[Release] GalNavy additions (was Adck's Behemoths Redux)
Moderators: winston, another_commander
Re: [Release] Adck's Behemoths Redux
Thank you for all your hard work in renovating these oxp's, a wonderful job
Flying Python Class Cruiser, Chapter & Verse IV
Re: [Release] Adck's Behemoths Redux
Thanks for the kind words .
Behemoth type 2 looked a bit pale when compared to PAGroove's beautifully skinned type 1 behemoth, so I just had to test my texturing skills. I replicated ADCK's design using colors from PAGroove's design and created a hires texture and a normal map. I think it looks quite nice .
I have updated the facelift oxp to version 1.1.1.
* New hires behemoth 1 texturing
* Added "smooth" = "true" to shipdata-overrides. That's the way it was in the original work by ADCK.
Behemoth type 2 looked a bit pale when compared to PAGroove's beautifully skinned type 1 behemoth, so I just had to test my texturing skills. I replicated ADCK's design using colors from PAGroove's design and created a hires texture and a normal map. I think it looks quite nice .
I have updated the facelift oxp to version 1.1.1.
* New hires behemoth 1 texturing
* Added "smooth" = "true" to shipdata-overrides. That's the way it was in the original work by ADCK.
- pagroove
- ---- E L I T E ----
- Posts: 3035
- Joined: Wed Feb 21, 2007 11:52 pm
- Location: On a famous planet
Re: [Release] Adck's Behemoths Redux
It looks very good!
I can see what I can do maybe enhancing it a little more this weekend (but no promises).
Edited to add. To make it a little more realistic you could try to give each window a different intensity of light.
I can see what I can do maybe enhancing it a little more this weekend (but no promises).
Edited to add. To make it a little more realistic you could try to give each window a different intensity of light.
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
Re: [Release] Adck's Behemoths Redux
That would be cool. I'll pm you the gimp file.pagroove wrote:It looks very good!
I can see what I can do maybe enhancing it a little more this weekend (but no promises).
I'll check that out when I have some spare time. Thanks for the tip.pagroove wrote:Edited to add. To make it a little more realistic you could try to give each window a different intensity of light.
Re: [Release] Adck's Behemoths Redux
Sorry to spam with a new version , but I had produced a huge bug in the version 1.1.1 of facelift oxp. That has to be corrected.
Version 1.1.2
* Bugfix
* Behemoth type 2 now has less shinier hull (more in line with type 1) and some variation in the intensity of the lights (as per PAGroove's tip).
Now I'll cool down and stop updating. Unless bugs are found of course or PAGroove has found some spare time to enhance type 2 textures .
Version 1.1.2
* Bugfix
* Behemoth type 2 now has less shinier hull (more in line with type 1) and some variation in the intensity of the lights (as per PAGroove's tip).
Now I'll cool down and stop updating. Unless bugs are found of course or PAGroove has found some spare time to enhance type 2 textures .
Re: [Release] Adck's Behemoths Redux
What I would love to do would be to add the Imperial Stardestroyer to the forces of the Galactic Navy. I'd so like to see one in battle against a Thargoid Carrier. Is there a way to add ships from other OXPs to Naval forces?
Re: [Release] Adck's Behemoths Redux
It's possible. Navy Destroyer is added to the Galactit Navy as an alternative frigate and Imperial Stardestroyer can be added in a similar way.tonyhippy wrote:What I would love to do would be to add the Imperial Stardestroyer to the forces of the Galactic Navy. I'd so like to see one in battle against a Thargoid Carrier. Is there a way to add ships from other OXPs to Naval forces?
In short, edit the shipdata.plist of the Stardestroyer in a following manner. (Don't use notepad if you are using Windows ):
1. Change
Code: Select all
roles = "pirate stardestroyer";
Code: Select all
roles = "pirate stardestroyer navy-frigate(0.5)";
2. Add
Code: Select all
"stardestroyer-battlegroup" = {
"ai_type" = "navyBattlegroupEscortAI.plist";
"auto_ai" = "0";
"like_ship" = "stardestroyer";
"roles" = "navy-battlegroup-escort(0.5)";
"script" = "navyBattlegroup.js";
};
"patrol-stardestroyer" = {
"escort-ship" = "navy-viper";
"escorts" = 4;
"like_ship" = "stardestroyer";
"roles" = "patrol-frigate(0.5)";
};
"picket-stardestroyer" = {
"ai_type" = "picketAI.plist";
"launch_actions" = (
"switchAITo: picketAI.plist"
);
"like_ship" = "stardestroyer";
"roles" = "picket-frigate(0.5)";
};
Not tested, but that should do it .
