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by Kaks
Thu Apr 12, 2012 11:58 am
Forum: Discussion
Topic: Progress
Replies: 2042
Views: 547183

Re: Progress

And my question is: Capt Murphy, how did you get a main planet without atmosphere? :)

Edit: and are shaders on at all? :P
by Kaks
Thu Apr 12, 2012 1:56 am
Forum: Testing and Bug reports
Topic: Planetary Texture Problems
Replies: 51
Views: 7410

Re: Planetary Texture Problems

No, those png files not being there shouldn't cause any major trouble. Oolite should simply ignore the missing files, and carry on as normal... :? Anyway, it looks like you've got a setting somewhere - either inside a planetinfo.plist or a js file - that says you need those pngs. Have you tried to g...
by Kaks
Thu Apr 12, 2012 1:32 am
Forum: Testing and Bug reports
Topic: Planetary Texture Problems
Replies: 51
Views: 7410

Re: Planetary Texture Problems

mandoman, I'm also confused... can you confirm that the files Oolite says are missing are actually inside your Oxp folder?
by Kaks
Tue Apr 10, 2012 9:30 am
Forum: Discussion
Topic: Progress
Replies: 2042
Views: 547183

Re: Progress

If you have access to the source code and can compile it, you can do whatever you like with it. That's the major point of open source. Therefore: it's very feasible to maintain a source tree with energy bombs enabled, and most of your questions don't compute: it's impossible to give 'definitive stat...
by Kaks
Mon Apr 09, 2012 10:38 pm
Forum: Expansion Pack
Topic: [RELEASE] WildShips OXP
Replies: 234
Views: 89255

Re: [RELEASE] WildShips OXP

Hmm, strange. Both 1.76 & maintenance did have the same wrong bits, and I haven't ported my previous tentative fix... I've ported cim's fix to maintenance now, so there shouldn't be any of those errors in maintenance for real. That there weren't any when you tested looks like it was more of a happy ...
by Kaks
Mon Apr 09, 2012 10:32 pm
Forum: Suggestion Box
Topic: About planets
Replies: 161
Views: 62167

Re: About planets

We're getting there! :) The underlying code is a lot less flakey now, and we should have rock solid(!) materials & shaders via plists in the not-too distant future: possibly a couple of weeks, even! Mind you, I can see a lump of RL approaching quickly, so it might be 'a bit' longer. However, conside...
by Kaks
Mon Apr 09, 2012 10:12 pm
Forum: Discussion
Topic: Progress
Replies: 2042
Views: 547183

Re: Progress

In the meantime... err, I mean a couple of months later: New planets are live-ish! I don't think there are many major problems left with the new planets code - (well, there's an annoying memleak which I left in for the moment to avoid a more annoying CTD) but we're getting there. I've enabled them i...
by Kaks
Mon Apr 09, 2012 9:23 pm
Forum: Expansion Pack
Topic: [RELEASE] WildShips OXP
Replies: 234
Views: 89255

Re: [RELEASE] WildShips OXP

All's well that ends well! Thanks cim for the great work! :D

@Gimi: aha, so it was you who submitted a trunk bug!
Trunk - by definition - is expected to have bugs... :P
Anyway, I'm curious about the Kaks maintenance bugfix you mentioned. Which one were you referring to?
by Kaks
Sat Apr 07, 2012 8:52 am
Forum: Oolite-Linux
Topic: [Solved] The ultimate crash
Replies: 33
Views: 14476

Re: The ultimate crash

Bugbear, are you testing using the nightly build? What you're describing sounds a lot like a bug that should have been eliminated in rev 4830
by Kaks
Sat Apr 07, 2012 8:40 am
Forum: Expansion Pack
Topic: [RELEASE] WildShips OXP
Replies: 234
Views: 89255

Re: [RELEASE] WildShips OXP

Confusing, that stack trace seems to say oolite didn't even get a chance to start... it looks like you found another bug, possibly triggered by a 'wrong' plist setting, and totally unrelated to wildships...
by Kaks
Sat Apr 07, 2012 8:05 am
Forum: Discussion
Topic: oolite.org changed?
Replies: 12
Views: 2202

Re: oolite.org changed?

Just to let you know, the oolite.org site is still safe and sound, and temporarily accessible via http://oolite-linux.berlios.de And there's always some truth in dumb pilots' words! ( maybe not always easy to find, though! :P ) Anyway, it seems berlios moved a few servers & settings around, meaning ...
by Kaks
Fri Apr 06, 2012 1:15 pm
Forum: Expansion Pack
Topic: [RELEASE] WildShips OXP
Replies: 234
Views: 89255

Re: [RELEASE] WildShips OXP

Cool, looks like my tentative fix actually worked! To be 100% sure, do you get the occasional Ignoring Timer Exception: line in the log when testing? If that's the case, I don't know about you, but I'm planning to say 'yeah, in your face, bug!' for a while... :mrgreen: Ahem, I suppose there's always...
by Kaks
Fri Apr 06, 2012 10:31 am
Forum: Oolite-Linux
Topic: [Solved] The ultimate crash
Replies: 33
Views: 14476

Re: The ultimate crash

Hmm, I'd start from rev4761: the shader synthesiser is still not-quite tested properly (the pink cobra3 will revert to blue once we're sure the synthesiser is working ok) and with hindsight, the problems you're having sound exactly the kind of problems an unfinished shader synthesiser would create.....
by Kaks
Fri Apr 06, 2012 8:54 am
Forum: Suggestion Box
Topic: Fuel scoops upgrade
Replies: 8
Views: 1910

Re: Fuel scoops upgrade

Well, it's definitely possible for an oxp to place any targetted object a couple of inches in front of the scoop - different ships can have different scoop positions, though! :) Actually, I seem to remember someone releasing a tractor beam oxp. Hopefully someone else will have better memories than m...
by Kaks
Fri Apr 06, 2012 8:18 am
Forum: Suggestion Box
Topic: Scripting requests
Replies: 824
Views: 229759

Re: Scripting requests

Hmm, I'd be more inclined to use already existing mechanisms ( I'm thinking OXPConfig ) to change oxp equipment settings... a dedicated 'change primable equipment settings' key seems to me to just increase interface complexity in exchange for little extra functionality. Sorry timer, I totally misund...