Griff's normalmapped ship remakes

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Thargoid
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Re: Griff's normalmapped ship remakes

Post by Thargoid »

I'll need to have a look in detail, but possibly. The sub-ent OXP pre-dates the re-arrangement of the shipset and the use of the separate addon/replace ones. It may be that during that change-about something got duplicated, broken or somehow turned sideways.

Not got much time this week, will try and look into it next week.
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Re: Griff's normalmapped ship remakes

Post by Griff »

El Viejo wrote:
Hmm... has Griff embedded this one into the shipset resource OXP, I've forgotten:

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AddOns/Griff.oxp/griff_cobraIII_subent_missiles.oxp
Could that cause it?
I can't help with the script error but the "cobraIII with subent missiles" oxp hasn't been merged into the all-in-one, mind you i did merge the missiles oxp into the all-in-one bundle though, so maybe that's confusing the cobra (if it's trying to use some sort of missile from a griff_missile oxp that no longer exists as a standalone oxp)
Hmm, thinking about it wasn't this the case a couple of months ago? thought it was fixed though - i'll have to check the oxp
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Re: Griff's normalmapped ship remakes

Post by Cody »

The Cobra III subent missiles display fine, both when mounted, and when fired. I've seen it with several Cobras recently, and they seem perfect.
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: Griff's normalmapped ship remakes

Post by Thargoid »

No further log errors from those recent encounters?
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Re: Griff's normalmapped ship remakes

Post by Cody »

Thargoid wrote:
No further log errors from those recent encounters?
No further log errors, and the circumstances were very similar - serious firefights, multiple bandits, missiles buzzing around!
It's obviously a very rare error - one that'll be hard to re-create, and probably isn't worth the effort.
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: Griff's normalmapped ship remakes

Post by Shipbuilder »

Griff - I just thought that I’d drop you a note to congratulate you on producing some fantastic looking ships.

I use your ships for my core ship set and it makes the game look so much better.
Keep up the good work
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Increase the variety of ships within your Ooniverse by downloading my OXPs

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Re: Griff's normalmapped ship remakes

Post by Thargoid »

El Viejo wrote:
Thargoid wrote:
No further log errors from those recent encounters?
No further log errors, and the circumstances were very similar - serious firefights, multiple bandits, missiles buzzing around!
It's obviously a very rare error - one that'll be hard to re-create, and probably isn't worth the effort.
It's probably a missile getting fired during the execution of the script. As you say an unlucky case of timing, but one that the script can be further hardened against.

I'll look into it next week if I get chance.
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Re: Griff's normalmapped ship remakes

Post by Griff »

[blog post]
I'm not sure if i've got the skills to complete it but i though it might be fun to try and adapt the 'stolen viper' misssion from the spectrum (i think) and PC 'Elite+' versions of the game to Oolite
A while back i searched through the Elite+ exe with a hex editor and fished out the mission text, it's:-

Code: Select all

One of our military police ships has been stolen by Thargoid infiltrators. We have tracked it to the *some random variable* system  We would like you to seek out and destroy this ship
Press any key to continue!
and the mission complete text is:-

Code: Select all

TASK COMPLETE - CONGRATULATIONS!
The military thank you for destroying the stolen police ship, and give you a reward of 4000 credits
Press any key to continue
From reading up a bit about the mission, it's set quite early in the game and the viper can be spotted as it has been recoloured purple by the thieves.
I'm not actually too keen on the idea that it's Thargoid infiltrators that have stolen the viper, so in my version i might change this to Anarchists that have stolen the ship, i've made a start on the art...
Image
...and hopefully something like the constrictor mission script can be cut down and adapted for the rest of the stuff
[/blog]
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Re: Griff's normalmapped ship remakes

Post by Cody »

Griff wrote:
... and the viper can be spotted as it has been recoloured purple by the thieves.
Obviously thieves with class! I remember that mission - good idea, Griff!
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: Griff's normalmapped ship remakes

Post by Smivs »

Griff wrote:
so in my version i might change this to Anarchists that have stolen the ship, i've made a start on the art...
Image
Looks more like Hippies than Anarchists :D
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Re: Griff's normalmapped ship remakes

Post by SandJ »

Griff wrote:
I though it might be fun to try and adapt the 'stolen viper' misssion from the spectrum (i think) and PC 'Elite+' versions of the game to Oolite
I distinctly do not remember that on the Spectrum version. But never mind...
Griff wrote:
I might change this to Anarchists that have stolen the ship, i've made a start on the art...
Now I have seen it, I need a Give Peas a Chance ship in my Ooniverse. The first time I saw that on the bridge over the M25, I nearly drove off the road from laughing. If only so I can keep saying "I like peas" in my John Major voice whenever I see it.
Flying a Cobra Mk I Cobbie 3 with nothing but Explorers Club.OXP and a beam laser 4 proper lasers for company :D
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Re: Griff's normalmapped ship remakes

Post by Smivs »

SandJ wrote:
I need a Give Peas a Chance ship in my Ooniverse. The first time I saw that on the bridge over the M25, I nearly drove off the road from laughing.
It's still there :) It's one of the landmarks I look out for on the way home if we've been down south visiting.
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Re: Griff's normalmapped ship remakes

Post by Cody »

For the purposes of Oofic research, I needed to buy and seriously iron-ass an Adder. I spotted a beautiful purple one in the shipyard at Ororbe, so I bought it - but unlike the last time I bought one, my Fighter Hud didn't transfer. In the shipdata.plist of Griff's replace OXP, the Adder (as well as the Cobra I) is set to the hud-small.plist (which reverts it to Oolite's hud). I changed this to hud.plist and all is well - I have a cool purple Adder with the Fighter Hud. Was this intentional, and if so, any reason?

Also, in the ship’s name (name = Adder;), if the Adder bit isn’t in quotation marks, you can’t change its name without adding them - it buggers it up otherwise.
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: Griff's normalmapped ship remakes

Post by Griff »

yeah i think so, the adder in the core shipdata.plist has a small hud defined for it too, i think it's set like this because of the tiny number of energy banks an adder has - fire your laser once and it drains enough energy to send you into red alert emergency mode!) - the small hud has a nice layout for ships with 2 or less energy banks
edit: oops, sorry now i've re-read your post you're asking why your hud didn't automatically transfer - sorry i don't know!
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Re: Griff's normalmapped ship remakes

Post by Cody »

Griff wrote:
... sorry now i've re-read your post you're asking why your hud didn't automatically transfer
It's okay Griff, I know why it didn't transfer, I only wondered about the reason for the hud-small setting.
It makes some sense for the Adder I suppose, but not for the Cobra I.
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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