I might also be tempted to change the escorts to tie-fighters...
- Rorschachhamster
- ---- E L I T E ----
- Posts: 274
- Joined: Sun Aug 05, 2012 11:46 pm
- Contact:
Re: [Release] Adck's Behemoths Redux
Hey! I just had a Behemoth Type 21 without texture (the red green thing).
EDIT: Strange, it has the custom role "-base-for-others-" and shouldn't probably be in the game?
Should I post this in the behemoth thread as well? If there is one, seeing how old this is...
EDIT: Strange, it has the custom role "-base-for-others-" and shouldn't probably be in the game?
Should I post this in the behemoth thread as well? If there is one, seeing how old this is...
Re: [Release] Adck's Behemoths Redux
Strange indeed. I assume, you are using the latest version of this oxp. I can't find any obvious reason for this to happen, as that one has only the aforementioned custom role. The only explanation I can think of, is that something goes wrong in the shipdata-overriding and like_ship definitions. Perhaps someone more familiar with the source can lighten this. So here's the deal:Rorschachhamster wrote:Hey! I just had a Behemoth Type 21 without texture (the red green thing).
EDIT: Strange, it has the custom role "-base-for-others-" and shouldn't probably be in the game?
Should I post this in the behemoth thread as well? If there is one, seeing how old this is...
* Behemoth oxp defines behemoth-type2 and gives it a custom role "-base-for-others-". Other behemoths use like_ship = "behemoth-type2" to define themselves. There is no trouble here, I think.
* Next I use shipdata-override to redefine stuff both in behemoth-type2 and other behemoth definitions. Is there a problem here? To my understanding shipdatas are run first, then shipdata-overrides. What if there is a like_ship definition in shipdata and then I redefine the target of that like_ship definition in shipdata-override. Does the original referee get redefined too?
- Rorschachhamster
- ---- E L I T E ----
- Posts: 274
- Joined: Sun Aug 05, 2012 11:46 pm
- Contact:
Re: [Release] Adck's Behemoths Redux
For what it's worth: No errors in the debug console or the log, and the script it was running under (as in ps.target.script in the debug console) was behemoth2.6...
So no clues there...
So no clues there...
Re: [Release] Adck's Behemoths Redux
Hah! I might have found it . Behemoth Colossus is named as "behemoth-Colossus" in shipdata.plist in Behemoth oxp. Behemoth.js on the other hand lists it as "behemoth-colossus."Rorschachhamster wrote:For what it's worth: No errors in the debug console or the log, and the script it was running under (as in ps.target.script in the debug console) was behemoth2.6...
So no clues there...
Edit: This was a bad idea, don't do it, it WILL break something. I must have been tired or something .
Last edited by spara on Wed May 01, 2013 3:46 pm, edited 1 time in total.
- Diziet Sma
- ---- E L I T E ----
- Posts: 6312
- Joined: Mon Apr 06, 2009 12:20 pm
- Location: Aboard the Pitviper S.E. "Blackwidow"
Re: [Release] Adck's Behemoths Redux
Yet another case of sloppy case..
Bill Gates has a lot to answer for...
Bill Gates has a lot to answer for...
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
- Smivs
- Retired Assassin
- Posts: 8408
- Joined: Tue Feb 09, 2010 11:31 am
- Location: Lost in space
- Contact:
Re: [Release] Adck's Behemoths Redux
Yes, I'm afraid we are still seeing far too many of these.Diziet Sma wrote:Yet another case of sloppy case..
Commander Smivs, the friendliest Gourd this side of Riedquat.
- JazHaz
- ---- E L I T E ----
- Posts: 2991
- Joined: Tue Sep 22, 2009 11:07 am
- Location: Enfield, Middlesex
- Contact:
Re: [Release] Adck's Behemoths Redux
Get yourself windows then you won't have any problems!Smivs wrote:Yes, I'm afraid we are still seeing far too many of these.Diziet Sma wrote:Yet another case of sloppy case..
Re: [Release] Adck's Behemoths Redux
Sloppy code is platform-independent.