Search found 3009 matches
- Thu Jan 31, 2008 11:15 pm
- Forum: Expansion Pack
- Topic: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
- Replies: 27
- Views: 13855
Sorry, what I meant to say was: the one that should have used _l, used _r ,and the one that should have used _r, used _l instead. For example both the copper and purple adder take their textures from Adder_racers_copper_purple_redux.png. The coordinates that should have been used for the purple were...
- Thu Jan 31, 2008 11:08 pm
- Forum: Discussion
- Topic: Your ad here: a good source of minerals!
- Replies: 9
- Views: 2895
- Thu Jan 31, 2008 7:38 pm
- Forum: Expansion Pack
- Topic: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
- Replies: 27
- Views: 13855
No Problem! Most of it was pretty minor stuff, easy to miss even the third time around. I finally noticed when I was comparing all the models in custpaint1 & 2. (I'll change the credits for custpaints2&racers inside the readme asap) PS yes, 2 adders at the time were on 'the other side' of the textur...
- Thu Jan 31, 2008 1:05 pm
- Forum: Fiction
- Topic: Commander Munchausen
- Replies: 90
- Views: 50670
Hi, I was just passing by when I couldn't help overhearing your story, Commander. Having a passing acquaintance with spider webs - and organic materials - I'm assuming that the fly product had many characteristics in common with the original. Organic materials become instantly freeze dried when expo...
- Thu Jan 31, 2008 12:01 pm
- Forum: Discussion
- Topic: Your ad here: a good source of minerals!
- Replies: 9
- Views: 2895
- Thu Jan 31, 2008 11:38 am
- Forum: Discussion
- Topic: Your ad here: a good source of minerals!
- Replies: 9
- Views: 2895
Your ad here: a good source of minerals!
I wanted to know if witchpoint buoys were easy to destroy, and I found out the following: - yes they are - and advert buoys are a very good source of minerals The first one I destroyed had 8 tons in it, which was very nice! :) The best bit was that my legal status was as clean as a whistle. I had a ...
- Thu Jan 31, 2008 11:17 am
- Forum: Expansion Pack
- Topic: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
- Replies: 27
- Views: 13855
v0.51
a couple of errors slipped through my fingers as I uploaded v0.50
Cleared those up now:
- bug inside abs2pwm corrected (function would not work correctly if wichpoint buoy was destroyed!)
- minor change to 'reinforcements' code.
Updated download link here.
a couple of errors slipped through my fingers as I uploaded v0.50
Cleared those up now:
- bug inside abs2pwm corrected (function would not work correctly if wichpoint buoy was destroyed!)
- minor change to 'reinforcements' code.
Updated download link here.
- Wed Jan 30, 2008 9:35 pm
- Forum: Suggestion Box
- Topic: Add 'abs' coordinate system to the legacy addShip methods?
- Replies: 15
- Views: 6232
Hmm, physics! :D:D Anyways, I've got a working abs2pwm function inside hotrods.oxp now, just to see if it could be done. In the end, the math wasn't as hairy as I half remembered... It'll do for a temporary solution, before an absolute coordinates ship creation method is coded in... ;) Cheers, Kaks.
- Wed Jan 30, 2008 9:22 pm
- Forum: Expansion Pack
- Topic: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
- Replies: 27
- Views: 13855
Hotrods is now v0.5! Compatible with 1.65 (ships) & 1.70 (script) Contains all the models from custpaint1 & custompants&racers. If placed inside AddOns it replaces faulty versions of the ships with 100% hand tested ones. Both other oxps can be left inside AddOns. As it turns out, the ships data need...
- Wed Jan 30, 2008 7:35 pm
- Forum: Expansion Pack
- Topic: UPDATED OXPS: Lave 1.70 & transports 2.45(new)
- Replies: 54
- Views: 15559
v2.43!
leaving a station doesn't keep adding ships, required.plist is in XML form, and made script.js more compatible with 1.68 & 1.69
Added link to the new version here.
leaving a station doesn't keep adding ships, required.plist is in XML form, and made script.js more compatible with 1.68 & 1.69
Added link to the new version here.
- Wed Jan 30, 2008 5:08 pm
- Forum: Expansion Pack
- Topic: UPDATED OXPS: Lave 1.70 & transports 2.45(new)
- Replies: 54
- Views: 15559
Thanks, Eric! :) Good job you looked at it. I'm going to change requires.plist to the proper format, and correct the logic fault in the scripts. I didn't think about the ships multiplying whenever you leave the station, so that problem is inside javascript too! About version testing, I used my own f...
- Wed Jan 30, 2008 5:20 am
- Forum: Expansion Pack
- Topic: UPDATED OXPS: Lave 1.70 & transports 2.45(new)
- Replies: 54
- Views: 15559
- Tue Jan 29, 2008 11:17 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1484
- Views: 431705
From a programming point of view it would be better to define a common function & call it from the two places. That way if you have to make a change, you don't have to make it twice. It will have to be a unique name, though. There's a problem with the javascript namespace: if there's two functions w...
- Tue Jan 29, 2008 7:39 pm
- Forum: Testing and Bug reports
- Topic: compareVersion
- Replies: 3
- Views: 1282
Aha, I had the very same problem with making the new version of transports.oxp compatible with 1.68 & 1.69, and the compareVersion does work 'in reverse. However, comparing versions - and the 'oolite' object in javascript - is only supposed to work in 1.70 & up, afaik. But it might work in 1.69 too....
- Tue Jan 29, 2008 5:43 pm
- Forum: Expansion Pack
- Topic: UPDATED OXPS: Lave 1.70 & transports 2.45(new)
- Replies: 54
- Views: 15559
I've just uploaded transports.oxp v2.4. This last version should be compatible out of the box with 1.68 & 1.69.1 as well. The js script adds the morays in a more random fashion than the plist, other than that they're identical. Will be added to the wiki shortly. @Ark:No worries, I perfectly understa...