Search found 5881 matches

by another_commander
Thu Jun 17, 2021 5:46 am
Forum: Discussion
Topic: Brainstorming for a MultiUser OXP
Replies: 31
Views: 416

Re: Brainstorming for a MultiUser OXP

I presume such stats wouldn't include penguinistas who downloaded the game from a repo? You are right, it does not. And 6.6K is only the 64-bit Windows downloads on github. The actual number across platforms is closer to 13K. Of course, this number of downloads does not necessarily represent indivi...
by another_commander
Fri Jun 11, 2021 10:34 am
Forum: Discussion
Topic: Cool OXPs for celestial objects
Replies: 23
Views: 611

Re: Cool OXPs for celestial objects

hiran wrote: Fri Jun 11, 2021 10:18 am Missing pulsars, quasars, black holes, nebulas, ...
Nah, I think we are fine with nebulae... :D

Image
by another_commander
Tue Jun 08, 2021 2:32 pm
Forum: Outworld
Topic: Notepad++ Dark Mode
Replies: 9
Views: 245

Re: Notepad++ Dark Mode

Cody wrote: Tue Jun 08, 2021 1:43 pm If only the Oolite forum had a Dark Mode. <sighs>
Don't worry, I've got your back: https://darkreader.org/

It works great for 99% of the sites I have visited. And the Oolite forum looks grand in dark mode, too!
by another_commander
Sat Jun 05, 2021 5:10 am
Forum: Testing and Bug reports
Topic: How do I? .... (on Debug Console)
Replies: 13
Views: 569

Re: How do I? .... (on Debug Console)

In normal game you can use a simple script: this.shipDockedWithStation = function(station) { player.replaceShip("GalTech_colonial_viper_mark_I_player"); } player.replaceShip("<use shipdata.plist key here>") will also work from the debug comsole, as long as you are docked and the...
by another_commander
Sat May 22, 2021 9:09 am
Forum: Expansion Pack
Topic: Empty system
Replies: 3
Views: 1323

Re: Empty system

You can do this inside a worldscript:

Code: Select all

this.shipExitedWitchspace = function()
{
	system.mainStation.remove();
}
A rock hermit somewhere inside the system assumes the role of main station in this case. You can remove that too and then the system is empty.
by another_commander
Wed May 19, 2021 9:12 am
Forum: Discussion
Topic: Sideway movement.
Replies: 20
Views: 3307

Re: Sideway movement.

You can do what you described if you switch to left or right view and use the yaw controls to keep the target firmly in the center.
by another_commander
Fri May 14, 2021 3:05 pm
Forum: Discussion
Topic: Ctrl key missing from keyconfig.plist
Replies: 4
Views: 1359

Re: Ctrl key missing from keyconfig.plist

Ctrl is used as a modifier key and is not accessible in the keyconfig.plist file. You cannot use it for assigning functionality to it. This is intentional.
by another_commander
Wed May 12, 2021 5:07 pm
Forum: Discussion
Topic: A Description of the Improved Lighting and Materials System
Replies: 4
Views: 9024

Re: A Description of the Improved Lighting and Materials System

Continuing here with some clarifications that were requested in the Screenshots thread: All of the following only applies to Oolite v1.90 (or a higher version) as definitions in shipdata.plist and not to anything in the Shaders folder. If shader definitions are in use then gloss is ignored if define...
by another_commander
Wed May 12, 2021 7:36 am
Forum: Discussion
Topic: Screenshots
Replies: 5853
Views: 1409132

Re: Screenshots

That'd apply to the Glowroids too, I presume? Reverted! Exactly. As for the two pics comparison, what you see in the second one is an iceteroid without a shininess definition (gloss is ignored anyway), which means that a default shininess value (probably 0) is used by the shader. It's a complex lit...
by another_commander
Wed May 12, 2021 5:18 am
Forum: Discussion
Topic: Screenshots
Replies: 5853
Views: 1409132

Re: Screenshots

I need to mention here that shininess and gloss are not the same thing and are not interchangeable. The 1.88/1.90 materials system is more than simply swapping out one property for another, and that is before even considering that shininess is in the range 0-128 (if I am not mistaken, did not check ...
by another_commander
Tue May 11, 2021 4:17 pm
Forum: Testing and Bug reports
Topic: oolite might need more ram and gc overhead memroy since it stiil crashing
Replies: 25
Views: 13386

Re: oolite might need more ram and gc overhead memroy since it stiil crashing

The JS runtime is running out of memory. This is because there are too many scripts running and it overflows the default 32MiB allocated for them. You can increase the size of the JS runtime allocated memory though. You will have to edit your preferences file and add this: "jsruntime-size-mib&q...
by another_commander
Sat May 08, 2021 10:29 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 282
Views: 156271

Re: [WIP] GalCop Missions

I did try to compile the latest version of oolite from source, but got stuck as a lot of people seem to on compiling the Firefox 4 derived spidermonkey dependancy. There was a gentoo patch that might fix the issue, but that's been removed from their site, and a different required patch to replace t...
by another_commander
Tue Apr 27, 2021 5:20 am
Forum: Oolite-Mac
Topic: BigSur and Oolite
Replies: 10
Views: 6353

Re: BigSur and Oolite

Thank you for the offer. CI/CD is unexplored? But who would then sit every night to create https://github.com/OoliteProject/nightlies? Let me have a smooth dive. As a first I will look at the OXP documentation. The nightlies are built by automated scripts created by Getafix and there are at least t...
by another_commander
Sun Apr 25, 2021 11:56 am
Forum: Oolite-PC
Topic: What "can" be changed without re-compiling?
Replies: 43
Views: 20879

Re: Re:

What about the following: a) Putting a second sun in a solar system (can one create something like a sun and place it even if the game code won't call it a sun)? b) Have more than 256 systems in a galaxy? c) Introduce a 9th galaxy into the game d) Have a 3-D galaxy e) Change the behaviour of commod...
by another_commander
Sun Apr 18, 2021 3:33 pm
Forum: Oolite-Mac
Topic: BigSur and Oolite
Replies: 10
Views: 6353

Re: BigSur and Oolite

What I would like to understand (really just a pointer please) is why we need to stick to an old SpiderMonkey version on any platform, or why a change would break 300-400 OXPs. Good qustion. Two main reasons: Portability: Spidermonkey for Oolite is built with certain flags specifically for Oolite. ...