[RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014

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

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[RELEASE] High Poly Classic Modpack V1.01 - 12/09/2014

Post by dertien »

*** Dertien's Dockyard presents ***

Z GrOovy HPC pack {1.0} 12 September 2014

*** Contents (for now) ***

- Cobra MK 3
- Sidewinder Escort
- Sidewinder Pirate

* History *
Idea and background: http://wiki.alioth.net/index.php/Griff_Krait
The idea came from an experimental design from Griff by Eric Walsh which assigns subentities to equipment.

*** specifics in a nutshell ***

I took two days and got rid of some last bugs before release, and everything runs smoothly now, so I can safely pull this release out of Beta.

The High Poly Classic modpack or HPC. It aims at preserving the original shapes of the classic elite ships combined with added detail using reusable subentities.
It is both an eye-candy as a gameplay mod. You can target and destroy subentities on HPC NPC's which will change their behaviour and performance.
- For example destroying an NPC's Witchspace Fuel Injector is a good way to slow them down.

Your ship's hull will also visually reflect (using external cameras when undocked) (un)purchased / destroyed equipment. Most vanilla OXP (that is not deemed internal
avionics) has been addressed and has a visual external subentity counterpart. See topic on the boards for screenshots of the equipment.
See equipment being added or removed when purchasing equipment; destroyed equipment is also removed until repaired. This does not work in the status screen or the
screens inside the station, as I do not think it's possible. (load, save, status, purchase)

- Working landing gear for NPC's and player.
- Working Laser bay doors (weapons on and offline) also different laser nozzles depending on laser installed.
- Different laser colors NPC's only. You will actually know what laser an NPC is shooting you with depending on the color.

- Red: Pulse
- Orange: Beam
- Yellow: Mining
- Cyan: Military

-For full details consult the first post on the boards which will give you a pretty good idea of what this OXP does.

https://bb.oolite.space/viewtopic.php?f=4&t=16698

*** Dependables/Requirements/Installation ***

This oxp requires Oolite 1.80
All files are bundled in one zip file for you convenience, and all oxp's in this zip file should be extracted into the Addons folder of Oolite.

This oxp works together with 4 others at the moment. Not installing them will make you miss out on some eye-candy.

These oxp's can be downloaded at the links provided:

- Breakable Shield Generators v 1.2 (Capt. Murphy)
- Breakable Witch Drive v1.3 (Capt. Murphy)
- Breakable Torus Drive v1.1 (Capt. Murphy)
- Military Fuel Injectors (Thargoid)
- Fuel Collector (FRAME)

Capt. Murphy: https://bb.oolite.space/viewtopic.php?f=4&t=10188
Thargoid: http://wiki.alioth.net/index.php/Milita ... ectors_OXP
Frame: http://wiki.alioth.net/index.php/Fuel_Collector_OXP

It is also advised to install the sell back equipment oxp (by Commander Mc Lane) which I have included in the download. This will enable you to
sell back your equipment if necessary.
I have adapted Commander Mc Lane's OXP changes are stated below. If you are using my ships, please use this version instead.

This version of sell equipment oxp makes Thargoid's military fuel injectors reselleable, this was important since it will change the visuals on the ship also.
It is included with this download for your convenience, credit for that oxp goes completely to Commander Mc Lane.

*** What was changed ? ***

equipment.plist : XML to openstep + Milfuel Inj. by Thargoid now resellable.
script.js : added Miljuel injectors to the list.
No other values were changed.

*** Installation ***

Delete any previous files with the same name and install this one when updating to a newer version.
As always, copy the OXP to the addons directory and while starting up Oolite hold the SHIFT key until you see the spinning cobra.

Have fun!

*** Debugging ? ***

Found something I can fix ? Send me a PM through the boards, and I'll see what I can do.

*** Glitches ***

- Copy an original savegame before you use this oxp and put it in a safe place. This should not be necessary, but better safe than sorry.

