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Oolite gameplay
Oolite gameplay




oolite gameplay
  1. #Oolite gameplay drivers#
  2. #Oolite gameplay full#

Fixed scripted misjumps not working when set from within the shipWillEnterWitchspace handler for wormholes created by NPCs. The shipSpawned() event now fires for the main station. Various bug fixes, inluding bugs #17916, #17919 and #18083.JavaScript: Raised certain JavaScript time limits. (Bug #18052) ist strings are now scanned for "%n", which could be used maliciously on GNUstep systems. Fixed mouse control starting in yaw mode. (Bug #18068) Fixes to mass-dependent fuel pricing. Ships with beacon codes now retain them after jumping to a new system.

oolite gameplay

Ships following the player through a wormhole now have jump rings. Friendly fire between ships in the same group, and between police, military or thargoid vessels, no longer leads to hostilities. Fixed bug where a ship was apparently attacking itself whenever one of its subentities was taking energy damage. Improved texture filtering for planets and generated emission maps (in non- shader mode). Clock adjustments now accumulate in the obvious way (Bug #17969).

#Oolite gameplay drivers#

Disabled shaders on certain ATi GPUs using Gallium drivers because of crashes. Problem with frame callbacks and jumps (Bug #17956) ChangesĬhanges: New Linux/POSIX installer. Problem with roles of tharglets used as subentities (Bug #17979) In some conditions, the "break pattern" effect is drawn off-centre. Q-bomb explosions are not drawn properly on some systems (Bug #17276) Unhelpful docking clearance behaviour changing priorities when a ship is on final approach (Bug #17997)įuel indicator is not drawn correctly in interstellar space (Bug #18097) Intermittent crashes when removing pylon-mounted equipment ()įreeze when script resurrects a ship being killed by a Q-bomb (Bug #18054)ĪI crash triggered by large groups of thargoids (Bug #18055)īugs related to repeated misjumps (Bug #18082) (More accurately, q-mines for NPCs used to be represented internally as EQ_ENERGY_BOMB instead of EQ_QC_MINE.) Q-mines awarded to NPCs in flight now work. Scripts can no longer give the player an out-of-range target. NPCs in interstellar space can now jump back to their origin system. The shipSpawned() event now fires for the main station.įixed scripted misjumps not working when set from within the shipWillEnterWitchspace handler for wormholes created by NPCs. (Bug #18052)ĭist strings are now scanned for "%n", which could be used maliciously on GNUstep systems. (Bug #18068)įixed mouse control starting in yaw mode. Improved texture filtering for planets and generated emission maps (in non- shader mode).įixed bug where a ship was apparently attacking itself whenever one of its subentities was taking energy damage.įriendly fire between ships in the same group, and between police, military or thargoid vessels, no longer leads to hostilities. The galaxies are huge and flying from planet to planet can take a while but if you love space sims and enjoyed Elite, then you'll definitely like Oolite.ĭisabled shaders on certain ATi GPUs using Gallium drivers because of crashes.Ĭlock adjustments now accumulate in the obvious way (Bug #17969). Oolite is absolutely huge so it will take a long time for you to get bored but if you do, there are even expansion packs which can be downloaded from the developer website with new planets, galaxies and ships.īe warned that this is a game that requires a lot of patience.

oolite gameplay

#Oolite gameplay full#

However, mouse control only works in full screen mode only which you can activate by pressing control-shift-M. The gameplay is however much faster and slicker than Elite with the added bonus that you can control your Oolite ship using the mouse in your quest to blast enemies and conquer distant planets and galaxies. Oolite is faithful to Elite right down to the graphics and original gameplay so it will feel dated to anyone not prepared for that.






Oolite gameplay