Search found 5536 matches

by Eric Walch
Mon Aug 11, 2014 11:49 am
Forum: Expansion Pack
Topic: DeepSpacePirates.oxp
Replies: 41
Views: 19663

Re: DeepSpacePirates.oxp

I also think adding station traffic should be a separate oxp. Currently I calculate two routes (Wichpoint-Planet and Sun-Planet) and start adding ships on the border of these lanes. The further the player is from these lanes, the lower the chance of adding something. A new oxp could use similar addi...
by Eric Walch
Mon Aug 11, 2014 9:40 am
Forum: Expansion Pack
Topic: DeepSpacePirates.oxp
Replies: 41
Views: 19663

Re: DeepSpacePirates.oxp

Am I right in guessing that the changes are linked to some of the discussions on Assassins? Yes. The pirates always had a custom AI based on the default pirate AI with the addition of the leader giving a 'welcome' message to the player. And the AI contained some cleanup code that removed the pirate...
by Eric Walch
Sun Aug 10, 2014 3:32 pm
Forum: Outworld
Topic: Rosetta meets 67P/Churyumov-Gerasimenko
Replies: 0
Views: 7275

Rosetta meets 67P/Churyumov-Gerasimenko

Who wil be the first to add a model of this asteroid to Oolite. After a 10 years voyage, Rosetta finally arrived. :)
by Eric Walch
Sun Aug 10, 2014 8:09 am
Forum: Expansion Pack
Topic: DeepSpacePirates.oxp
Replies: 41
Views: 19663

Re: DeepSpacePirates.oxp

Spara notified that this OXP is no longer working as planned with Oolite 1.80 because of the changed AI's for pirates. The reason is that I double check the AI of the spawned pirates to make sure I don't change custom scripts. Now all pirates with the new JS based AI are not changed. I'll just chang...
by Eric Walch
Sun Aug 10, 2014 7:25 am
Forum: Oolite-Mac
Topic: Oolite in the cloud
Replies: 4
Views: 8328

Re: Oolite in the cloud

Hello Commander RazorMouse, Good to hear that there are more ways to realise the synchronisation. I see that it now work already 2 years for me :) For Oolite 1.80, I had to change things a bit by not synchronising the AddOns folder, but its parent folder, so that also the "managed AddOns" are synchr...
by Eric Walch
Tue Aug 05, 2014 4:09 pm
Forum: Expansion Pack
Topic: GRS buoyRepair.oxp
Replies: 235
Views: 59900

Re: GRS buoyRepair.oxp

A few weeks ago I had already had seen the report of shipData.load.error]: ***** ERROR: the shipdata.plist entry "grs_cobra3_redux1" specifies non-existent model "cobra3_redux1.dat". As I suspected that this was because of the new models in Oolite, I started to update this OXP that uses some of the ...
by Eric Walch
Thu Jul 31, 2014 4:46 pm
Forum: Expansion Pack
Topic: Download URLs for the manifest on oolite.org for box.net
Replies: 3
Views: 2041

Re: Download URLs for the manifest on oolite.org for box.net

Neelix wrote:I'm pretty sure box.com doesn't allow direct downloads.
It does allow when you have a paying account. :)
by Eric Walch
Sun Jul 27, 2014 8:16 am
Forum: Testing and Bug reports
Topic: Somehow got like 250 kills at once???
Replies: 24
Views: 8341

Re: Somehow got like 250 kills at once???

Quite possibly Neolite was basd on that ancient oxp? Not on the old one. It is worse. In my copy of Neolite.oxp, I find the line: script = "oolite-constrictor.js"; So Neolite is definitely a culprit. I just downloaded the oxp from the wiki and the oxp still contains the bug despite the warning to S...
by Eric Walch
Sun Jul 27, 2014 8:00 am
Forum: Testing and Bug reports
Topic: Somehow got like 250 kills at once???
Replies: 24
Views: 8341

Re: Somehow got like 250 kills at once???

it's only added in the mission's worldscript :) Yep, also in those days we noticed sudden increases in kill scores because some oxp-ers added copies of the constrictor at random in the game for fun. But I remember vaguely that there was also a ship oxp that included the constrictor with a copy of t...
by Eric Walch
Sat Jul 26, 2014 4:47 pm
Forum: Expansion Pack
Topic: Svengali's OXPs - Maintainers needed.
Replies: 38
Views: 14425

Re: Svengali's OXPs - Maintainers needed.

Diziet Sma wrote:So does that mean I can put you down on the list as the BuoyRepair maintainer? :D
I have never been from that list. :)
by Eric Walch
Sat Jul 26, 2014 1:28 pm
Forum: Expansion Pack
Topic: Svengali's OXPs - Maintainers needed.
Replies: 38
Views: 14425

Re: Svengali's OXPs - Maintainers needed.

This weekend, I will update BuoyRepair to 1.3.3 I didn't realise that Oolite 1.80 broke this oxp. The oxp uses two core ships that are 300% enlarged. (Anaconda and Boa2) It uses the texture from Oolite, that now are removed from Oolite. As a quick fix, I now added them to the oxp. For a future fix I...
by Eric Walch
Fri Jul 25, 2014 8:06 pm
Forum: Discussion
Topic: Treasuroid
Replies: 22
Views: 5846

Re: Treasuroid

They are from "CargoWreck.oxz".
by Eric Walch
Mon Jul 21, 2014 8:14 pm
Forum: Testing and Bug reports
Topic: No more metal fragments?
Replies: 27
Views: 8989

Re: No more metal fragments?

Nice detective work! Not that good. I was abuse with the % operator. It is correct that n_alloys always becomes zero after the " n_alloys = ranrot_rand() % n_alloys; " calculation when starting as 1. But, that means that this low amount of plating was always there, even when I remember seeing them ...
by Eric Walch
Mon Jul 21, 2014 7:09 pm
Forum: Expansion Pack
Topic: Random Hits docking
Replies: 37
Views: 11686

Re: Random Hits docking

it would be kind of lame to fast-dock, when there is a boss raid going on... Lucky for the game, fast docking is not working with the player on red alert. That makes that you can't cheat by fast docking yourself out of a difficult situation. :lol: In that way you are right: if the main station allo...
by Eric Walch
Mon Jul 21, 2014 6:40 pm
Forum: Testing and Bug reports
Topic: No more metal fragments?
Replies: 27
Views: 8989

Re: No more metal fragments?

In my opinion it also looks if less metal is generated. However, without any codechange, it seems merely suggestion. Going again through the code, I see the number of chunks is less than I previous stated. If the fragment_chance is true for a ship, the ship first generates fragments with role "wreck...