Search found 67 matches
- Wed Dec 23, 2020 3:19 am
- Forum: Outworld
- Topic: A question of lore
- Replies: 40
- Views: 9170
Re: A question of lore
Another question: witchpoint beacons are in the core game, so they're a thing. What exactly is their purpose? Are they simply markers, or are they perhaps needed for incoming ships to lock onto - no witchpoint beacon, no inbound traffic? The witchdrive seems to be able to access any area within 7ly...
- Fri Nov 06, 2020 2:23 pm
- Forum: Expansion Pack
- Topic: Things I Wish I Knew BEFORE Starting this *@*#~&ing .oxp
- Replies: 34
- Views: 57662
Re: Things I Wish I Knew BEFORE Starting this *@*#~&ing .oxp
Something I’ve found helpful is to import the model in to a program such as Blender, position the cameras in there, and copy the coordinates. It gives a somewhat accurate preview without the hassle of reloading. Do be warned that Blender swaps the Y and Z axes, and they may be inverted.
- Sat Oct 10, 2020 12:47 pm
- Forum: Discussion
- Topic: Recovering "Lost" OXPs
- Replies: 155
- Views: 33463
Re: Recovering "Lost" OXPs
2 questions for the community: Since I am already in the middle of it, should I create shiplibrary entrances for the fixes as well ? If so, what would be a matching synonym for ships from outside of GalCop space, except the obvious "Alien" ? I mainly got Cylons and Starfleet in mind, but there are ...
- Fri Oct 09, 2020 5:57 pm
- Forum: Discussion
- Topic: Combat is too hard with a keyboard
- Replies: 66
- Views: 10150
Re: Combat is too hard with a keyboard
That's amazing. I always thought Adder sounded to close to suicide. A single energy bank with poor recharge rate and only 2-ton cargo capacity. I find it quite hard to survive having beam lasers (and nothing else) on my Cobra Mk3. I think I wouldn't last 20 seconds with Adder. Ah, it is so very clo...
- Thu Oct 08, 2020 2:41 am
- Forum: Expansion Pack
- Topic: An Overview of some of the realistic ambience .oxp's
- Replies: 10
- Views: 2729
Re: An Overview of some of the realistic ambience .oxp's
Murder, maybe? Or a gaggle, perhaps.
- Mon Oct 05, 2020 3:10 pm
- Forum: Expansion Pack
- Topic: Commies.oxp (v2.07)
- Replies: 168
- Views: 117153
Re: Commies.oxp (v2.07)
Well that’s bizarre. It appears those numbers are the same in 2.17. Will fix in the next version, whenever that comes out.
- Thu Oct 01, 2020 12:00 pm
- Forum: Expansion Pack
- Topic: Commies.oxp (v2.07)
- Replies: 168
- Views: 117153
Re: Commies.oxp (v2.07)
Thank you! I haven't had much time to work on Oolite, although I do check the forums pretty frequently. I've made a touch of progress on the Astromine since then and will probably move on to texturing before too long. https://i.imgur.com/Mnq9gu1.png https://i.imgur.com/XD3fZhs.png Hopefully the SLAP...
- Fri Sep 04, 2020 1:08 pm
- Forum: Oolite-Linux
- Topic: [Solved] LowSpec Oolite
- Replies: 12
- Views: 2470
- Tue Jul 28, 2020 2:23 pm
- Forum: Expansion Pack
- Topic: Commies.oxp (v2.07)
- Replies: 168
- Views: 117153
Re: Commies.oxp (v2.07)
Ah, I see. I am from a far less noble lineage and a far more pragmatic culture. My fellow citizens and I lack the refined architectural and culinary palate of the residents of your empire (may the suns never set on it). We find a tin can to be more valuable than an heirloom bowl of fine asteroid sil...
- Tue Jul 28, 2020 1:19 pm
- Forum: Suggestion Box
- Topic: Lighting Additions to the Default Shader
- Replies: 0
- Views: 2468
Lighting Additions to the Default Shader
This has most likely been suggested before, but here we go. One of the many impressive features of Griff's ships (with shaders) is the lighting. Cabin lights flicker and turn red, while engines sync with the exhaust color and subtly pulsate. Unfortunately, these custom shaders don't work the best wi...
- Tue Jul 28, 2020 12:46 pm
- Forum: Expansion Pack
- Topic: Commies.oxp (v2.07)
- Replies: 168
- Views: 117153
Re: Commies.oxp (v2.07)
Come the counter-revolution we'll convert them into caviar-carriers! I assume that one of them should be able to transport enough for a decent-sized banquet! I'm a fan of that idea! The craft was designed around two angled-gravity passenger decks (poorly made cross-section below). Probably part of ...
- Thu Jun 11, 2020 10:34 am
- Forum: Discussion
- Topic: Screenshots
- Replies: 5727
- Views: 1161188
Re: Screenshots
Beautiful shots as always! I am really a fan of that brighter lighting. It brings out the colors and detail and adds a lot to the realistic look.
- Thu Jun 04, 2020 12:22 pm
- Forum: Discussion
- Topic: Atacked in the Aegis
- Replies: 13
- Views: 3110
Re: Atacked in the Aegis
That might be a possibility … does the station hand out Offender tags to people who shoot Clean ships in the aegis? And if so, do they only do it to the player, or to NPCs as well? Any time anyone, npc or player, shoots at and hits a clean ship within aegis or police range, they are marked as an of...
- Sun May 17, 2020 2:09 pm
- Forum: Expansion Pack
- Topic: (WIP) Hermitage
- Replies: 79
- Views: 33058
Re: (WIP) Hermitage
Perhaps a few different start scenarios that vary in difficulty might be a good way to go, giving an opportunity for different playstyles. Some ideas: Easy: Cobra 1 and 1000cr in a somewhat stable system Normal: Modified Adder and 1000cr in a moderately stable system Hard: Stock Adder with 100cr in ...
- Fri May 15, 2020 12:54 pm
- Forum: Expansion Pack
- Topic: Commies.oxp (v2.07)
- Replies: 168
- Views: 117153
Re: Commies.oxp (v2.07)
So, I got a little distracted and tried to make some new textures for the Commuter, but the UV map I originally made was not exactly easy to work with. Lines were crooked, nothing aligned, everything was a different size- the works. I straightened the UVs and pretty much remade the textures. The res...