The Feudal States
Moderators: winston, another_commander
Re: The Feudal States
- after the convoy ships have been destroyed, try to pick up as many of the containers as you can.
- I'm 99% sure Opponents are placed on the witchpoint - station route and between the convoy and the station.
If you head that way as fast as possible (easier with extra fueltanks / fast ships ), you may be able to take out enough opponents before they encounter the convoy.
- I'm 99% sure Opponents are placed on the witchpoint - station route and between the convoy and the station.
If you head that way as fast as possible (easier with extra fueltanks / fast ships ), you may be able to take out enough opponents before they encounter the convoy.
OS : Arch Linux 64-bit - rolling release
OXPs : My user page
Retired, reachable at [email protected]
OXPs : My user page
Retired, reachable at [email protected]
- phkb
- Impressively Grand Sub-Admiral
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Re: The Feudal States
I would normally create a new thread for something like this, but in the hope that Ramirez is still watching, by posting here he'll be notified of changes.
So, I finally got around to doing a bit of an update to Feudal States. You can download v2.0 here: Feudal_States.oxz.
Here's what I've done to it:
What I haven't done is any sort of update to the Jaegar, Korvette or Zerstoerer. These ships have shaders attached, and I didn't like my chances of doing a reasonable job of refreshing textures etc.
This hasn't been pushed to the download manager yet. I'd like some feedback to confirm things are working as they should be before doing that.
So, I finally got around to doing a bit of an update to Feudal States. You can download v2.0 here: Feudal_States.oxz.
Here's what I've done to it:
- Converted XML plist files to OpenStep.
- Updated shipdata subentities to use updated format.
- Removed legacy ship spawning routines.
- Updated Hunting Lodge spawning routine to allow for saving when docked.
- Updated Hunting Lodge textures, and added normal maps. (Rock texture courtesy of "SolCommand" CC-BY-SA 3.0 from www.solcommand.com)
- Updated asteroid textures and added normal maps. (Rock textures courtesy of"SolCommand" CC-BY-SA 3.0 from www.solcommand.com), models from Griff’s Asteroids OXP.
- Updated Jump gate textures, and added normal maps.
- Updated equipment.plist to remove the "99" techlevel and added a condition script instead.
- Made mission screens compatible with Xenon UI.
- Reduced the maximum odds for a challenge to limit cash payouts.
- JS script file cleanup.
- Bug fixes.
What I haven't done is any sort of update to the Jaegar, Korvette or Zerstoerer. These ships have shaders attached, and I didn't like my chances of doing a reasonable job of refreshing textures etc.
This hasn't been pushed to the download manager yet. I'd like some feedback to confirm things are working as they should be before doing that.
- Cholmondely
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Re: The Feudal States
Thank you for this. I'm not a combateer. What would you like me to focus on vis-a-vis play-testing?phkb wrote: ↑Tue Jun 29, 2021 6:20 amI would normally create a new thread for something like this, but in the hope that Ramirez is still watching, by posting here he'll be notified of changes.
So, I finally got around to doing a bit of an update to Feudal States. You can download v2.0 here: Feudal_States.oxz.
Here's what I've done to it:It would be great to get a few testers involved and make sure I haven't botched, mangled or otherwise wrecked Ramirez' work.
- Converted XML plist files to OpenStep.
- Updated shipdata subentities to use updated format.
- Removed legacy ship spawning routines.
- Updated Hunting Lodge spawning routine to allow for saving when docked.
- Updated Hunting Lodge textures, and added normal maps. (Rock texture courtesy of "SolCommand" CC-BY-SA 3.0 from www.solcommand.com)
- Updated asteroid textures and added normal maps. (Rock textures courtesy of"SolCommand" CC-BY-SA 3.0 from www.solcommand.com), models from Griff’s Asteroids OXP.
- Updated Jump gate textures, and added normal maps.
- Updated equipment.plist to remove the "99" techlevel and added a condition script instead.
- Made mission screens compatible with Xenon UI.
- Reduced the maximum odds for a challenge to limit cash payouts.
- JS script file cleanup.
- Bug fixes.
