Search found 365 matches

by dajt
Sun Mar 04, 2007 11:33 pm
Forum: Oolite-Linux
Topic: XOP AddOns in GNUstep
Replies: 2
Views: 3560

The search paths are hard-coded at present because it wasn't important enough to me to figure out a way to do it that works on both Win32 and Linux.
by dajt
Sun Mar 04, 2007 11:32 pm
Forum: Testing and Bug reports
Topic: Advanced Navigational Array - Progress
Replies: 22
Views: 12308

Very cool. Well done that man :)

Things are crazy around here and I have passed your changes onto Ahruman.

Thanks for taking the time to play with the Oolite code - it badly needs some new devs.
by dajt
Wed Feb 28, 2007 9:44 pm
Forum: Discussion
Topic: Keys not configured in keylist.plist
Replies: 11
Views: 4677

Additionally, Oolite will use the default key defined in the source code if the key isn't redefined in keyconfig.plist.

So you can't disable any functions, just map them to keys that are hard to press if you don't want them.
by dajt
Tue Feb 20, 2007 10:11 pm
Forum: Expansion Pack
Topic: Extra Equipment
Replies: 15
Views: 10259

There were a couple of things added back when I was thinking about an OXP. They have code support so should work, but nothing uses them at this point.
by dajt
Sat Feb 10, 2007 4:41 am
Forum: Discussion
Topic: Detailed Textures*
Replies: 183
Views: 56694

Oolite would certainly benefit from integration with a game framework or scene manager - quite a bit of its code is taken up with these functions. But all of the ones I've seen (including the two above) are C++ which means they're basically incompatible with Oolite. Theoretically Oolite should be ab...
by dajt
Sat Feb 10, 2007 4:31 am
Forum: Discussion
Topic: Detailed Textures*
Replies: 183
Views: 56694

LB's idea is a good one if Sung's textures ever did become the defaults. Until then you can use these textures without overwriting the originals. Just create a Textures folder under AddOns (where your oxp directories all live) and put Sung's textures in there. Anything the game would normally load f...
by dajt
Fri Feb 09, 2007 10:39 am
Forum: Discussion
Topic: Detailed Textures*
Replies: 183
Views: 56694

My vote would be for using Snug's textures in the next release, and fixing up whichever OXPs have a problem to accomodate the new textures.

Fixing a few OXPs is a small price to pay for finally having Oolite look like it should.
by dajt
Wed Feb 07, 2007 10:46 am
Forum: Discussion
Topic: Discussion - Trade Lanes or "the corridor"-good or
Replies: 10
Views: 3636

Well, it might work. I just looked at the wiki and it has: spawn: <role> <number> // adds a number of ships matching <role> near the ship // that's the target of this script (as script_actions or death_actions) The player's ship is the target of most scripts, and certainly all script.plist ones. I'm...
by dajt
Wed Feb 07, 2007 7:53 am
Forum: Discussion
Topic: Discussion - Trade Lanes or "the corridor"-good or
Replies: 10
Views: 3636

To work like the old-school Elite the OXP would have to generate the ships in the immediate vicinity of the player's ship, otherwise the system will just fill up with AI ships doing nothing useful.
by dajt
Wed Feb 07, 2007 6:44 am
Forum: Porting to other platforms
Topic: Dreamcast Oolite
Replies: 13
Views: 22461

The trick is getting a version of GCC running that has the Objective-C support built in. Most of them don't.

If the DC linux one doesn't then you'll need to compile a new version of GCC, presumably cross-compiled.
by dajt
Wed Feb 07, 2007 2:38 am
Forum: Discussion
Topic: Discussion - Trade Lanes or "the corridor"-good or
Replies: 10
Views: 3636

In as far as you can talk about "realism" when discussing a sci-fi game, I think the trade lane concept is mostly good. Why would a pirate be out in the middle of nowhere, when all traders enter the system at a defined point and head either towards the main GalCop station or the star? As for having ...
by dajt
Tue Feb 06, 2007 10:10 pm
Forum: Discussion
Topic: Dreamcast Port
Replies: 2
Views: 2313

If you're putting your hand up, here is what you need to do to get started:

1. Get linux running.
2. Ensure OpenGL works.
3. Get a version of GCC going that supports Obj-C.
4. Build GNUstep.

If you get that far, the rest should be easy.
by dajt
Tue Feb 06, 2007 4:54 pm
Forum: Suggestion Box
Topic: Things we can do?
Replies: 4
Views: 3552

Re: Things we can do?

I'm not a programmer. So i will ask you if it is possible to change the enviroment. Like Stars, Galaxies, ingame Tables and Soundfiles. Is someone working on parts of it? If not, can we talk over the possibillities to make Oolite smarter? There are a bunch of "custom sound events" you can put your ...
by dajt
Tue Feb 06, 2007 4:46 pm
Forum: Discussion
Topic: Oolite broken! Help!
Replies: 13
Views: 5316

What do I need to do to remove the DTD errors? is this what dajt was working on? Somebody point me to the rigth thread download and I'll do as you recommend. The screen res thing - it's always done that - don't know why I also noticed the error in Missionaries - I meant to ask Doc about it but I ke...
by dajt
Tue Feb 06, 2007 2:01 am
Forum: Discussion
Topic: Oolite broken! Help!
Replies: 13
Views: 5316

at line: 20 column: 9 ... Extra content at the end of the document 2007-02-05 23:24:51.000 oolite.exe[4004] File NSDictionary.m: 592. In [GSDictionary -initWithContentsOfFile:] Contents of file 'AddOns/Missionaries.oxp/Config/script.plist' does not contain a dictionary First thing I'd do would be t...