Search found 6657 matches

by JensAyton
Sat Aug 02, 2014 11:10 pm
Forum: Outworld
Topic: Impossible space engine, that apparently works
Replies: 56
Views: 23127

Re: Impossible space engine, that apparently works

The one Nasa tested was producing an apparent thrust in the range of tens of micronewtons. It would barely be able to reach escape velocity from a pebble. :-)
by JensAyton
Tue Jul 29, 2014 9:35 pm
Forum: Announcements
Topic: Possible Server Outages Tomorrow 30 July 2014
Replies: 2
Views: 6631

Re: Possible Server Outages Tomorrow 30 July 2014

Is that Thursday 1 August 2019, or back in time to Thursday 1 August 2013? :-p
by JensAyton
Thu Jul 24, 2014 7:23 am
Forum: Oolite-Mac
Topic: Best version for OLD PPC Macs?
Replies: 22
Views: 14963

Re: Best version for OLD PPC Macs?

Eric Walch wrote:I remember that Oolite 1.65 contains a lot of speed improvements, so it might even be faster than the version 1.40
By the same reasoning, 1.76 should be faster than 1.65, but somehow it never works out that way. :-)

I first played Oolite on a 233 MHz G3, but it wasn’t exactly butter-smooth.
by JensAyton
Sun Jul 20, 2014 9:22 pm
Forum: Oolite-Mac
Topic: Best version for OLD PPC Macs?
Replies: 22
Views: 14963

Re: Best version for OLD PPC Macs?

Dunno. A closely related question is, which old versions can you actually get hold of? I posted the two I have lying around for you to try: oolite1.40.dmg oolite1.65.dmg Obviously no-one can offer anything even resembling support for these; I don’t have anything old enough to even run them.
by JensAyton
Fri Jun 27, 2014 6:08 pm
Forum: Discussion
Topic: 1.80 Release? Wiki revamp? Word of mouth campaign?
Replies: 19
Views: 4352

Re: 1.8 Release? Wiki revamp? Word of mouth campaign?

No, please don’t do that.
by JensAyton
Sat Jun 21, 2014 9:23 pm
Forum: Expansion Pack
Topic: Conversion script woes
Replies: 5
Views: 1822

Re: Conversion script woes

For reference, texture coordinates are in the OBJ file, not the MTL file. Texture coordinates are defined on “vt” lines, and are the second vertex parameter in “f” lines. For example, here is a box with texture coordinates: mtllib ./box.mtl g Box v -2.5 -2.5 -2.5 v -2.5 2.5 -2.5 v 2.5 2.5 -2.5 v 2.5...
by JensAyton
Fri Jun 06, 2014 1:02 pm
Forum: Testing and Bug reports
Topic: OXZ manager and system rights (on OSX 10.9.3)
Replies: 9
Views: 4036

Re: OXZ manager and system rights (on OSX 10.9.3)

Fixed; Oolite for Mac will now create the intermediate directories as necessary. There may be corresponding problems on other platforms.
by JensAyton
Fri May 30, 2014 8:06 pm
Forum: Expansion Pack
Topic: How to generate oolite-font.png?
Replies: 5
Views: 1655

Re: How to generate oolite-font.png?

4. The ascenders of the default font would extend outside the box widths otherwise. (We could have changed the Y extents of the rectangle used for each glyph instead, but the effect would be the same; or we could have used a smaller font size and got less detail for the memory use.)
by JensAyton
Fri May 09, 2014 9:57 pm
Forum: Oolite-Mac
Topic: How to build Oolite source on Mac
Replies: 9
Views: 8233

Re: How to build Oolite source on Mac

Done.
by JensAyton
Mon May 05, 2014 8:24 pm
Forum: Expansion Pack
Topic: [WIP] A new font for Oolite
Replies: 10
Views: 2644

Re: [WIP] A new font for Oolite

Try setting the minimum size of the window equal to the default size (Size Inspector). I don’t really know why I made it resizable to start with.
by JensAyton
Mon May 05, 2014 7:42 pm
Forum: Expansion Pack
Topic: [WIP] A new font for Oolite
Replies: 10
Views: 2644

Re: [WIP] A new font for Oolite

fonttexgen sort of assumes your screen is tall enough for the window (i.e. about 1200 px tall). For some reason I can’t fathom, the window is resizable. In OS X 10.8 and later, size changes will be remembered across launches by default; you can fix this by selecting the window in MainMenu.nib and de...
by JensAyton
Sun May 04, 2014 9:01 am
Forum: Oolite-Mac
Topic: How to build Oolite source on Mac
Replies: 9
Views: 8233

Re: How to build Oolite source on Mac

  • Install Xcode. These days, it lives on the App Store.
  • In the terminal: git clone https://github.com/OoliteProject/oolite.git
  • cd oolite
  • git submodule update --init --recursive
  • open Oolite.xcodeproj
  • Press the Run button in the toolbar.
by JensAyton
Mon Mar 17, 2014 11:27 pm
Forum: Suggestion Box
Topic: Scriptable Space Background Colour
Replies: 4
Views: 3877

Re: Scriptable Space Background Colour

systemSkyColor = [systeminfo oo_arrayForKey:@"space_background_color"]; GLfloat systemSkyColorRed = [systemSkyColor oo_floatAtIndex:0 defaultValue:0.0]; GLfloat systemSkyColorGreen = [systemSkyColor oo_floatAtIndex:1 defaultValue:0.0]; GLfloat systemSkyColorBlue = [systemSkyColor oo_floatAtIndex:2 ...
by JensAyton
Thu Feb 06, 2014 11:35 pm
Forum: Testing and Bug reports
Topic: Split: Planet rendering issues
Replies: 30
Views: 9258

Re: Split: Planet rendering issues

This gets to use the same smoothstep code for the terminator in both Normal Shaders and Extra Detail settings. For planets, Normal Shaders just uses the static pre-shader methods - the shader program is never even executed. There isn't currently any way that the OO_REDUCED_DETAIL code path can be r...
by JensAyton
Wed Feb 05, 2014 8:57 am
Forum: Discussion
Topic: Licensing
Replies: 29
Views: 24526

Re: Licensing

I've just noticed some conflicting information in the licensing announcement OP . After stating in the opening paragraph that resources are licensed under the CC-by-nc-sa- 3 , all further mentions of this license refer to the CC-by-nc-sa- 2 . This ought to be updated.. Read it again. It’s CC-by-nc-...