Search found 3009 matches

by Kaks
Fri Apr 20, 2012 3:57 pm
Forum: Suggestion Box
Topic: Beacons on the Advanced Space Compass
Replies: 90
Views: 12411

Re: Beacons on the Advanced Space Compass

Yep, no problems at all in 1.76 with the spooky station scenarios. All nice and doable already, and not subject to change in the foreseeable future! :) However: Just as today, if I'm driving down the motorway and the motorway services are closed by fire / power cut / strike / a crash on the sliproad...
by Kaks
Fri Apr 20, 2012 3:32 pm
Forum: Suggestion Box
Topic: Beacons on the Advanced Space Compass
Replies: 90
Views: 12411

Re: Beacons on the Advanced Space Compass

Ok Wildeblood, have fun with the trolling! :D
by Kaks
Fri Apr 20, 2012 2:28 pm
Forum: Testing and Bug reports
Topic: script-spawned police doesn't get correct scan_class
Replies: 7
Views: 1810

Re: script-spawned police doesn't get correct scan_class

Eric Walch wrote:Probably never useful, but who knows what use for it some scripters might invent :P
/me looks causally at McLane & Thargoid :P
by Kaks
Fri Apr 20, 2012 1:50 pm
Forum: Suggestion Box
Topic: Beacons on the Advanced Space Compass
Replies: 90
Views: 12411

Re: Beacons on the Advanced Space Compass

@Wildeblood: Eh? Dear, oh dear, oh dear! :) Ok, history lesson mode: The ability of using cube maps was an indirect result of me adding the ability to texturise main planets, but was introduced by Ahruman some time after that. The ability to retexture planets has been used by a few oxps at least eve...
by Kaks
Fri Apr 20, 2012 11:48 am
Forum: Suggestion Box
Topic: Scripting requests
Replies: 824
Views: 224571

Re: Scripting requests

Hi, In preparation for future stable releases being in deployment build format, but with developer releases in test-release format could we add a property to the Oolite object - something along the lines of buildType - a string which is either "deployment", "test" or "snapshot". This would allow sc...
by Kaks
Fri Apr 20, 2012 10:55 am
Forum: Suggestion Box
Topic: Beacons on the Advanced Space Compass
Replies: 90
Views: 12411

Re: Beacons on the Advanced Space Compass

Ok, there's more than just 1 difference between main & secondary stations, though quite a few of them can be worked around via scripts, like in save anywhere! :) Even more reasons for sorting out that part of the code! :D Before I forget, and while I'm on the subject of sorting stuff out, making sta...
by Kaks
Fri Apr 20, 2012 8:42 am
Forum: Suggestion Box
Topic: Beacons on the Advanced Space Compass
Replies: 90
Views: 12411

Re: Beacons on the Advanced Space Compass

Err, the point I was trying to illustrate is that there's no difference whatsoever in docking as of v1.76, thanks to micha's work. The difference did indeed exist in previous stable releases (ie 1.65 and before), and in a lot of test releases up until fairly recently. And both questions about 'repla...
by Kaks
Thu Apr 19, 2012 5:19 pm
Forum: Suggestion Box
Topic: Beacons on the Advanced Space Compass
Replies: 90
Views: 12411

Re: Beacons on the Advanced Space Compass

The only actual difference between a main station and a non-main station is that you can actually save at a main station - (hmm, unless you go through save anywhere). Within the code, there's no way of creating more than 1 main station, unless there's some major alteration to the codebase. That's al...
by Kaks
Thu Apr 19, 2012 11:48 am
Forum: Expansion Pack
Topic: shipTakingDamage event handler question
Replies: 11
Views: 1705

Re: shipTakingDamage event handler question

OK, it would be simple to change, but it looks like the 1.76 behaviour allows for more flexibility. Updating the wiki it is! :)
by Kaks
Thu Apr 19, 2012 9:31 am
Forum: Expansion Pack
Topic: shipTakingDamage event handler question
Replies: 11
Views: 1705

Re: shipTakingDamage event handler question

Sounds like a bug! Will look into it & report asap! :)
by Kaks
Thu Apr 19, 2012 9:20 am
Forum: Expansion Pack
Topic: DeepSpace Ships OXP - Official Thread
Replies: 146
Views: 34320

Re: DeepSpace Ships OXP - Official Thread

Hmm, it is his name though, and the photo does look spookily similar to the banner on http://www.jblythe.f9.co.uk/ ... :)
by Kaks
Wed Apr 18, 2012 8:36 am
Forum: Suggestion Box
Topic: Shaders and stuff oh my
Replies: 48
Views: 10239

Re: Shaders and stuff oh my

And the new font should indeed be part of the deepspace oxp - look for a file called oolite-font.png (should be inside Textures). Removing that file(or better still, renaming it .backup), then starting Oolite while pressing shift should bring back the original font... :)
by Kaks
Tue Apr 17, 2012 6:11 pm
Forum: Suggestion Box
Topic: Shaders and stuff oh my
Replies: 48
Views: 10239

Re: Shaders and stuff oh my

In windows, look inside oolite.app/GNUstep/Defaults/ - there should be a file called .GNUstepDefaults - if you delete it when Oolite isn't running, the next time Oolite starts it will start with a clean slate... Still, your problem could be that you also modified minimum_shader_level, which will pre...
by Kaks
Tue Apr 17, 2012 1:51 pm
Forum: Suggestion Box
Topic: Beacons on the Advanced Space Compass
Replies: 90
Views: 12411

Re: Beacons on the Advanced Space Compass

Got to admit I'm with cim about sorely underestimating the possible repercussions of such a change... As we were talking about making beaconCode read/write, he mentioned maybe making the main station beacon visible from any distance, and I saw no problems whatsoever with the idea... :? I didn't even...