What I haven't done is any sort of update to the Jaegar, Korvette or Zerstoerer. These ships have shaders attached, and I didn't like my chances of doing a reasonable job of refreshing textures etc.
This hasn't been pushed to the download manager yet. I'd like some feedback to confirm things are working as they should be before doing that.
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: The Feudal States
any testing you can manage would be great.Cholmondely wrote: ↑Tue Jun 29, 2021 11:03 amWhat would you like me to focus on vis-a-vis play-testing?
Re: The Feudal States
At first look the shaders are mostly used for adding lighted decals, using/adding normalmaps will be a tad bit difficult
( because shaders take precedence over materials in plist ?! )
( because shaders take precedence over materials in plist ?! )
- Cholmondely
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Re: The Feudal States
Maestro: would there be any chance of sneaking a peek at your adaptation?DGill wrote: ↑Sun Jan 29, 2017 3:56 pmI suppose I sit in the middle ground of the discussion. I think the improved planet atmosphere graphics in v1.85 is great and hope the developers will continue to push the game experience forward. On the other hand, although I have very limited programming experience (20+ year BBC Basic) it's great to be able to mod oxps and game play to my liking e.g. adding additional missions to the original three of the Feudal States oxp:
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Re: The Feudal States
I've sort of created a mini soap opera in which feudal states vie with each other. The basic premise is the Galaxy 6 feudal states have allied with the Thargoids with the aim of invading the feudal states in other galaxies. Mean while all feudal states periodically raid each others station. I have about 13 main missions which are aimed at attacking Galaxy 6 states, collecting tribute from allies, raiding other feudal states, etc. There are also mini missions within the main missions, perhaps numbering 10 or so, i.e. need to get information by gambling at a Hoopy casino.
The missions try to bring in various elements of Oolite; one mission requires trading, another requires visits to the Black Monks bank and the assassins guild. Also, some missions require a change of ship.
Main mission
Main mission
Hunting lodge
Flying Thargoid ship on mission
Hoopy casino mission
Refuelling at feudal tanker
The missions try to bring in various elements of Oolite; one mission requires trading, another requires visits to the Black Monks bank and the assassins guild. Also, some missions require a change of ship.
Main mission
Main mission
Hunting lodge
Flying Thargoid ship on mission
Hoopy casino mission
Refuelling at feudal tanker
Last edited by DGill on Sun Jul 25, 2021 9:18 am, edited 1 time in total.
- montana05
- ---- E L I T E ----
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- Location: lurking in The Devils Triangle (G1)
Re: The Feudal States
I totally missed that, your textures look great. Regarding the ships, as cbr mentioned, the shaders are for the decals and would need some modifications to use normal maps or any other kind of improvement. Honestly, the best would be new models as well. My skills for shaders still suck, so a_c or Griff would be the right people to talk to.phkb wrote: ↑Tue Jun 29, 2021 6:20 amI would normally create a new thread for something like this, but in the hope that Ramirez is still watching, by posting here he'll be notified of changes.
So, I finally got around to doing a bit of an update to Feudal States. You can download v2.0 here: Feudal_States.oxz.
Here's what I've done to it:It would be great to get a few testers involved and make sure I haven't botched, mangled or otherwise wrecked Ramirez' work.
- Converted XML plist files to OpenStep.
- Updated shipdata subentities to use updated format.
- Removed legacy ship spawning routines.
- Updated Hunting Lodge spawning routine to allow for saving when docked.
- Updated Hunting Lodge textures, and added normal maps. (Rock texture courtesy of "SolCommand" CC-BY-SA 3.0 from www.solcommand.com)
- Updated asteroid textures and added normal maps. (Rock textures courtesy of"SolCommand" CC-BY-SA 3.0 from www.solcommand.com), models from Griff’s Asteroids OXP.
- Updated Jump gate textures, and added normal maps.
- Updated equipment.plist to remove the "99" techlevel and added a condition script instead.
- Made mission screens compatible with Xenon UI.
- Reduced the maximum odds for a challenge to limit cash payouts.
- JS script file cleanup.
- Bug fixes.
