cim
b86a3a4181
Fix various issues with looping and replaying of sounds.
...
Sounds and music now readable from OXZs just as from disk
2013-10-31 20:47:59 +00:00
cim
3b8e651e67
Music now works as well.
...
Reading sounds from oxz sort-of works, until it needs to be replayed. Can't really seek from the ZIP stream easily, so will need to work around it
2013-10-31 18:04:25 +00:00
cim
78f0c42f5c
Track sample lengths properly
2013-10-31 15:16:13 +00:00
cim
d1bb7075fa
Getting closer, but sound now cuts out half-way through playback
2013-10-31 14:45:30 +00:00
cim
d67bfb6c94
Merge branch 'master' of github.com:OoliteProject/oolite into zipped-oxp-support
...
Conflicts:
GNUmakefile
Merge upstream now or this will be messy later with the windows deps
2013-10-31 14:02:45 +00:00
cim
f00d3bd2fe
Start work on OpenAL support
...
(Really doesn't work as of this commit...)
2013-10-31 14:00:18 +00:00
cim
86accd2a7b
Fix bug with docking calculations where dock.y > dock.x
2013-10-30 19:34:50 +00:00
cim
d8fc208457
Fix lighting position bug introduced with high-precision coordinates
2013-10-27 16:00:39 +00:00
cim
bddec79afe
SDL support for sound in zip files
...
Music appears to only be possible to stream from regular files in SDL - no in-memory, no streams. Hmm.
2013-10-27 12:49:15 +00:00
cim
5a50c48e90
Get other files to load from OXZ too, some cleanup
2013-10-27 12:49:15 +00:00
cim
4cb1c4a2d1
Begin work on OXZ support
...
OXZ files are detected by ResourceManager and added to search paths. Plist files may be read from there into NSData objects.
Other file types not yet supported for reads from OXZ.
License files updated to include MiniZip license.
2013-10-27 12:49:15 +00:00
cim
b446a71828
Cleanup a few un-needed energy bomb functions
2013-10-20 17:53:38 +01:00
cim
23e46a284f
Adjust explosion colour transition rates
2013-10-20 17:08:20 +01:00
cim
b37cb50804
Primable equipment work - add affinity parameters for equipment.plist
...
fast_affinity_defensive, fast_affinity_offensive, both boolean. If set and that fast activation slot (defensive = 0, offensive = tab) has nothing in it (or what it had in it is no longer installed), assign that slot. As suggested in comments on db8f3ed
More cleanup of old energy bomb code.
2013-10-20 16:54:01 +01:00
cim
48d48c6192
Cosmetic adjustment to size of displayed explosions
2013-10-19 22:28:50 +01:00
cim
db8f3edea4
Make cloaking device into primable equipment ( closes #33 )
...
'tab' and '0' now used as "fast-activate" controls for primable equipment.
Energy bomb OXPs will need a little bit of work to be compatible with this change.
2013-10-19 18:46:05 +01:00
cim
395b5c5395
Load/Save markets for all deterministic secondary stations
2013-10-18 22:51:25 +01:00
Jens Ayton
7c00f7bdb9
Refine Mac log header
2013-10-16 01:26:48 +02:00
Jens Ayton
94a2808855
Remove an unused import
2013-10-16 01:26:39 +02:00
cim
2e6beea06b
Reassure compiler that variables will be set before use
2013-10-15 18:02:17 +01:00
cim
27bc2fe620
Parcel contract tweaks
...
- add text properly to descriptions.plist as pointed out by Poovga
- ensure a couple of contracts always available at Lave for new commanders
2013-10-13 22:10:07 +01:00
cim
48982e6177
Game over message position should not depend on the HUD settings
2013-10-13 21:55:13 +01:00
Jens Ayton
5f6c85a0d7
Embed debug plug-in in application instead of Debug.oxp
2013-10-13 15:19:48 +02:00
Jens Ayton
3e54cd018b
Fix stray semicolons
2013-10-13 14:05:34 +02:00
cim
84c13736be
Fix silly typo in reloading of player role calculation data
2013-10-12 23:23:47 +01:00
cim
fa934b516f
Fix bug in target memory trying to lock on to missing targets
...
