[UPDATED RELEASE] Furball 1.8

Discussion and information relevant to creating special missions, new ships, skins etc.

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m4r35n357
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[UPDATED RELEASE] Furball 1.8

Post by m4r35n357 »

NEW RELEASE

Furball OXP by m4r35n357, Version 1.8

Dependencies:

* Oolite 1.77 or later
* Cabal Common Library v1.6+ or later (for random integer fuction)

Optional:
* OXPCOnfig

Changes:

Version 1.8
- Changed activation conditions, should be much rarer at higher TL systems
- Brawlers now have escape pods, and will bail out if they can ;)
- Accuracy set to 5, not yet sure how much effect this has on the way I use the AI
Last edited by m4r35n357 on Wed Feb 13, 2013 8:41 pm, edited 7 times in total.
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Re: Furball

Post by Fatleaf »

Thanks for releasing this updated version. Most entertaining! :D
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Re: Furball

Post by Cody »

Yes... 'most entertaining', certainly... a very good OXP.
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Re: Furball

Post by Staer9 »

now to change chance to 1.0 and kill some things :twisted:

one typo in the readme, it says at the top version 1.2 but further down says 1.3, you should probably change that before someone else notices :wink:
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m4r35n357
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Re: Furball

Post by m4r35n357 »

Staer9 wrote:
now to change chance to 1.0 and kill some things :twisted:

one typo in the readme, it says at the top version 1.2 but further down says 1.3, you should probably change that before someone else notices :wink:
yeah that was a mistake, but the 1.3 is in the changelog, so I'm hoping no-one else notices ;)
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Re: Furball

Post by m4r35n357 »

New version 1.4

Changes:
- tweak activation probabilities (re. gov type)
- slash bounties

http://www.box.net/shared/zljfisgtmit0ngyqu05h
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Re: Furball (updated to 1.4)

Post by Oathbreaker »

Does Furball still need the Cabal Common Library?

And are the prior wiki instructions for setting the "Chance to Furball" still valid? I like my random crazy events to be fairly notable, i.e. very uncommon...
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Re: Furball (updated to 1.4)

Post by m4r35n357 »

Oathbreaker wrote:
Does Furball still need the Cabal Common Library?
Yes, it uses the real-valued random number generator
Oathbreaker wrote:
And are the prior wiki instructions for setting the "Chance to Furball" still valid? I like my random crazy events to be fairly notable, i.e. very uncommon...
No, not any more, but I think it's easy to change if you are used to modifying the original versions. If you look in the this.$active function in Config/script.js, you will see a probability assigned to each government type, so you can either change it at that granularity, or just rewrite the this.$active function to return a single global probability, depending on your skillz level.

BTW since updating the activation method I've realised the probability code is "backwards", this is a historical thing and I will change it to make more sense in the next release
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Re: Furball (updated to 1.4)

Post by Oathbreaker »

I'm really loving this addon. As a newbie it's nice to be able to 'get some' right next to the station.

Problem though: on my 5-year-old iMac (with 4GB Ram) I'm seeing some serious FPS lag during furballs. Zooming in the radar may help, but honestly I'm guessing it's the graphics I've got going on with all of Griff's fancy paintjobs and updated models.

Gonna try Neolite to see if there's a positive difference, if not I might just go back to stock models since Furballs > eyecandy imo.
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Re: Furball (updated to 1.4)

Post by Gimi »

Oathbreaker wrote:
I'm really loving this addon. As a newbie it's nice to be able to 'get some' right next to the station.
Problem though: on my 5-year-old iMac (with 4GB Ram) I'm seeing some serious FPS lag during furballs. Zooming in the radar may help, but honestly I'm guessing it's the graphics I've got going on with all of Griff's fancy paintjobs and updated models.
Gonna try Neolite to see if there's a positive difference, if not I might just go back to stock models since Furballs > eyecandy imo.
I play on a laptop with all the Griff bells and whistles. Now, if I need to play on battery (On a train ride for example) I have a quick change to a Smivs Ooniverse ready. Much easier on resources and so on. Totally different look, clean and sharp, but worth a look if your computer struggles with Griffs.
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Re: Furball (updated to 1.4)

Post by m4r35n357 »

Gimi wrote:
I play on a laptop with all the Griff bells and whistles. Now, if I need to play on battery (On a train ride for example) I have a quick change to a Smivs Ooniverse ready. Much easier on resources and so on. Totally different look, clean and sharp, but worth a look if your computer struggles with Griffs.
Good point Gimi. I run Oolite and develop my OXPs on a 1.6GHz Atom 230 PC, so I would consider this the "minimum requirement" for my multi-ship OXPs. I also use Smivs' ships, and my frame rates are 20-25 in relatively clear space.
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Re: Furball (updated to 1.4)

Post by Capt. Murphy »

Updated Furball's wiki page with link to download version 1.4.
[EliteWiki] Capt. Murphy's OXPs
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Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
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Re: [UPDATED RELEASE] Furball 1.5

Post by m4r35n357 »

Update, bumping thread to top . . .
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Re: [UPDATED RELEASE] Furball 1.5

Post by snork »

hej,

all of the d/l links on the wiki other than for Caracal's version 1.0.1 (for Oolite 1.74.1) are dead.

So, is there anything wrong with that version 1.0.1 combined with Oolite 1.76 ?
If so, would someone have an alternative d/l link for a Oolite 1.76 compatible version, please ?
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Re: [UPDATED RELEASE] Furball 1.5

Post by Eric Walch »

snork wrote:
hej,

all of the d/l links on the wiki other than for Caracal's version 1.0.1 (for Oolite 1.74.1) are dead.
I think they are dead because they were replaced witch newer versions. The highest on the wiki was 1.4 but the current version is 1.5. (link was in the first page of this topic.) Updated the wiki page now with the correct link.
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