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by Simon B
Sat Jul 30, 2011 2:14 pm
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 78924

Re: RFC: re-squared-dux ...

Coming back ... I noticed the whasp earlier is wrong... so I'll add it to the waka ships in a bit.
Need to tidy up - where should I be concentrating?
Anybody worked out why the carrier is not appearing?
by Simon B
Thu Jun 30, 2011 1:37 pm
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 78924

Re: RFC: re-squared-dux ...

have no idea ... it should be OK with all the others. It uses the same scripts as the behemoth.oxp but changes the names... so you should see them about where you'd normally have seen behemoths. It is possible there is something blocking them being created... but troubleshooting these scripts is tri...
by Simon B
Mon Jun 13, 2011 10:09 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 78924

Re: RFC: re-squared-dux ...

Ta - the hermit is one I've been struggling with for a while and the other night I woke up with it all laid out in my head just as you see it.
Though - after finishing it, I saw MI1 again and was struck by the tunnel scenes and thought "damn: verticle lights works better!"
by Simon B
Sun Jun 12, 2011 5:29 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 78924

Re: RFC: re-squared-dux ...

re2dux.oxp updated - added rockhermit, glows to the thargoids, that sort of thing.
by Simon B
Fri Jun 10, 2011 5:02 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 78924

Re: RFC: re-squared-dux ...

SB-Navy.oxp http://i598.photobucket.com/albums/tt68/Simon_Bridge/th_Screenshot-10.png ... adds one large carrier (the big triangular one from before) with a naming scheme based on Norse Gods or other godlike beings. ... you need the re2dux oxp installed or the defence ships won't work - these are p...
by Simon B
Thu Jun 09, 2011 11:21 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 78924

Re: RFC: re-squared-dux ...

Thanks AC - twas what was needed ... discovered that some scripts weren't loading as I'd renamed them on the outside but neglected to rename their references on the inside. All done now. Also treated the secondary entity as a dock, even though it aint the physical dock, and that made the docking wor...
by Simon B
Thu Jun 09, 2011 9:53 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 78924

Re: RFC: re-squared-dux ...

Hmmm debug console ... ./DebugConsole.py ... ^M error - hell: The debug console script is in DOS format! $ cat -e DebugConsole.py #! /usr/bin/python^M$ #^M$ Confirmed ... okaaay: now to see if I can remember how to convert it. $ flip -u *.py yep - that was it. OK - start console, it says "waiti...
by Simon B
Thu Jun 09, 2011 12:59 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 78924

Re: RFC: re-squared-dux ...

Ah - that's more like what I thought! When sufficient ship crosses the dock x-y plane, it docks. It s safest to put the dock x-y plane at the mouth of the dock to avoid ships attempting to dock slamming into the back wall. In my carrier - I have separated the bits I intended to be smoothed and consi...
by Simon B
Wed Jun 08, 2011 9:38 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 78924

Re: RFC: re-squared-dux ...

Just checking how the new-style subentities are supposed to work... subentities = { "carrier1-dock" = { type = "standard"; position = (0 0 0); orientation = (1 0 0 0); is_dock = true;} "carrier-turret" = { type = "ball_turret"; position = (-9.48 38.99 188.07);...
by Simon B
Wed Jun 08, 2011 9:28 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 78924

Re: RFC: re-squared-dux ...

[typo]
by Simon B
Wed Jun 08, 2011 8:22 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 78924

Re: RFC: re-squared-dux ...

Argh: made the mistake of spawning 10 thargoids ... they won!
The uberthargs are quite effective.

OK now that's interesting - in system space, it does not want to attack thargoids - even when they attack it. Only it's escorts engage.
by Simon B
Wed Jun 08, 2011 7:44 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 78924

Re: RFC: re-squared-dux ...

The position from where you see the docking rings animation is determined by the position of a subentity that has "dock" as part of its name. In other words, if you have a docking bay subentity, it is vital that you also name it so. Um - the ship is a single model. Hmmm... I could split i...
by Simon B
Wed Jun 08, 2011 12:21 am
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 78924

Re: RFC: re-squared-dux ...

Cool - that did the trick. I've practiced docking with it - I found that I don't get to fly into the dock to, um, dock ... even though the back of the docking bay is close to the models origin ... so what determines this? Its rather tricky - the thing uses the behemoth scripts but equesting docking ...
by Simon B
Tue Jun 07, 2011 11:08 pm
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 78924

Re: RFC: re-squared-dux ...

Well it's time I updated anyway ... 1.75.2 here I come. [edit] ah - it's not part of the main source tarball? Found it ... Seems I can stand corrected - the js snippet does not spawn asteroids after all ... that seems to have been a coincedence. I take it the code is supposed to work as advertised t...
by Simon B
Tue Jun 07, 2011 10:22 pm
Forum: Expansion Pack
Topic: RFC: re-squared-dux ...
Replies: 202
Views: 78924

Re: RFC: re-squared-dux ...

system.legacy_addShipsWithinRadius("testship", 1, "wpm", [0,0,0], 10000); will happily spawn, say, role "asteroid" but refuses for anything custom. When it does work for asteroids, it should work for your custom roles also. I suspect the plist is not loaded or otherwis...