-If you get an overhaul and some equipment is damaged, be sure to repair the equipment first, and then do the overhaul, not the other way round.
(I will need more testing to see if this is causing problems, but again better safe than sorry.)

*** Credits ***
A big thank you to:

- Giles Williams, Jens Ayton and contributors for Oolite.

This pack would not have been possible without the help of:

- Griff, for the custom written shaders file that is used by the ships of the BBS and HPC pack.
- Cim for the javascript code blocks he supplied and his quick and numerous answers to my coding endeavours on the boards.
- Commander Mc Lane for his docking assistant oxp, which was used to make the landing gear script, and sell equipment oxp.
- In no particular order for code pieces: Neelix, Zirael, Norby, Eric Walsh, Commander McLane, Wildeblood
- Commander Zi (Zireael) for testing
- The person who wrote the XLS quaternion calculator (Norby ?) whithout which this pack was also impossible to make.
- All the other enthusiasts on the forum.

*** Legal bollox ***

This oxp is free to use, distribute, edit or alter as you see fit without my permission. It can not be used in any commercial product and cannot be sold. It is free software and should only cost you download time. I am not in any way liable if your break your Oolite installation using this oxp. Use at your own risk. I have successfully tested it and it works 4 me.
http://creativecommons.org/licenses/by-nc-sa/3.0/

Enjoy.

Steve

**** Notice on sell_equipment1.5.oxp ****


This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
MA 02110-1301, USA.


sell_equipment.oxp
Copyright © 2008-2013 "Commander McLane"

This work is licensed under the Creative Commons
Attribution-Noncommercial-Share Alike 3.0 Unported License.

To view a copy of this license, visit
http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter
to Creative Commons, 171 Second Street, Suite 300, San Francisco,
California, 94105, USA.
DOWNLOAD: https://app.box.com/s/gbpu9dvi3tpadv11ecvy

Video of purchase equipment on a Cobra Mk 3

https://www.youtube.com/watch?v=FeLpZQI ... e=youtu.be

Details Below

Historical:

Designed by Faulcon deLacy and built in the Onrira Orbital Shipyards by Spalder and Starblaze Inc. to Galactic Navy specifications for a multi- purpose support craft. Mainly used for atmosphere and planetary surface scouting, but extensively too for city-strafing, reconnaissance and infantry air support (and by pirates who favor speed and elusiveness, its primary advantage). Has some interspatial capability not including hyperspace, and must be carried through hyperspace by jump-capable vessels. Hull is too small for the installation of fuel scoops. This new version however has the ability to carry two missiles instead of one.

Caveat Emptor: Different variants may exist to suit various mission requirements, the Sidewinder is like any other ship no exception to this rule. However In the ship purchase screen (F3-F3) all Sidewinder ship types will show as "Sidewinder", and will thus not show a variant name to distinguish them in their roles. Please take a moment to review the sales brochure or talk to your local shipyard before you buy.

For the sake of simplicity, 2 popular types of Sidewinder (SDW) exist in the Ooniverse.

- Sidewinder Escort: (available for purchase but not in anarchies) stock ship.
- Sidewinder Patrol: (available for purchase - anarchies only)

The latter is a version used by pirates and some bounty hunters that was modified by an unregistered shipyard to carry a Fuel Scoop (among other things), with its obvious (mis)uses.

The Specs (Escort Version)

Dimensions - 35/15/65 ft
Cargo Capacity - 2 T
Hardpoints - 2
Inservice Date - 2982 AD (Onrira Orbital/Spalder & Starblaze)
Crew Number - 1
Drive Motors - deLacy Spin Ionic MV
Hyperspace Capability - No

Compatible equipment Vanilla and OXP:

- Pulse / Beam Laser
- Extra Energy Unit
- Advanced Nav Array
- Advanced Compass
- Docking Computers
- Witchdrive Fuel Injectors
- Multi Targeting System
- External Heat Shielding
- ECM
- Breakable Shield Generators (By Capt Murphy): https://bb.oolite.space/viewtopic.php?f=4&t=10188
- Breakable Torus Drive: (By Capt Murphy): https://bb.oolite.space/viewtopic.php?f=4&t=10188

