Search found 58 matches

by Ngalo
Sun Sep 04, 2016 1:04 pm
Forum: Expansion Pack
Topic: Show and Tell (new ships/ ships in progress)
Replies: 775
Views: 340401

Re: Show and Tell (new ships/ ships in progress)

Apologies for the delay. Here are some more views of my re-modelled Fer-de-Lance (with modifications since last posting): http://wiki.alioth.net/img_auth.php/2/2c/Delta-fdl-2-thumbnail.png http://wiki.alioth.net/img_auth.php/6/61/Delta-fdl-2-2.png http://wiki.alioth.net/img_auth.php/a/ae/Fer-delta-l...
by Ngalo
Sun Sep 04, 2016 12:55 pm
Forum: Expansion Pack
Topic: [WIP] N-Shields
Replies: 25
Views: 45744

Re: [WIP] N-Shields

Hmm. No idea what might be wrong there, although I suspect it's not the only occasional bug left in this OXP. I won't be able to fix anything soon, but please post any further data you can get on remaining bugs.
by Ngalo
Tue Aug 23, 2016 7:09 pm
Forum: Testing and Bug reports
Topic: Bug: Player can Lead a Group, but AIs Don't Like It
Replies: 8
Views: 9439

Re: Bug: Player can Lead a Group, but AIs Don't Like It

Have started trying to fix this by OXP. Initial problem solved, but a new one has come up (and been temporarily patched at least): my wingman seems to be at perpetual red alert, so the standard version of conditionInCombat always returns true.

No idea what's causing it.
by Ngalo
Tue Aug 23, 2016 7:00 pm
Forum: Suggestion Box
Topic: Oolite 2.0 or II
Replies: 274
Views: 189750

Re: Oolite 2.0 or II

Not sure how relevant this is, but I've done some thinking about NPC torus drives (perfectly OXP-able these days if I ever get round to it). Obviously when everyone has torus drive, no trader will stick to the lane if there's any chance of a pirate encounter. So pirates will go where the traders are...
by Ngalo
Fri Jul 29, 2016 11:56 am
Forum: Testing and Bug reports
Topic: Bug: Player can Lead a Group, but AIs Don't Like It
Replies: 8
Views: 9439

Re: Bug: Player can Lead a Group, but AIs Don't Like It

OK. I was trying to make a 'Tactical Comms' OXP using phkb's BroadcastCommsMFD as the UI and Ramirez' Resistance Commander OXP as a guide to the sort of functionality needed, and it seemed I could save a lot of work if I could use existing AI library functions like behaviourFollowGroupLeader and con...
by Ngalo
Sat Jul 16, 2016 3:16 pm
Forum: Expansion Pack
Topic: Show and Tell (new ships/ ships in progress)
Replies: 775
Views: 340401

Re: Show and Tell (new ships/ ships in progress)

Does this look like a Fer-de-Lance to you or have I gone completely bonkers?
Image
I'm afraid there are a few more where that one came from, if anyone wants to see them. Mostly the same types Redspear seems to have been working on, oddly enough.
by Ngalo
Sat Jul 16, 2016 2:50 pm
Forum: Testing and Bug reports
Topic: Bug: Player can Lead a Group, but AIs Don't Like It
Replies: 8
Views: 9439

Bug: Player can Lead a Group, but AIs Don't Like It

Found that it's possible to create a ShipGroup with player as leader, but JS AIs attached to the group then throw exceptions because the Oolite Priority AI Library is written to assume that group leaders have an AIScript, and the player is the only ship which never does (not even oolite-nullAI.js). ...
by Ngalo
Sat Jul 16, 2016 2:37 pm
Forum: Expansion Pack
Topic: [1.84-only] Configurable Populator
Replies: 2
Views: 5409

[1.84-only] Configurable Populator

download Configurable Populator OXZ for Oolite 1.83. Requires Library OXP for the in-game config interface. This OXP exposes the populator script's existing skill and weapon settings to a user-friendly interface, and adds several new ones allowing some manipulation of group sizes and spawn frequenc...
by Ngalo
Sat Jul 16, 2016 2:14 pm
Forum: Expansion Pack
Topic: [WIP] N-Shields
Replies: 25
Views: 45744

Re: [WIP] N-Shields

Okay, N-Shields 0.7.1 is finally available, with the changes promised above, plus the config interface now works properly if you have Library OXP installed. Other changes: - tentative support for Shield Cyclers on NPCs (but this may contain unidentified bugs) - interim Ship Configuration compatibili...
by Ngalo
Thu Jun 23, 2016 3:17 pm
Forum: Expansion Pack
Topic: [WIP] N-Shields
Replies: 25
Views: 45744

Re: [WIP] N-Shields

Fixed in 0.6.4. Advance warning about N-Shields 0.7: I have felt for some time that the script is getting too big and complicated, and the least necessary contributor to this (and to the remaining to-do list before I can consider a stable release) is the code supporting many different shield types. ...
by Ngalo
Tue Jun 14, 2016 1:51 pm
Forum: Discussion
Topic: Trumbles anyone?
Replies: 34
Views: 28786

Re: Trumbles anyone?

Yes, they do.
by Ngalo
Tue Jun 14, 2016 1:08 pm
Forum: Expansion Pack
Topic: [WIP] NPC Equipment Damage
Replies: 33
Views: 27888

Re: [WIP] NPC Equipment Damage

I think what's happening with the scripts running out of time is that my code doesn't check whether the damage amount is sufficient to destroy the ship, so occasionally something like a collision or a Q-bomb does a truly ridiculous amount of damage and the equipment damage code still gets called onc...
by Ngalo
Tue Jun 07, 2016 3:59 pm
Forum: Expansion Pack
Topic: D(T)runk or not
Replies: 21
Views: 19397

Re: D(T)runk or not

Sorry I didn't get it. You are right about flexibility being a good thing; one of my WIPs is actually better off doing the save/load for itself. A couple of suggestions for you to ignore during any future development of the config interface: - allow strings to be typed in as well as numbers? - provi...
by Ngalo
Tue Jun 07, 2016 2:34 pm
Forum: Expansion Pack
Topic: [WIP] NPC Equipment Damage
Replies: 33
Views: 27888

Re: [WIP] NPC Equipment Damage

Version 0.2 is now out with improved Ship Configuration compatibility and an attempt to fix the issue with the same equipment getting damaged multiple times (due to not checking whether it was already damaged, although I'm not sure I've corrected it in an entirely fair manner).
by Ngalo
Tue Jun 07, 2016 2:25 pm
Forum: Expansion Pack
Topic: [WIP] N-Shields
Replies: 25
Views: 45744

Re: [WIP] N-Shields

Thanks phkb, I think I already found & fixed the shield damage bug (and found the shipconfig energy bug) for myself & will emergency-release N-Shields 0.6.3 today if time permits.

[Edit]
Done. The link above should now be the new version.
[/Edit]