New OXP for testing

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New OXP for testing

Post by UK_Eliter »

Dear all

As my first attempted contribution to the ComOOnity, I've created the 'Fer-de-Lance 3G' (Fer-de-Lance third generation). It comes in two models, one fairly uber-ish. Both models are player-buyable, and both can be encountered in the form of NPCs in various roles. Now, the graphics, and probably the code, need some improvement. But: anyone care to test my creation? (I should say that Killer Wolf tested an earlier version, and that I'm grateful for - and have acted upon most of - his comments.)

The OXP, and a bit of documentation, can be downloaded from here: http://www.box.net/shared/moreq536ht.

Screenshots (which I hope are not too large):


Image


Image


If you have any comments (and all kinds of comment are welcome), perhaps it would be best to 'pm' me with them. Thanks in advance.
Last edited by UK_Eliter on Tue Mar 08, 2011 6:14 pm, edited 1 time in total.
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Re: New OXP for testing

Post by Smivs »

Yeah, I'll have a quick look. :)
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Re: New OXP for testing

Post by UK_Eliter »

Marvellous! :D I've just posted some screen shots.
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Re: New OXP for testing

Post by Smivs »

Hi,
The first thing I've noticed is that the OXP folder is called "OXP itself". I'd suggest re-naming this to "FerDeLance 3G.oxp" otherwise it won't load, unless re-named by the user. All OXPs must have the '.oxp.' extension. Also a version number is advised...call it v0.1 or similar if it's a beta, so the folder could be called 'FerDeLance 3G v0.1.oxp'.

Edit:-
Also in the shipdata.plist, the ship 'title' should be in double-quotes, so

Code: Select all

ferdelance3G-player
should be

Code: Select all

"ferdelance3G-player"
Last edited by Smivs on Tue Mar 08, 2011 6:48 pm, edited 1 time in total.
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Re: New OXP for testing

Post by Commander Ragugaki »

Image
Image
Smvis is right - just change that Folder to .oxp and it runs great!

EDIT: Added shots from RandomHits.OXP

Image
Image
Image
Image
Last edited by Commander Ragugaki on Wed Mar 09, 2011 6:08 pm, edited 2 times in total.
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Re: New OXP for testing

Post by UK_Eliter »

Smivs: Thanks for the suggestions! I've acted on them.


Commander Ragugaki: thanks for the screenshots! The pink ship is a bit of a pink monstrosity, though; but perhaps a bit of vulgarity is in tune with the idea of the Fer-de-Lance.

EDIT: I think I'll appropriate the shot of the 3G+, if I may (but I'll give you a credit if I include it in the OXP package); it's nicely done!

EDIT: I've improved the graphics on the pink one a bit - and made it a bit less pink.

EDIT: Ragugaki - you've provided further lovely screenshots! And I can add that I felt the need to fill that rear panel with something - although, admittedly, what I've filled it with is only the text '3G+'.
Last edited by UK_Eliter on Wed Mar 09, 2011 5:36 pm, edited 2 times in total.
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Re: New OXP for testing

Post by fronclynne »

Wow, the pirates are annoying. A+
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Re: New OXP for testing

Post by UK_Eliter »

'A+'? Is that my mark? :D :oops:

The pirates are annoying. Ideally, I'd make the ones with cloaking devices turn them off - for a bit longer than they do presently - when attacking. But I don't know how to do that (although admittedly I haven't looked into it, really).
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Re: New OXP for testing

Post by Smivs »

You can't get them to turn the cloak off...it's an AI feature that's been requested before. McLane does something clever with timers, but I'll leave him to explain that if he cares to.
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Re: New OXP for testing

Post by JensAyton »

1.75 adds the cloak_automatic shipdata key. If set to false, the cloak is entirely under script control.
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Re: New OXP for testing

Post by Smivs »

Oooooo :D
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Re: New OXP for testing

Post by UK_Eliter »

Ahruman wrote:
1.75 adds the cloak_automatic shipdata key. If set to false, the cloak is entirely under script control.
@Ahruman: if one sets that value to false, then how does one use it - i.e. turn the cloak on and off - within an AI file, please? Is there some documentation somewhere?
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Re: New OXP for testing

Post by Commander McLane »

UK_Eliter wrote:
Ahruman wrote:
1.75 adds the cloak_automatic shipdata key. If set to false, the cloak is entirely under script control.
@Ahruman: if one sets that value to false, then how does one use it - i.e. turn the cloak on and off - within an AI file, please? Is there some documentation somewhere?
He wrote script, not AI. The documentation is under ship, obviously.
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Re: New OXP for testing

Post by TGHC »

Commander McLane wrote:
He wrote script, not AI. The documentation is under ship, obviously.
Easy to say when you know, like quiz questions, they are easy when you know the answer
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Re: New OXP for testing

Post by UK_Eliter »

@TGHC and McLane

Thanks. (And, yes, I'm at the stage where I am learning the difference between such things as 'AIs' and 'scripts'. But admittedly, given that, probably I should not bother the great and good with my unenlightened questions!)
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