Teretrurus v3.0

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Teretrurus v3.0

Post by Smivs »

Latest version - Teretrurus v3.0 Please see release post for details.

An update of Dr Nil's Teretrurus Mk.1 OXP.

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Original post -
The Teretrurus is a 'chopped' Cobra Mk III and is available in two styles, The 'Purple Haze' and the 'Shield Tail'. They are identical except for their brash and shiny paintjobs. Both are player-buyable and they also feature in-game occassionally as Hunters or Pirates.
This version brings improved graphics with detailed high-definition textures and emission, normal and specular mapping, so shaders should be 'on' to enjoy them at their best, but they do also look very good in non-shader mode.
This OXP also features dynamic textures which change in game to show NPC damage during combat, a feature first introduced in Smivs'Shipset. If you or an NPC shoot-up a Teretrurus to the point where its shields fail and it starts throwing sparks, the texture is changed 'on the fly' to one with visible damage.
The Teretrurus has a custom HUD, based on the popular Combat HUD.
The original models have been retained and the ships are unchanged from the original spec's in the Wiki.
The code has been updated from XML to openStep.
Some minor tweaks have been made to shipdata to ensure compliance with Oolite v1.77, and a few detail changes have been made to ensure the OXP is balanced, and is consistant with the Wiki page.
Shipdata 'Accuracy' has been set to 6 so the pilots will be better than average, but not too lethal.

OXP compiled and developed by Smivs
Original OXP by Dr Nil
Scripting based on work by Capt. Murphy
Thanks also to Spara, for suggesting I did this!

Licence:- Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license

Version requirements:- Requires Oolite v1.77

Download Teretrurus v2.0 OXP here.
Last edited by Smivs on Wed Jun 05, 2019 1:36 pm, edited 3 times in total.
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Re: [RELEASE] Teretrurus v2.0 OXP

Post by Shipbuilder »

Fantastic work with these Smivs :-)

I'm running off to download now :-)
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Re: [RELEASE] Teretrurus v2.0 OXP

Post by Duggan »

Ditto @ Shipbuilders remarks, It is particularly good to see ships from Random Hits making the migration into other aspects of the game :)
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Re: [RELEASE] Teretrurus v2.0 OXP

Post by spara »

You just gotta love those bright colours :D . Very nice you released them as a separate oxp.
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Re: [RELEASE] Teretrurus v2.0 OXP

Post by pagroove »

Great! An old favorite of mine.
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Re: [RELEASE] Teretrurus v2.0 OXP

Post by Smivs »

Version 3.0 is now available via here or the expansions manager.

Talk about snowball effects, this started as a simple tweak to the shipyard.plist as discussed here. However when I opened-up the OXZ I was reminded that this was actually an old OXP which had been given a quick tweak to OXZ-ify it for v1.80.
Much of it was out of date in terms of current game features such as the expanded role set, and it certainly didn't comply with the current 'best practice' advice, so in a nutshell it has had a ground-up overhaul. The 'ten-minute job' took nearly a week!

Changelog:-

*Graphics have been overhauled and improved. The texture (diffuse_map) has been weathered a bit, and it has new light, normal, and specular mapping.
*shipdata.plist is now template-based, and some internal naming has been changed for consistency. The ship_keys remain unchanged for backward compatibilty - old save files will still work.
*shipyard.plist has fuel scoops added for player, and is now alphabetical.
*The ships have been added to the ship library.
*Scripting/feature changes. The old 'damage' feature has been removed, but the ships will now go derelict (as per my other OXPs) when a pilot ejects.

OK, back to what I'm supposed to be doing...
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