Search found 3009 matches

by Kaks
Tue Jan 29, 2008 3:19 pm
Forum: Expansion Pack
Topic: 1.70-ified OXPs
Replies: 11
Views: 7795

Hey, I don't actually have to clear trumble infestations here, and the dental plan is as good as they promised. It's not that bad a deal!

I still can't figure out why employee nametags come with subcutaneous electrodes, though... :D
by Kaks
Tue Jan 29, 2008 2:29 pm
Forum: Suggestion Box
Topic: Add 'abs' coordinate system to the legacy addShip methods?
Replies: 15
Views: 6232

Commander McLane, any one of my old maths professors would have loved to have you as a student... :wink:

@Aegidian: <Ah-ten-shun>Sah!
by Kaks
Tue Jan 29, 2008 1:40 pm
Forum: Expansion Pack
Topic: Orphaned oxps!
Replies: 23
Views: 17391

Oooopsie!:oops:
I'm used to boards with next to useless search functions, so to find anything on them, the best thing to do was to google them. This newfangled working search function will take some time to get used to!

About your 'overclarity': nicht der Rede wert! :)
by Kaks
Tue Jan 29, 2008 11:52 am
Forum: Expansion Pack
Topic: UPDATED OXPS: Lave 1.70 & transports 2.45(new)
Replies: 54
Views: 15559

Good morning, Commander! The reason javascript is only enabled in an svn version is exactly to avoid exposing innocent members of the public to my slightly dangerous code! :) There's nothing in the code that actually depends on 1.71. It's easy to remove the inconvenience & expose yourself to danger ...
by Kaks
Tue Jan 29, 2008 11:02 am
Forum: Expansion Pack
Topic: Galactic Navy OXP - Mission Ideas Needed
Replies: 178
Views: 43359

Nice! :)
by Kaks
Tue Jan 29, 2008 10:57 am
Forum: Expansion Pack
Topic: UPDATED OXPS: Lave 1.70 & transports 2.45(new)
Replies: 54
Views: 15559

:) Ok, uploaded transports v2.3! Will update the wiki entries asap. @Eric Walch: I had a quick test with the svn version of oolite, (1.71) & the escorts seemed to work ok, so I've enabled javascript to run on versions >= 1.71. As it stands, versions that don't understand javascript run script.plist,...
by Kaks
Mon Jan 28, 2008 11:47 pm
Forum: Expansion Pack
Topic: Newly New Asteroids.oxp (v.1.01)
Replies: 9
Views: 5745

Eric: it's good to know that asteroids.oxp is, redundant or not, working smoothly once again. As my major fumbling proves all too well, it can be very easy to make even obvious mistakes. LB: <me raises eyebrow />Hmmm, someone to look at asteroid storm while you're busy polishing up Random Hits v1.1 ...
by Kaks
Mon Jan 28, 2008 11:11 pm
Forum: Expansion Pack
Topic: UPDATED OXPS: Lave 1.70 & transports 2.45(new)
Replies: 54
Views: 15559

LittleBear: I wasn't feeling too confident about doing that directly, but if it's ok with you guys... :) Eric Walch: I didn't know I could put the 2 scripts side by side without any problems. Thanks about that! I'll put script.plist back, add the extra moray code in plist format, & will release that...
by Kaks
Mon Jan 28, 2008 10:37 pm
Forum: Expansion Pack
Topic: Orphaned oxps!
Replies: 23
Views: 17391

Hello Commander McLane. Once again I'm really sorry about a very bad case of oversight on my part. I would like to answer the points you've just made, though. While it's true I'm not completely new to oolite. - I was lurking around when 1.62 was released - I've been very busy in between, and didn't ...
by Kaks
Mon Jan 28, 2008 8:32 pm
Forum: Expansion Pack
Topic: UPDATED OXPS: Lave 1.70 & transports 2.45(new)
Replies: 54
Views: 15559

UPDATED OXPS: Lave 1.70 & transports 2.45(new)

They're now happy to work together! version numbers are now Lave.oxp v1.70 - didn't have a readme or version number, 1.70 sounded like a good version number :) Compatible with Oolite v1.65 and above [ EDIT: ] transports.oxp v2.45 Compatible with 1.65 and above. Now compatible with Oolite 1.71-trunk....
by Kaks
Mon Jan 28, 2008 3:54 pm
Forum: Suggestion Box
Topic: Add 'abs' coordinate system to the legacy addShip methods?
Replies: 15
Views: 6232

You're right. No-one has made an oxp that adds a witchpoint buoy. I suppose that the years of software maintenance have taken their toll! <_< >_> Ok, I'll skip the 'paranoid mode' bits. Why should I care about the witchpoint position? Because in the internal coordinates system, used by the engine an...
by Kaks
Mon Jan 28, 2008 1:23 pm
Forum: Expansion Pack
Topic: Standard station textures
Replies: 167
Views: 42137

Thanks for that Griff! About the docking in darkness business, I seem to remember the sun always being on the side of a coriolis station. Hmmm, the docking bay always faces the planet, and for the sun to hit the bay full on, well, you'd have to have a transparent planet! Maybe there's at most a 30 d...
by Kaks
Mon Jan 28, 2008 12:33 pm
Forum: Suggestion Box
Topic: Add 'abs' coordinate system to the legacy addShip methods?
Replies: 15
Views: 6232

Arhuman: Good to know! In a fit of lazyness, I was hoping that introducing 'abs' would completely remove the need to convert back and forth form internal coordinates to 'pwu', 'spm', etc.! Commander McLane: Yes, I did see the Methods page, but no, I still don't quite understand how to get the witchp...
by Kaks
Mon Jan 28, 2008 9:42 am
Forum: Suggestion Box
Topic: Add 'abs' coordinate system to the legacy addShip methods?
Replies: 15
Views: 6232

Well, I had a bit of a look at the obj-c code but it's pretty difficult to follow. What seems to be happening, is this: the three important entities - witchpoint, planet, sun, are placed semi-randomly within a 'box' of space. The triangle formed by these 3 objects defines the base plane for the 'pws...
by Kaks
Mon Jan 28, 2008 8:42 am
Forum: Expansion Pack
Topic: Newly New Asteroids.oxp (v.1.01)
Replies: 9
Views: 5745

Ok, removed. What's going to happen to asteroids.oxp inside the wiki? On the wiki, you do get the impression that asterodis.oxp is separate from asteroid storm, plus it looks like it's got no dependencies. However, it does need to be installed together with the ups oxp, othewise it's got missing tex...