What I haven't done is any sort of update to the Jaegar, Korvette or Zerstoerer. These ships have shaders attached, and I didn't like my chances of doing a reasonable job of refreshing textures etc.
This hasn't been pushed to the download manager yet. I'd like some feedback to confirm things are working as they should be before doing that.
Scars remind us where we've been. They don't have to dictate where we're going.
Re: The Feudal States
It seems someone went mad :
Code: Select all
feudal-challenge.js: line 94: missionVariables.feudal_challenger_odds = madOdds;
Also, I get the following error when trying a challenge, and I also don't get back all my missiles after the challenge:
Code: Select all
[script.javaScript.exception.undeclaredVar]: ***** JavaScript exception (feudal-challenge.js 9.1): ReferenceError: assignment to undeclared variable restoreCounter
Another thing that was still a bug in the original version seems to be still there:
When doing a challenge/bet at a feudal hunting lodge, there is an issue when the player launches the surrender-flare. Even though it gets detected as surrender, the challenger doesn't stop shooting, and sometimes even waits outside for and starts to attack again when I undock later.
A fix I found is to add to Scripts/feudal-target.js the following:
Code: Select all
this.shipAttackedOther = function(other)
{
if (this.ship.primaryRole == [missionVariables.feudal_challenger_role] &&
missionVariables.feudal_challenger == "FORFEIT")
{
this.ship.switchAI("feudal-challengerhomeAI.plist")
}
}
this.shipTargetLost = function()
{
this.ship.switchAI("feudal-challengerhomeAI.plist")
}
Code: Select all
this.shipTargetLost = function() {
if (missionVariables.feudal_challenger == "RUNNING")
this.ship.switchAI("feudal-challengerhomeAI.plist");
}
- Cholmondely
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Re: The Feudal States
It seems absolutely superb! Any chance of your publishing your variant on the Expansions Manager? I would happily give you access to my login if you don't have your own - and help with the wiki page.DGill wrote: ↑Fri Jul 23, 2021 11:28 amI've sort of created a mini soap opera in which feudal states vie with each other. The basic premise is the Galaxy 6 feudal states have allied with the Thargoids with the aim of invading the feudal states in other galaxies. Mean while all feudal states periodically raid each others station. I have about 13 main missions which are aimed at attacking Galaxy 6 states, collecting tribute from allies, raiding other feudal states, etc. There are also mini missions within the main missions, perhaps numbering 10 or so, i.e. need to get information by gambling at a Hoopy casino.
The missions try to bring in various elements of Oolite; one mission requires trading, another requires visits to the Black Monks bank and the assassins guild. Also, some missions require a change of ship.
Main mission
Main mission
Hunting lodge
Flying Thargoid ship on mission
Hoopy casino mission
And I see you have your own HUD, too. Any chance of a little more detail on that?
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: The Feudal States
It happens from time to time!
Thanks for the bug reports. I’ll get a fix out shortly and then potentially we’ll be in a position to make it an official update.
Re: The Feudal States
I just want to say that I never really used anything else from Feudals except for the Hunting Lodge (to get easy money ... ), so I can't say anything else about absence (or existence) of bugs, or changes in behaviour in other parts of this OXP.
- Cholmondely
- Archivist
- Posts: 5381
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: The Feudal States
I've run a couple of missions - no issues yet!
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: The Feudal States
OK, v2.1 is now available here: Feudal_States.oxz, which addresses the issues raised by tsoj.
Re: The Feudal States
Unfortunately it is not a single oxp; its a bit of a mess-up of multiple oxps! One mission uses 'towbar' to haul in a captured thargoid ship, I've altered 'planetary rings' to put the ring around outer planets where I rendezvous with a Thargoid carrier, I've modified fuel station and many other oxps to suit mission gameplay, etc.Cholmondely wrote: ↑Sat Jul 24, 2021 11:09 pm
Any chance of your publishing your variant on the Expansions Manager?
The hud is very specific to the feudal states missions and not viable as a stand alone hud. During missions various prompts are displayed, e.g. number of wingmen remaining, whether approaching a hostile or friendly feudal state, etc.
hud at yellow alert
hud when docked
hud when landing on planet (radar code courtesy of PHKB)