge to appear where desired in the HUD but cannot get it to update at all. Not sure why. The combatSLBar does have its own data set as follows: this.$setData("combatSLBar", (player.ship.serviceLevel-75)/25); Perhaps Norby is the person to contact as he created the combatmfd.ox...
by Nite Owl
Thu Oct 18, 2018 9:11 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 194
Views: 67059

Re: [WIP] GalCop Missions

As the Witchspace Countdown gets to 2 seconds press and hold the down arrow key on your keyboard. This action forces a Mis-jump into Interstellar Space where you can hunt for the Thargoids. If you have already done this, are in Interstellar Space, and the Thargoids are just not showing up then that ...
by Nite Owl
Thu Oct 18, 2018 8:53 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1474
Views: 367576

Re: Scripters cove

Thank you spara. What you posted does make sense to me. Adapting it to my needs will be another story.

Fingers crossed that it will work out.
by Nite Owl
Thu Oct 18, 2018 4:49 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1474
Views: 367576

Re: Scripters cove

While doing some minor tweaking to the CombatMFD.oxz found a reference to the combatSLBar which allows your HUD to show a gauge that displays the service level (when the next maintenance overhaul is needed) for your ship. Got my head around how to make the actual gauge and put it into my Coluber HUD...
by Nite Owl
Tue Oct 02, 2018 4:33 pm
Forum: Discussion
Topic: Screenshots
Replies: 5528
Views: 980526

Re: Screenshots

Looking great another_commander.

Out of curiosity once again, with these screenshots you have been posting with the new Improved Lighting, Materials, and Shader System are the images still being taken with Reshade in use or has the new stuff gone beyond the need to use Reshade?
by Nite Owl
Thu Sep 27, 2018 3:54 pm
Forum: Discussion
Topic: Screenshots
Replies: 5528
Views: 980526

Re: Screenshots

Just out of curiosity, is there a way in a nightly release to turn off the "Development version [numbers]" thing in the upper right corner? Really is an immersion killer for me, not to mention interfering with the MFD in the same location.
by Nite Owl
Tue Sep 25, 2018 1:38 am
Forum: Suggestion Box
Topic: Bounty-hunting for fun and profit
Replies: 8
Views: 2149

Re: Bounty-hunting for fun and profit

The Bounty Hunter's License already exists in GalCop's Most Wanted . As for the rest of it, unique ideas that read well to me and would be well worth implementing. Check with phkb to see if he would be interested in implementing them into the aforementioned OXZ as it seems a logical place for them. ...
by Nite Owl
Sun Sep 23, 2018 6:39 pm
Forum: Expansion Pack
Topic: [RELEASE] ILS Instrument Landing System v1.11
Replies: 66
Views: 44082

Re: [RELEASE] ILS Instrument Landing System v1.11

ILS has a problem with any station that does not have its Docking Bay at the center point of the station. If you target such a station with your missile targeting system it will disable the ILS and you can dock safely, albeit manually. NPCs will not be so lucky and will crash into such non centered ...
by Nite Owl
Thu Sep 20, 2018 5:09 pm
Forum: Outworld
Topic: Quote of the week!
Replies: 617
Views: 217268

Re: Quote of the week!

Lobster: Hey... look at all the cool bubbles. Is it getting warm in here?
Me: Tasty Lobster but why is it winking at me?
by Nite Owl
Thu Sep 20, 2018 4:59 pm
Forum: Suggestion Box
Topic: Bounty status
Replies: 27
Views: 14366

Re: Bounty status

Bogatyr: There should be amnesty programs allowing a pilot to hand over contraband no questions asked upon docking or launching, and only an explicit decision bypassing this system upon launch should be seen as an illegal event. See ILLEGAL GOODS TWEAK and Undocumented Launch. Cannot find a Wiki ent...
by Nite Owl
Thu Sep 20, 2018 4:17 pm
Forum: Expansion Pack
Topic: [WIP] Bounty system OXP
Replies: 51
Views: 29223

Re: [WIP] Bounty system OXP

Bogatyr: Starting from the bottom of your post and working our way up. To be consistent, shouldn't all ships be marked only as "tentatively clean" until scanned? After all, you have no idea if a ship is an offender or a fugitive unless you've performed the scan. Use the POLICE IFF SCANNER UPGRADE to...
by Nite Owl
Mon Sep 17, 2018 9:45 pm
Forum: Discussion
Topic: Introduce Yourself.
Replies: 1070
Views: 285929

Re: Introduce Yourself.

Milo: By all means go with a joystick if at all possible. Much easier to deal with dogfights with a joystick. Avoid using the following OXZ's when you are starting out: Hard Ships Multiple Lasers Separated Lasers (is dependent on Multiple Lasers so it is not possible to use it without Multiple Laser...
by Nite Owl
Wed Sep 05, 2018 4:34 am
Forum: Suggestion Box
Topic: How do I use the Warrant Scanner?
Replies: 2
Views: 1825

Re: How do I use the Warrant Scanner?

Easier still - Grab the LIBRARY OXZ which allows you to set various options for OXZ's that are hooked into it. The Warrant Scanner is hooked into it. The options therein allow for the following: Manual scan, as described above, which can be a pain in the exhaust plumes if you have a lot of primable ...
by Nite Owl
Wed Aug 29, 2018 6:44 am
Forum: Discussion
Topic: Progress
Replies: 2017
Views: 474392

Re: Progress

It's all academic since Stable Version 1.86 is in use but here goes anyway. Removing just the f's does work. As to the eyeVector variable. The original line 291 was as follows: vec3 halfVector = normalize(lightVector + eyeVector); This was tweaked to remove only the eyeVector variable resulting in t...