Oolite forum6/21/2023 ![]() On, a new stable version, v1.76.1, was released. On 16 December 2011, a new stable version, v1.76, to replace 2006's v1.65, was released. Subsequently, there were a number of test releases, with most notably the addition of JavaScripting capabilities to write missions and shader support. Jens Ayton was nominated as maintainer, and after a lag, active development continued by the community. On 27 February 2007, the project was relicensed under the GPL-2.0-or-later. In October 2006, after releasing the stable 1.65 version, Williams announced he would stop developing Oolite after implementing updated OpenGL shader functionality. Most ports include the same functionality except for the Mac OS X version which includes additional support of native Mac OS X features (such as integration with iTunes, Spotlight and Growl support). Ports are also available for SGI IRIX and FreeBSD on Intel architectures. In March 2006, the Windows GNUstep port was released. In July 2004, Oolite v1.0 was released but remained in active development for a long time afterwards.īy September 2005, Mac Oolite had reached v1.52, and a Linux port was released, closely following the Mac OS X developments since. Giles Williams began work on Oolite for Mac OS X in 2003. Oolite is licensed under GPL-2.0-or-later for the source code, while resources (pictures, music, textures, models) are dual-licensed under GPL-2.0-or-later and CC-BY-NC-SA-3.0. Among Oolite's several similarities to its source, the gaming experience is enhanced by the context set in Elite's original manual, and the accompanying novella, The Dark Wheel. The name is a contraction of object oriented Elite, because it was written in Objective-C, an object-oriented programming language. Oolite is a free and open source 3D space trading and combat simulator "in the spirit of" Elite, a similar game published in the 1980s. but once it was in lots of other uses came up.Resources dual-licensed under GPL-2.0-or-later and CC-BY-NC-SA-3.0 This was originally so that traders could have non-hyperspace fighters (Sidewinder, Mamba, etc.) as escorts. (EDIT) you can follow a ship through hyperspace just by flying into its wake, for no fuel cost. Your reputation builds up quicker if you stay in the same place, whereas if you go somewhere new there's a good chance half the NPCs won't have heard of you. Similarly if you get a rep as an assassin, the police may harass you even when you're clean - whereas if you're known to be a trader they might give you the benefit of the doubt when they stumble across you in a fight with another clean ship. and if you behave like a taxi they'll largely ignore you. whereas if you behave like a trader they'll try to rob you. So if you behave like a bounty hunter most of the time, pirates will mostly avoid you unless they have you outgunned. it tracks your "profession" based on your actions, and uses this to adjust NPC behaviour. This allows for some very interesting playing around with mission deadlines (and time loss as a consequence for your actions - whether needing to repair or being forced to do community service for your crimes) that means you don't always just pick "shortest route" jump time is proportional to the square of the jump distance, so lots of little jumps are quicker than one big one. Realistic scale is great for a lot of things (planetary landings, for example!) but I think it inevitably compartmentalises the gameplay. And then a Thargoid warship might show up and *everyone* will drop what they're doing to fight it regardless of their previous differences. Or you can be the bounty hunter coming along and rescuing the trader from pirates. ![]() You can get attacked by pirates and a group of bounty hunters returning from raiding a nearby anarchy can see this happening and come to your aid. cartoon scale (but Elite+'s non-player-centric simulation): this gives the ability for "living" NPC interactions to just happen, in a way that they don't much in the later ones. Lots of places - see previous point - require long jumps to get into. if you make a 6.5LY jump you'll have to stand and fight. ![]() So if you make a 3 LY jump you can probably run away from most danger. Same fuel reserve powers your boost (once you've installed it). only enough fuel for a single max-range jump. The recent versions of Oolite know whether or not a system is a bottleneck and spawn NPCs accordingly: try getting into the top-left of Galaxy 2 with a bunch of passengers or courier missions on board and you'll find out what I mean jump range locked to 7LY for all ship types: this gives the map a very definite topology of routes. It's definitely worth a look in its own right - while it started out as an Elite clone, it's developed further since - but it's also interesting if you never played the original Elite because it follows a few of the design decisions from that which weren't in FE2, FFE or Elite: Dangerous. ![]()
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