Search found 2370 matches

by Svengali
Sat Feb 16, 2008 1:04 pm
Forum: Expansion Pack
Topic: localhero oxp ALPHA
Replies: 178
Views: 39650

nice changes. Ships using real voice when being attacked. It all looks very well. Thanks Eric. This was implemented in the 1.69.x version too. I just have re-enabled it in the latest version. So I've discarded the missionVariables that were used before. The ship-script uses his own ones. And they a...
by Svengali
Sat Feb 16, 2008 12:20 pm
Forum: Expansion Pack
Topic: localhero oxp ALPHA
Replies: 178
Views: 39650

Am i right in thinking that the OXP can only be triggered in confederacy stations? Yupp. That's right. I'm in galaxy 4 and it doesn't have a single one!...Guess i need to buy a galactic hyperdrive... Maybe you should do this. But maybe there is another Oxp placed in your current galaxy - you could ...
by Svengali
Fri Feb 15, 2008 3:04 pm
Forum: Expansion Pack
Topic: localhero oxp ALPHA
Replies: 178
Views: 39650

V1.03.3 - http://wiki.alioth.net/index.php/Localhero_OXP . Without scriptActionsOnTarget and with reactivated sounds. Some other new features are also included. And the time will tell if the intensive use of ship-scripts will be a good thing. It seems to run smoother than before. And the second thin...
by Svengali
Fri Feb 15, 2008 11:25 am
Forum: Testing and Bug reports
Topic: player.bounty not working
Replies: 4
Views: 1623

No need to do this, Ahruman. You have implemented a lot of new stuff, overhauled the engine and already fixed a lot of bugs. It's no surprise that such a big project has some weak points. To say it very clear. Thank you Ahruman and the other developers (another_commander, Winston, Eric, Rxke and las...
by Svengali
Fri Feb 15, 2008 10:48 am
Forum: Testing and Bug reports
Topic: this.shipWasScooped
Replies: 7
Views: 2293

...where 'player' would not be accessible from the ship script... Strange. If you use a construct like this.shipWasScooped = function(scooper) { if (scooper.isPlayer) { this.your_own_function(); } } you can use the 'normal' way of scripting in the called function. I've tested this yesterday on diff...
by Svengali
Thu Feb 14, 2008 10:49 pm
Forum: Testing and Bug reports
Topic: this.shipWasScooped
Replies: 7
Views: 2293

this.shipWasScooped

if (scooper == player) is not working as expected. I have spawned some cargopods with an attached ship-script. The same ship-script. But when I scoop these pods the first spawned pod will do his job, the others not. So I tried if (scooper.isPlayer) and hurray - it's working. So I put a LogWithClass...
by Svengali
Wed Feb 13, 2008 11:29 am
Forum: Expansion Pack
Topic: localhero oxp ALPHA
Replies: 178
Views: 39650

Will a modifed Local hero mitigate the problem? Yes, this will solve the problem. I haven't noticed this problem on my machine and I'll do this the next days. Thanks Eric . Should i just remove it until it moves out of Alpha? It's no more Alpha. The 1.69 and the first 1.70 version are finished. Onl...
by Svengali
Thu Feb 07, 2008 11:15 am
Forum: Expansion Pack
Topic: UPS-Courier
Replies: 167
Views: 115915

TGHC wrote:AVG thinks it's a virus, something to do with the file being an incorrect size.
Strange. For me everything is alright. Downloaded it yesterday and checked (as always) for viruses. Maybe your download was not correct. Have you tried it again?
by Svengali
Wed Feb 06, 2008 7:18 pm
Forum: Testing and Bug reports
Topic: legacy_spawn
Replies: 14
Views: 4113

legacy_spawn

legacy_spawn doesn't work similiar to the old legacy-scripting method. If a ship script uses the js-method the spawned thing (cargo,...) will be positioned at the players position. And if the player is slowly travelling he will possibly collide. The same for legacy_spawnShip . The difference is tha...
by Svengali
Wed Feb 06, 2008 7:08 pm
Forum: Expansion Pack
Topic: localhero oxp ALPHA
Replies: 178
Views: 39650

Done. JS. Currently not fully tested, but the first 8 missions will run properly. The next step is outsourcing some parts into ship-scripts.
by Svengali
Tue Feb 05, 2008 9:17 pm
Forum: Suggestion Box
Topic: missionscreen
Replies: 7
Views: 2753

Thanks for your answers Commander McLane and Ahruman. That's what I already thought.

It doesn't make me happy to hear that, but it's good to know that you will...
probably poke at it from time to time
so nothing is lost. And there are some other experienced progger to keep the development alive.
by Svengali
Thu Jan 31, 2008 12:35 pm
Forum: Suggestion Box
Topic: missionscreen
Replies: 7
Views: 2753

So would I, but this is probably a post-next-stable thing. Extending the feature list being the enemy of shipping, and all that. Yupp, I don't have expected this for the next release. It was just a thought about Oolites future. So it seems that this is on your (too long) future and may-happen list....
by Svengali
Wed Jan 30, 2008 1:26 pm
Forum: Suggestion Box
Topic: missionscreen
Replies: 7
Views: 2753

missionscreen

I would like to see some more controlling for the mission screens before and while the screen is shown. addMessageText(message, delay) showShipModel(model, roll (0...1), pitch (0...1), orientation, position, scale (0...3), timer) setBackgroundImage(image, position, scale (0...3), timer, fadein, fade...
by Svengali
Mon Jan 28, 2008 12:28 pm
Forum: Expansion Pack
Topic: Shipdata.plist in 1.70
Replies: 3
Views: 2672

Thanks Ahruman,

it now works well. Was just a little bit nervous/confused about that warning. So I've made a lot of test scripts to see if the conditions-key is working -
and it is. Sorry for the extra-work - my fault.
by Svengali
Sat Jan 26, 2008 9:08 pm
Forum: Expansion Pack
Topic: hyperradio
Replies: 152
Views: 59013

I've just added the latest test-results. The only cross-platform type is ogg-vorbis . The supported sample range is 22.05KHz - 96KHz and only for 2 channels (Mono and Stereo). More channel files will be reduced by Oolite to Stereo. The table of tested formats can be found on the WIKI http://wiki.ali...