Aquatics OXP

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

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Thargoid
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Post by Thargoid »

I've just uploaded version 2.1 to box.net, for compatibility with Oolite 1.73, plus correcting a couple of minor glitches too (platforms should no longer zap inactive tharglets for example).

Download from the first post in this thread, or from the links below.
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Post by Thargoid »

Just noticed I forgot to update the weapon positions for the player ships with the new fix in 1.73, so I've uploaded version 2.11 with that minor change. Download links as above.
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Re: Aquatics OXP

Post by Thargoid »

Just taken this OXP up to v2.25. It's more or less an optional one though as it is for compatibility with the newer 11.11 AMD/ATI graphics drivers (the shader issue).

That said they've just updated the driver to 11.12, but the update is in place anyway to make things work for everyone (hopefully).

Download via the wiki or box.com from the links below or the first post in the thread.

Editted to add - 11.12 also seems to have the shader issue...
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Re: Aquatics OXP

Post by phrashee »

Well, I downloaded your oxp and I like it, Nice work!

I am having a little problem though

After finishing the Kraken Mission and getting that lovely easter egg of a defence system (or defense) whatever you may prefer, my poor drones got destroyed when i had to inject my ass out of there during a heavy battle.

I decided after peaking through the scripts files to visit a tech 14 planet in hopes of buying new ones, since I learned that the self repair system wont make new drones, even when I hack the Script files to allow the self repair system to fix the guardian system(I since undid my hack).

When i went to the equipment screen, I was shocked to learn that i was not offered the option of repairing it or buying a new one, What gives?

Again, I like the OXP adds some nice variety to oolite.

Cheers
Barry
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Re: Aquatics OXP

Post by Thargoid »

Try going back to the Corporation HQ in Aqualina and see if they can help you.
richard.a.p.smith
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Re: Aquatics OXP

Post by richard.a.p.smith »

I know I've said said something about this elsewhere but thought it might be worth posting here rather than [wherever it was] to ensure it's in the right place. For the record sort of thing while I'm posting a few other oddities. I get this one a lot; if so usually many entries.

15:30:17.654 [shipData.load.warning.turret.badWeaponRange]: ----- WARNING: ball turret weapon range of 20000 for subenitity of ship aquatics_pirateDestroyer is too high, using 7500.

Rich
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Re: Aquatics OXP

Post by Thargoid »

Hmm, I thought I'd fixed that, but checking I see I missed a few.

Anyway v2.29 is now uploaded with fixed shipdata.plist to cure that warning. Thanks.
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Re: Aquatics OXP

Post by JazHaz »

Just done the Hammerhead mission and bought the Guardian defence system. How does this work? Is it automatic?

Also just noticed a warning in my log for Aquatics v2.30c Beta for Trunk:

Code: Select all

00:07:12.822 [files.notFound]: ----- WARNING: Could not find texture file "aquatics_dockingFX-I.png".
I looked in the textures folder and found that the filename was "aquatics_dockingFX - I.png" with spaces around the "-" symbol. Renamed it to the above without the spaces.
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Thargoid
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Re: Aquatics OXP

Post by Thargoid »

Yes, it should auto-activate when needed. It predates the "n" key functionality in the game, so couldn't be triggered any other way. I possibly should change that, but of course it's then one more item cluttering up that key selection too.

Thanks for the heads-up on the filename - I will tweak it for the next version.
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Re: Aquatics OXP

Post by Thargoid »

With the update to Oolite 1.77, this OXP is now out of beta and v2.30 is now available.

Download is via the links below as normal or via the wiki. Anyone using the beta is asked to please update to the full version.
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Re: Aquatics OXP

Post by pagroove »

I like what you did with the docking sequence. Is that adaptable so that it also happens in normal stations. In other words: could you design a little 'docking ambiance oxp' or 'docking door oxp'.

Also tried the new planetfall. Love the landing and take off sequence.
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Re: Aquatics OXP

Post by Plisken »

hey there!
today i noticed a box escort ship that was flying in a circle around me and attacked me with its port and starboard lasers.
First i was surprised-because this was the first time i saw a ship ever doing this and i thought : "does this one have thargoid lasers?". But then it started attacking me with it's forward laser again before it started another attack with the side lasers.
For saving my ass i had to make use of my port and starboard weapons in order to kill it-it was really fun!great work!
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Re: Aquatics OXP

Post by Thargoid »

:) :twisted: :)

They are perhaps slightly unusual, as (due to their design) they don't have rear lasers at all, but do have front and sides. So as the possibility for NPCs to have and use side lasers was added to the trunk code and i was updating Aquatics anyway, I thought why not add it in ;)

Nice to know that it all works well and gives a little unusual challenge occasionally.
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Mauiby de Fug
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Re: Aquatics OXP

Post by Mauiby de Fug »

So, in my new personal Ooniverse I'm currently assembling, I'm rejecting/editing anything which alters the names/descriptions of planets, and that replaces the main station with anything other than a re-textured Coriolis/Dodo/Ico station. However, I would like the ships from this OXP, and would also quite like to have the station, as I see nothing wrong with a corporation building an addition station in a system as a headquarters. While I'm trying to avoid massive galaxy-changing missions, I recall the one here to be reasonably self-contained, so I don't think I need to worry about it.

Would I be correct in assuming that in order to achieve this in my personal copy, all I have to do is delete the planetinfo.plist and add a station spawning script? Or are there going to be some hidden gotcha's due to the way the mission is constructed...?
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Re: Aquatics OXP

Post by Thargoid »

Basically yes, deleting the planetinfo.plist will stop the renaming and the main station replacement. As you say you'll have to spawn the station again yourself if you want it as an additional location.

The mission will still occur, but it will be based out of the "proper" main station rather than the HQ, although it will still refer to the HQ as the main station of course. I don't think there'll be any other glitches, however I will check through tonight if i have time and confirm that for you.
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