Oolite Bulletins

For information and discussion about Oolite.
It is currently Mon Apr 23, 2018 12:06 am

All times are UTC




Post new topic  Reply to topic  [ 21 posts ]  Go to page Previous 1 2
Author Message
PostPosted: Sat Feb 28, 2015 10:24 am 
Offline
Dangerous
Dangerous

Joined: Sun Feb 22, 2015 6:52 pm
Posts: 112
Ok, after some more testing, I dropped the idea to have additional chambers, one is enough. Maybe one needs to increase the energy output a little (with an update), but that's about it.

I am going to release the first installment soon. Do I create a new forum thread for this, or do I refurbish this thread by modifying the first post?

Thanks,
QCS


Top
   
PostPosted: Sat Feb 28, 2015 10:55 am 
Offline
Retired Assassin
Retired Assassin
User avatar

Joined: Tue Feb 09, 2010 11:31 am
Posts: 8362
Location: Disunited Kingdom
Quote:
I am going to release the first installment soon. Do I create a new forum thread for this, or do I refurbish this thread by modifying the first post?
You can do either. The thread title can be changed and as this thread is only on page 2 that would be my suggestion in this case. It's probably best to start a new thread if the WIP thread is several pages long though.
Good luck with it :)

_________________
Commander Smivs, the friendliest Gourd this side of Riedquat.


Top
   
PostPosted: Sat Feb 28, 2015 6:36 pm 
Offline
Dangerous
Dangerous

Joined: Sun Feb 22, 2015 6:52 pm
Posts: 112
V0.1 released (see first post).

If you have question/problems (which might very likely occur), please post here. I am new to OXP development ;-)


Top
   
PostPosted: Wed Mar 04, 2015 6:31 pm 
Offline
Dangerous
Dangerous

Joined: Sun Feb 22, 2015 6:52 pm
Posts: 112
Release 0.1.1 - Only changes in texts.

Next update will probably remove the incompatibility between the witchdrive-based device and the other devices, and possibly add some sounds if I find some.


Top
   
PostPosted: Wed May 06, 2015 3:42 pm 
Offline
Dangerous
Dangerous

Joined: Sun Feb 22, 2015 6:52 pm
Posts: 112
Question to those who have one of the devices installed (or are otherwise inclined to have an opinion :-D)

Currently the devices do not "remember" their setting, you need to activate it everytime you leave a dock.
This is to prevent accidental spending of fuel, and in case of the Light variant, to prevent automatic blocking of the Witchspace drive.

Do you think it would be good if those devices would remember their status, or if it would be possible to *make* it remember it (via priming/option)?


Top
   
PostPosted: Sat Mar 17, 2018 1:29 pm 
Offline
Dangerous
Dangerous

Joined: Sat Oct 07, 2017 1:24 pm
Posts: 71
Something's not right here:

"Opening log for Oolite version 1.86 (x86-64) under Mac OS X Version 10.9.5 (Build 13F1911) at 2018-03-17 01:26:21 pm +0000.
Machine type: iMac14,1, 8192 MiB memory, 4 x x86 (Haswell) @ 2700 MHz.
Build options: OpenAL, new planets.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

