Players can become pirates themselves, attacking merchantmen and other ships. Money can also be earned by destroying pirate ships and collecting bounty. Players can earn money by buying goods in one star system and transporting them to another to sell at a profit. Money and "Elite rating" are the only built-in forms of "score" in Oolite. There is no set goal or objective in the game. Most combats are dogfights and the ships exhibit non- Newtonian flight characteristics, being immune from the effects of inertia and gravity. Oolite spaceships' principal armaments are lasers and missiles. During this stage of the journey the player can encounter other ships, and combat can occur. The player must then pilot their ship from the entry point, through "normal" space, to the station. Although players can create outgoing wormholes almost anywhere within a system, assuming their engines have sufficient fuel to do so, ships always enter a new system at a considerable distance from the target planet. Each system contains only one inhabited planet, with an orbiting space station players choose the destination system by the name of its planet. The player is the pilot of a spacecraft, capable of interstellar travel to other nearby planetary systems using wormholes generated by the ship's engines. 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. 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. Giles Williams began work on Oolite for Mac OS X in 2003.
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