(switch to weakrefs necessitates check that target is still in conventional space and not retained for other reasons)
2013-10-12 22:46:45 +01:00
cim
c0aec53063
Add nebula colour settings, closes #13
...
nebula_color_1 , nebula_color_2
As before default to star_color_1,2 if not set.
If explicitly set, but not otherwise, fix the hue range 'bug' which makes the colours more diverse, so that setting nebula_color_* has somewhat predictable results.
2013-10-12 18:50:21 +01:00
cim
d6844ad64c
Merge pull request #56 from OoliteProject/hud-improvements
...
Hud improvements
2013-10-12 05:29:35 -07:00
cim
7b4e09b8ab
Add startUpComplete worldscript event
...
Helpful for those scripts which want to do initialisation after they know what station the player is docked with.
2013-10-12 12:21:18 +01:00
cim
3383fbebf2
Waypoints now have distance shown if selection is active
...
(closes #12 as waypoints can now be used for long range indicators)
2013-10-11 19:09:32 +01:00
cim
90352dfa58
Need to reset system data cache if galaxy (might) change
2013-10-10 22:10:23 +01:00
cim
128b87e6b6
Add polite way to request MFD display, deal better with over-long texts
2013-10-10 20:29:25 +01:00
cim
880c7294b2
Adjust MFD sizes for better font scaling, force MFD lines to be right length.
2013-10-09 18:11:29 +01:00
cim
d817df2576
Add MFD to small HUD, make MFDs work after loading game
2013-10-09 17:53:19 +01:00
cim
3cea6eb1d4
Keys for player to change MFDs
...
';' to change MFD content, ':' to select the next MFD if HUD has >1
':' now allowed as an SDL key, though more accurately shift-; now allowed
2013-10-08 21:43:14 +01:00
cim
8bb6636e0c
JS support for setting MFDs
...
PS.setMultiFunctionText(key, string)
PS.setMultiFunctionDisplay(index,key)
PS.multiFunctionDisplays // count
Second function may end up as debug-only.
2013-10-08 20:33:01 +01:00
unknown
95f90c5bfd
Fixed GCC 'cannot find interface' warnings in PlayerEntityScriptMethods.m.
2013-10-08 20:23:31 +02:00
cim
ff60370d3f
Make a start on the MFDs
2013-10-07 22:30:29 +01:00
cim
f73f2e31e1
The compiler might not complain, but it's still confusing to have two infos...
2013-10-07 18:25:22 +01:00
cim
a5d8d2b43a
"reticle_scale" parameter for Scanner Targeting Enhancement
...
HUDs intended for large high-resolution screens may wish to reduce this a little from the default. Closes #20
2013-10-07 17:59:14 +01:00
cim
84e7653432
System highlight mode for long range chart
2013-10-06 21:26:03 +01:00
cim
04a48bb84e
Overrule ShipEntity::realAlertCondition for player ship
2013-10-05 21:54:15 +01:00
cim
91309ed90f
Fix places where ship scanner_range not used.
...
Large scanner ranges will still have odd effects because of how checkScanner works, but it should be okay used sparingly.
2013-10-03 20:50:46 +01:00
cim
d837532607
system.waypoints dictionary is readable
2013-10-03 20:28:48 +01:00
cim
d93bf88cd4
Remove debug line
2013-10-02 23:10:44 +01:00
cim
cbc0ac982e
JS representation of waypoints
...
Change waypoint addition syntax to (label,position,orientation,definition) so that intuitive way of specifying position and orientation works.
2013-10-02 21:54:44 +01:00
cim
23b5edea58
Initial implementation of waypoints
...
Try something like this to test.
S.setWaypoint("test", { position: [3E5,3E5,0], size: 5000, beaconCode: "T", beaconLabel: "Waypoint 1" });
2013-10-01 21:48:02 +01:00
Jens Ayton
7a5c16c500
Fix Xcode 5 issues
2013-09-29 18:05:38 +02:00
cim
d391e0df4d
Add beaconLabel properties to JS ship, visual effect
...
Note that we are now over half-full on ship properties, and fix resulting bug.
2013-09-29 16:44:19 +01:00
Jens Ayton
3eb888d5ba
Cleanup
2013-09-29 14:24:07 +02:00