Just briefly dragging this thread back to the OXP, I've sort of solved the twin laser issue on the Griff ships.
The problem (to recap) was that some of Griff's ships were apparently showing two lasers. The main reason for this, as Commander McLane spotted, was because I had specified the laser details in the ship's part of the shipdata.plist, not realising that on some of Griff's ships the laser is on a sub-entity and not the ship itself.
This was easy to fix, by adding the sub-entity to the plist. However there were then further problems of the laser not appearing at all, and eventually this was found to be because I had specified Orange as the laser colour.
Red and green worked fine, but not orange although it is a recognised colour.
Solution. Make the laser Red again.
Within the next couple of days I will release a bugfix for this, although anyone using TG2forGriff's will find their current install works fine, other than some of the ships are even tougher than they should be, and may appear to have two lasers!
Does anybody have any idea at all why Orange won't work where other colours do? The non-Griff editions of TG2 use the Orange laser with no problems at all.
Commander Smivs, the friendliest Gourd this side of Riedquat.
Just briefly dragging this thread back to the OXP, I've sort of solved the twin laser issue on the Griff ships.
The problem (toDoes anybody have any idea at all why Orange won't work where other colours do? The non-Griff editions of TG2 use the Orange laser with no problems at all.
I assume some sort of typo, however I would expect it to default to red than. When I define the laser_color of the laser subentity of griff his gecko to orangeColor, it fires orange with me. (Both 1.74 as trunk).
And you can specify any custom color by using numbered colors:
In the ready-room, the pilots are quaffing Riedquatian ale again…
‘Boff’s started that cackling again.’
‘Yeah… a bit ominous, that.’
‘I thought we were done… time for a vacation or something.’
‘Not in this game, son… besides, you’ve already got a suntan.’
‘Oh don’t bring that nova thing up, please… I’m still havin’ flashbacks.’
‘Ha! As long as they ain’t flashforwards.’
‘Ooh… hark at him… he’s a comedian, all of a sudden.’
The klaxon begins to wail…
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!
v1.1 of TG2 is now available.
The twin-laser effect on some of Griff's ships has been corrected. Both standard and 'forGriff's' editions have been updated.
The Blockade script has been improved, so rather than a permanent police presence at the witchpoint, one GalCop Constrictor (with two wingmen) are now positioned just outside scanner range en-route to the witchpoint.
The Boa 'War Dogs' now have Cobra Mk 1 escorts. This avoids the problem of the 'dog injecting away when attacked but leaving it's escorts behind. This left them too vulnerable, but as the Cobra Mk 1 escorts have injectors, they can keep up and continue to protect their 'Mother'.
The OXP now includes a 'requires.plist'.
Also, after seeing the horrible things Notepad was doing to the readme, this has now been provided as both .txt and .pdf files.
Commander Smivs, the friendliest Gourd this side of Riedquat.
Just installed and in my Ooniverse. Holy Harassment TG2 Anarchy! Barely enough time to breathe on the more lawless systems. Nice to see the bad guys even badder and firing aft lasers. Very well done Smivs.
Edit: By the by I found reading this entire thread very amusing, especially El Viego's bits.