13:26:21.835 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
13:26:21.859 [system]: Invalid color System, labelColor (warning given only once)
13:26:21.940 [rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 INTEL-8.28.37"). Vendor: "Intel Inc.". Renderer: "Intel Iris Pro OpenGL Engine".
13:26:21.940 [rendering.opengl.extensions]: OpenGL extensions (128):
GL_EXT_texture_compression_dxt1, GL_EXT_rescale_normal, GL_EXT_transform_feedback, GL_EXT_blend_func_separate, GL_EXT_framebuffer_sRGB, GL_ATI_texture_env_combine3, GL_ARB_draw_elements_base_vertex, GL_EXT_debug_label, GL_EXT_geometry_shader4, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_NV_texgen_reflection, GL_NV_blend_square, GL_ARB_texture_compression_rgtc, GL_EXT_stencil_wrap, GL_ARB_texture_env_crossbar, GL_EXT_framebuffer_blit, GL_ATI_separate_stencil, GL_APPLE_vertex_point_size, GL_EXT_texture_rectangle, GL_APPLE_specular_vector, GL_EXT_packed_depth_stencil, GL_EXT_blend_color, GL_ARB_fragment_program_shadow, GL_EXT_texture_env_add, GL_EXT_provoking_vertex, GL_EXT_texture_array, GL_ARB_texture_env_combine, GL_ARB_point_sprite, GL_ARB_multisample, GL_EXT_framebuffer_object, GL_ARB_framebuffer_sRGB, GL_EXT_texture_lod_bias, GL_APPLE_pixel_buffer, GL_ARB_vertex_program, GL_EXT_bgra, GL_APPLE_fence, GL_APPLE_ycbcr_422, GL_EXT_timer_query, GL_EXT_vertex_array_bgra, GL_ARB_depth_clamp, GL_IBM_rasterpos_clip, GL_ARB_pixel_buffer_object, GL_SGIS_generate_mipmap, GL_EXT_framebuffer_multisample_blit_scaled, GL_ARB_shader_texture_lod, GL_ARB_texture_float, GL_ARB_texture_rectangle, GL_ARB_vertex_shader, GL_NV_texture_barrier, GL_ARB_provoking_vertex, GL_ARB_texture_env_add, GL_APPLE_object_purgeable, GL_ARB_texture_env_dot3, GL_APPLE_rgb_422, GL_NV_depth_clamp, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_cube_map, GL_APPLE_element_array, GL_ATI_texture_float, GL_ARB_window_pos, GL_ARB_sync, GL_ARB_vertex_buffer_object, GL_APPLE_texture_range, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_compression, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_ARB_texture_border_clamp, GL_EXT_draw_buffers2, GL_ARB_shading_language_100, GL_EXT_blend_equation_separate, GL_ARB_vertex_blend, GL_EXT_blend_subtract, GL_EXT_packed_float, GL_APPLE_aux_depth_stencil, GL_APPLE_row_bytes, GL_NV_light_max_exponent, GL_EXT_abgr, GL_EXT_texture_filter_anisotropic, GL_ARB_vertex_array_bgra, GL_ARB_draw_buffers, GL_ARB_transpose_matrix, GL_ARB_color_buffer_float, GL_EXT_gpu_program_parameters, GL_APPLE_client_storage, GL_ARB_texture_non_power_of_two, GL_ARB_multitexture, GL_EXT_gpu_shader4, GL_APPLE_flush_render, GL_ARB_framebuffer_object, GL_APPLE_vertex_program_evaluators, GL_APPLE_transform_hint, GL_EXT_texture_compression_s3tc, GL_APPLE_flush_buffer_range, GL_EXT_texture_integer, GL_SGIS_texture_edge_clamp, GL_NV_fog_distance, GL_ARB_occlusion_query, GL_ARB_fragment_shader, GL_ARB_texture_rg, GL_ARB_fragment_program, GL_ARB_seamless_cube_map, GL_ARB_shader_objects, GL_EXT_draw_range_elements, GL_APPLE_vertex_array_object, GL_ARB_depth_texture, GL_EXT_texture_sRGB, GL_ARB_half_float_vertex, GL_APPLE_vertex_array_range, GL_ARB_shadow, GL_EXT_multi_draw_arrays, GL_ARB_half_float_pixel, GL_APPLE_packed_pixels, GL_ARB_point_parameters, GL_EXT_debug_marker, GL_EXT_texture_sRGB_decode, GL_EXT_clip_volume_hint, GL_SGIS_texture_lod, GL_EXT_fog_coord, GL_EXT_texture_shared_exponent, GL_ATI_texture_mirror_once, GL_APPLE_float_pixels, GL_EXT_framebuffer_multisample, GL_ARB_depth_buffer_float, GL_ARB_draw_instanced
13:26:21.945 [rendering.opengl.shader.support]: Shaders are supported.
13:26:21.953 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
13:26:21.954 [searchPaths.dumpAll]: Resource paths:
~/Desktop/Games and things/Elite family/Oolite-1.86/Oolite.app/Contents/Resources
~/Library/Application Support/Oolite/Managed AddOns
~/Library/Application Support/Oolite/AddOns
~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.QCS.QTHI_AuxEnergyGenerators.oxz
13:26:21.961 [shipData.load.begin]: Loading ship data.
13:26:22.255 [plist.parse.failed]: Failed to parse ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.QCS.QTHI_AuxEnergyGenerators.oxz/Config/equipment.plist as a property list.
Unexpected character ( at line 1
13:26:22.439 [startup.complete]: ========== Loading complete in 0.55 seconds. ==========
13:26:24.313 [exit.context]: Exiting: Exit Game selected on start screen.

Closing log at 2018-03-17 01:26:24 pm +0000."


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 21 posts ]  Go to page Previous 1 2

All times are UTC


Who is online

Users browsing this forum: No registered users and 16 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB® Forum Software © phpBB Limited