Incompatible equipment: Vanilla and OXP

- Mining Laser / Military Laser
- Naval Energy Unit
- Large Cargo Bay
- Passenger Cabin
- Wormhole Scanner
- Shield Boosters
- Military Shield Boosters
- Military Fuel Injectors (By Thargoid): http://wiki.alioth.net/index.php/Milita ... ectors_OXP
- Escape Pod
- Galactic Hyperdrive
- Fuel Scoops
- Fuel Collector

Screenshots of a fully kitted Sidewinder Escort version.

Image Image Image Image Image

Pic 1: Installed Witchdrive Fuel Injectors
Pic 2: Weapon Bays open, Advanced Nav Array, Extra Energy Unit, and Shield Generator box on cockpit top. Multi-Targeting sys and ASC mounted on navpylon on port side at the front in between the port navlight and the Zero-G docking hook. To either side of the "cockpit" both top-thrusters and light pod at the rear are visible.
Pic 3: Port view with the installed ECM antenna and all bays closed.
Pic 4: Frontal shot with MTS and ASC clearly visible.
Pic 5: Bottom shot : torusdrive cover panel and bottom thruster

Basic Sidewinder Escort on station approach:

Image Image Image

Sidewinder "Patrol" version screenshots:

Image Image Image

The Specs (Patrol Version)

Dimensions - 35/15/65 ft
Cargo Capacity - 2 T
Hardpoints - 2
Inservice Date - 2982 AD (Onrira Orbital/Spalder & Starblaze)
Crew Number - 1
Drive Motors - deLacy Spin Ionic MV
Hyperspace Capability - No

Compatible equipment Vanilla and OXP:

- Pulse / Beam Laser
- Extra Energy Unit
- Advanced Nav Array
- Advanced Compass
- Docking Computers
- Witchdrive Fuel Injectors
- Multi Targeting System
- External Heat Shielding
- ECM
- Fuel Scoops
- Fuel Collector
- Breakable Shield Generators (By Capt Murphy): https://bb.oolite.space/viewtopic.php?f=4&t=10188
- Breakable Torus Drive: (By Capt Murphy): https://bb.oolite.space/viewtopic.php?f=4&t=10188

Incompatible equipment: Vanilla and OXP

- Mining Laser / Military Laser
- Naval Energy Unit
- Large Cargo Bay
- Passenger Cabin
- Wormhole Scanner
- Shield Boosters
- Military Shield Boosters
- Military Fuel Injectors (By Thargoid): http://wiki.alioth.net/index.php/Milita ... ectors_OXP
- Escape Pod
- Galactic Hyperdrive

I would like to thank Cim in particular and all others on the forum who have helped with the scripting for this pack, and also for teaching me a bit of scripting. It's a whole different world from modelling, but it has piqued my interest. This Cobra would not have been as nice without it.
You have all been credited in the script file.
Griff, your shader has been put to good use again (same as the one used in the BBS pack), so credit for that goes to you of course.

Features:

- Deployable landing gear for NPC's and Player

Player Landing gear (for the narcists) :

- Player exits station or departs planet - gear is dropped and then raised after 5 seconds.
- Player without docking computer / manual docking: targets nothing with station in range gear stays up
- Player without docking computer / manual docking: targets something but not a station gear stays up
- Player without docking computer / manual docking: targets station but not in range (+10000 Km) gear retracts
- Player without docking computer / manual docking: target station in range (any station) -10000 Km gear deploys
- Player without docking computer / manual docking: targets station in range, deselecting station or selecting other gear up
- Player With docking computer: Drops when DC active / retracts when DC canceled

NPC Landing gear:

- NPC in entering Aegis boundary will switch nav lights on and drop gear after 2 minutes
- NPC's exiting Aegis boundary switch nav lights off and raise gear (failsafe should it be down)
- NPC's launching from station start gear down and raise it after 25 seconds.
- NPC's attacked will raise gear, and switch navlights off (if active)

Player and NPC weapon bay doors and weapon features

- For player ship, activating weapons key opens the bay doors and raises the gun and missile launchers in their sockets (ED style!)
- NPC's bay door mechanics identical to player depending on yellow / red state of NPC.
- NPC's have different laser colors and gun muzzle model depending on laser installed:

- NPC laser colors are:

Red Pulse laser
Yellow Mining laser
Orange Beam laser
Cyan Military laser

- Player laser colors:

For those who would like to have different PLAYER laser color beams depending on laser installed, there is a workaround. Read this post for further details :

https://bb.oolite.space/viewtopic.php?f=6&t=16874

Weapons subentities Config: Since two front lasers doesn't seem to be very popular with the commOonity; I decided to put a weapons launcher on the STB side, all other screenshots are self explanatory:

Image Image Image Image Image Image

- Animated (rotating) parts: (see parts pictures of System subentities below, weapons above)

- All laser nozzles
- Wormhole scanner (big dish on the bottom part of the hull of some Cobras)
- Scanner targeting enhancement
- Witch Drive (if installed) at the bottom
- Multitargeting system

NPC destroyable (frangible) subentites:

- LCB (Large Cargo Bay) destroys AFT laser, and other LCB subentities.
- Fuel Injectors cripples fuel injectors on NPC's (both engine injectors must be destroyed for effect)
- Military Fuel injectors: Look a little different and take more damage
- Escape pod (beta, will destroy, but still spawn regular pod)
- Wingtips / wingtiplights
- Fuelscoop (should prevent those NPC's from running off with your loot)
- Shield Boosters
- ECM
- Lasers

I also added a cheat program (obviously not developed by me) where you can zip back and forth in a system between entities... this program makes it easy to fly from one Cobra to the next, if you just want to do some sightseeing or test some weapons. It's called the Long Range Scanner (LRS), and is activated by pressing F6 twice and then F5 while undocked. choose the third option (to get closer) and scout for ships...

DOWNLOAD

LRS: https://app.box.com/s/7ticwbnhnvcck75rvck3


TODO in order of appearance:


-Create flotsam LCB and make it recoverable/dockable (a bit like towbar.oxp) possibly adding code to make your ship less maneuverable (roll, yaw factor /1.2 or similar if possible).

Enjoy.

New ingame pictures - player ship:

Image Image Image Image Image Image Image Image Image Image Image Image Image Image

NPC's

Image Image Image Image

OLDER POST:

Station name will be Solaris, and will feature some notable changes from the Orbis station from ED.

System subentities (mounted here on a Cobra Mk 3)

Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image

Extra panels that will need to be destroyed before getting to the system underneath:

Image Image Image Image

Not yet Implemented !!!

And last but not least, the detachable cargo bay, that will be dockable at some point, if you have the correct ship that is: Get it before the scavengers or pirates do.

Image
Last edited by dertien on Thu Sep 11, 2014 10:15 pm, edited 108 times in total.
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Re: [WIP] New station and Cobra Mk3 extreme detail

Post by mossfoot »

Very nice work :D Look forward to seeing that station in my sky :D
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Re: [WIP] New station and Cobra Mk3 extreme detail

Post by Zireael »

This is amazing!
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Re: [WIP] New station and Cobra Mk3 extreme detail

Post by maik »

Great job, looking forward to it!
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Re: [WIP] New station and Cobra Mk3 extreme detail

Post by Cody »

I missed this earlier... as mentioned elsewhere, I don't think we should be using any Elite: Dangerous stuff!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WIP] New station and Cobra Mk3 extreme detail

Post by Diziet Sma »

