overriding standard ships

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

Moderators: winston, another_commander

User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: overriding standard ships

Post by cim »

jh145 wrote:
Can we only ever spawn by role, not by ship name?
Yes and no. addShips only takes a role not a name as a parameter, but all ships get a role of "[ship-name]" automatically (and you can't otherwise define roles beginning with "["), so "[cobra3-trader]" can be used to get an Cobra III, for instance.
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2483
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Re: overriding standard ships

Post by Griff »

Hi
Sorry about the problems caused by my OXP! i've removed the links to the broken bundle OXP from the wiki page, and hidden the 'Core shipset for Oolite v1.77' folder from view over at my shared folder over at box.com, leaving just the core shipset for Olite v1.80+ visible (i haven't been properly keeping up with Oolite's development lately, but i assume we don't need that version of the OXP anymore (the v1.77 one)?
I've really let it get a bit confusing over at my oxp folder, might need to have a think about things!

Thanks for getting the markets fixed in the station bundle oxp Spara, i'll get that added in and update the OXP
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: overriding standard ships

Post by Cody »

Griff wrote:
Thanks for getting the markets fixed in the station bundle oxp Spara, i'll get that added in and update the OXP
I don't think that fix is working correctly - it seems to revert the rock hermits to Oolite's core models.
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!
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: overriding standard ships

Post by spara »

Cody wrote:
Griff wrote:
Thanks for getting the markets fixed in the station bundle oxp Spara, i'll get that added in and update the OXP
I don't think that fix is working correctly - it seems to revert the rock hermits to Oolite's core models.
Really? No lights running? No bumpy surface? You should also get the basic BGS tunnel texture. It's seems to be working for me as I just visited one. Anything funny in the log?
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: overriding standard ships

Post by Cody »

spara wrote:
No lights running? No bumpy surface?
Yeah, exactly those - but that was last night/this morning! It all appears to work now (at least for the hermit I have a save at). <scratches head>
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!
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: overriding standard ships

Post by spara »

Cody wrote:
spara wrote:
No lights running? No bumpy surface?
Yeah, exactly those - but that was last night/this morning! It all appears to work now (at least for the hermit I have a save at). <scratches head>
Now I see. Bugger. There are different types of hermits defined in trunk :shock: ! I should have looked more closely, shame on me :oops: . I only fixed the standard hermit. Fix is on the way, hang on.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: overriding standard ships

Post by Cody »

<chortles> I did wonder about the 'special' hermits! At least I wasn't imagining things!
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!
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: overriding standard ships

Post by spara »

Cody wrote:
<chortles> I did wonder about the 'special' hermits! At least I wasn't imagining things!
Indeed not. The game seems to be evolving quite rapidly. Both shipdata.plist and shipdata-overrides.plist needed fixing to work fully with 1.81. Get the fix here: https://app.box.com/s/bg254uiw2lom37ewan0clfd5j5y1efx7. The earlier fix works fine with 1.80.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: overriding standard ships

Post by Cody »

<grins> That's better - thank you kindly!
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!
Post Reply