While no longer true for AppleMac/Linux, for windows a new GitHub code commit will generate a new windows nightly in some 8 minutes or so. These are the current experimental versions of Oolite - as they are updated and bugs are fixed, new nightlies are generated. These contain extra facilities for OXP developers: they slow the game down a little but help track down errors in the OXP code. The current stable version for playing Oolite. The three varieties of Oolite are produced for each of the 3 platforms/operating systems. Running Oolite-Mac: the newest ARM chips and their associated operating system may well prevent Oolite from running on the Mac in future.There is also an additional section in these pages on how to build from source for those who are inclined to explore the technicalities of the game. The following articles contain detailed information about where to get and how to run the game. The game has been run on the PowerPC, Intel x86, AMD 64 and MIPS processor architectures. This is portable to any Unix-like operating system that supports OpenGL and GNUstep, including back to Mac OS X as a Cocoa/SDL application. Substantial parts of the graphics output were changed to use SDL (Simple Directmedia Layer), a cross platform game library. The first stable version was 1.52, released on 24th September 2005. The port uses OpenGL and the GNUstep Objective-C library. In April 2005 a porting project was started by David Taylor and Dylan Smith. The game was originally written to use OpenGL and Cocoa (the Mac OS X toolkit) in Objective C. Some notable OXPs have been to replace the space stations in Tech Level 13+ planets with a "2001-style" Torus station, and the Tionisla Orbital Graveyard from the novella, The Dark Wheel. When Oolite is launched, it scans these folders for expansions, and loads them.Īn OXP can contain new ships with custom AI and textures as well as new missions. The Expansions Manager adds in '.oxz' expansions which are stored in the Managed AddOns folder. This takes the form of a directory with the extension '.oxp' that is placed in the AddOns folder. The game can be expanded in a number of ways with an OXP (Oolite eXpansion Pack). See the Oolite Instruction Manual for more information. This can lead to some interesting flight characteristics when the player survives a collision (especially with a Hognose Tugship). However, this can be thought of as a complex flight computer helping the pilot as the game engine itself allows for real-world physics, for example, during collisions. Like classic Elite, the flight model is non- Newtonian - meaning the spacecraft handles like an "aeroplane in space". Like classic Elite, there is a single planet per system - although the game allows authors of add-ons to add multiple planets to a star system. It is set in the Classic Elite universe, with the features found in the classic Elite universe (systems and the descriptions of systems generated by an algorithm, rather than text that the author has written). Oolite follows the original Elite rather than Frontier: Elite II or Frontier: First Encounters.
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