![]() ![]() Like Elite, Oolite is a first-person, open-ended, single-player space trading and combat simulator. This version is the one currently recommended by the Oolite dev team. The main additions are listed as : Mobile External View Camera, Multiple Lasers Now Available to All Ships, Improvements to the Galactic Chart Interface, Improvements to Overall Presentation and UI. On 21 July 2016, version 1.84 was released. A Scenario Support System was introduced, essentially allowing people to rewrite the galaxies, ships, equipment and rules to make their own new space game using the Oolite engine. Improvements were made to multi-monitor support, explosion graphics, and planet textures, and a "field of view" setting introduced to Game Options. Graphics and interfaces were upgraded, with the main improvement being the fully zoomable and scrollable galaxy map, which replaces the separate short-range and long-range charts. AI and the Expansion Pack Management System were further improved, and combat reworked to make the early game a bit easier for beginners, while still allowing plenty of challenges in the later game. On a new stable version, v1.82 was released. It adds many new features, including greatly improved AI, an updated core shipset and an Expansion Pack management system. On 30 June 2014 a new stable version, v1.80 was released, to replace 2012's v1.76.1. On 1 October 2013 a new test deployment version, v1.77.1 was released. This version comes with new features and improvements over previous releases. On 8 January 2013, a new test deployment version, v1.77, was released. The purpose of the release is to evaluate Oolite's Deployment configuration, which is the way upcoming stable releases are expected to be made. On 16 August 2012, a trial deployment version of v1.76.1 was released. On, a new stable version, v1.76.1, was released. On 16 December 2011, finally, 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. On 27 February 2007, the project was relicensed under the GPL, Jens Ayton was nominated as maintainer, and after a lag, active development continued by the community. 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. ![]() So even though I've made several upgrades to my PC and it still runs most modern games in 4K at around 60FPS (or at least it maintains that framerate range if I drop the resolution down to 1440p or 1080p) I've found myself playing games now that probably aren't as visually stunning but have much more depth, gameplay and are customisable to keep things fresh.Giles Williams began work on Oolite for Mac OS X in 2003. ![]() As I had (at the time of it's public beta release) just invested in a new PC dedicated to playing games on, I then felt the need to start playing other 'visually appealing' games and it's taken me a long time to realise that just because you can run a game in 4K at over 60FPS doesn't mean that a game is entertaining (obviously some of them are, I'm just generalising here). I played Elite Dangerous for some time and although I found it visually stunning, its lack of depth and somewhat toxic player-base (outside of certain private player groups) to be a massive turn off. ![]()
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