Agreed. The last thing we need is Frontier's lawyers shutting Oolite down, the way they did to Elite TNK.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: [WIP] New station and Cobra Mk3 extreme detail

Post by Zireael »

Uh, wasn't there a similar station in FFE? There's a lot of FFE ship OXPs floating around...
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Re: [WIP] New station and Cobra Mk3 extreme detail

Post by Cody »

Zireael wrote:
There's a lot of FFE ship OXPs floating around...
Perhaps there shouldn't be - I'm pretty sure that the Pioneer guys removed all their FD ships when E: D first appeared (after discussion with FD, I believe).
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WIP] New station and Cobra Mk3 extreme detail

Post by Zireael »

Cody wrote:
Zireael wrote:
There's a lot of FFE ship OXPs floating around...
Perhaps there shouldn't be - I'm pretty sure that the Pioneer guys removed all their FD ships when E: D first appeared (after discussion with FD, I believe).
No, they did it much earlier, two-three years back. As long as it's only OXPs and not core game, I think we're fine - the FFE ships OXPs have been around for at least four years, so long before Pioneer changed course.
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Re: [WIP] New station and Cobra Mk3 extreme detail

Post by Cody »

<shrugs> If you say so - you're the expert!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WIP] New station and Cobra Mk3 extreme detail

Post by Zireael »

A quick look at the OXP List in wiki shows that ACDK's Eagles, for example, are from 2010 and the original Eagle Mk II OXP by Selezen is from 2006.

I think the Pioneer shifted away from its roots in 2011 or 2012.
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Re: [WIP] New station and Cobra Mk3 extreme detail

Post by Diziet Sma »

Even so, those are quite old designs.. that station is from the latest crop of IP at Frontier, from a game that hasn't even been released yet.. are you really that sure their lawyers won't be interested?
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: [WIP] New station and Cobra Mk3 extreme detail

Post by maik »

I guess Dertien didn't get his hands on the actual model from Frontier but rather re-modeled it based on his observations. Shouldn't be IP infringing, it seems to compare to how the Wine project works: reengineering Windows APIs based on observation, not based on copyrighted header files. In their case it is legal. But, IANAL.
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Re: [WIP] New station and Cobra Mk3 extreme detail

Post by dertien »

@cody and @dizzy

Pardon me but... aren't we using everything from Elite; the Coriolis, the Dodo, the Ico, the ship shapes and names etc... whether it is the classic version from 1982 or the latest installment. There are numerous youtube movies of this station online like this one released by gamespot 2 weeks ago.

https://www.youtube.com/watch?v=upu6sG-yPEQ,

Since I did not make an identical replica of closed beta material, I haven't even given the issue any thought TBH. I cannot see why they would have an issue with this low poly version of their fabulous station being used in Oolite, other than it being just good publicity for their game.

I did not take the blueprints of that station off of their servers to share it with the Oolite community. I created that station from scratch, yes using their station as an example agreed, but it is still my own work.

Besides, lets not compare apples and oranges here, why was Elite TNK shut down by frontier ? the circumstances will no doubt be totally different.
At the moment they are just screenshots of a 3d object that are sitting on my harddrive and if they were thinking of shutting Oolite down, they would have already done it using other more valid reasons than this.

Okay, the bottom line is this; I don't want any issues between Oolite and Frontier Developments, Oolite being shut down, let alone any issues between me and the Oolite community, but scrapping the project just for the sake of avoiding to make potential "would be waves" without even trying to release it with their approval is a bit well ... sad.

The last thing I want is Oolite being shut down, but where do we draw the line of what we can release and what not ? Should we cap our creativity ?

So, I have no problem at all to ask them for permission to release my work as a free addon for Oolite, if the Oolite admin sees no issues in raising that flag with them. If I hear nothing here of the sorts, I assume I am just going to release it here with a disclaimer in the readme that I will take it offline should FD have any issues with it.
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Re: [WIP] New station and Cobra Mk3 extreme detail

Post by maik »

Sounds reasonable
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