UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
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- montana05
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
Just had a look at it, maybe using the current core-ships and adapting the textures would be a first step. Specific territories and gang-wars are also not that difficult.
Scars remind us where we've been. They don't have to dictate where we're going.
- Cholmondely
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced
Our newest Admiral came out with this: GalCop Galactic Registry back in 2015. One can set it (in-game) to show all the anarchy systems, and then look for the clusters.
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?
- Cholmondely
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
Apparently I've been fooling myself and there's only just the one gang at the moment, the Tiger gang. There are names of ships indicating the presence of other gangs, but I don't think that they act together in the same way as the Tigers seem to.
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?
- montana05
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
You are correct, currently only the Tiger-Gang is active. From the included Readme.txt:Cholmondely wrote: ↑Mon Dec 20, 2021 1:08 pmApparently I've been fooling myself and there's only just the one gang at the moment, the Tiger gang. There are names of ships indicating the presence of other gangs, but I don't think that they act together in the same way as the Tigers seem to.
At the moment there's only one gang: the tiger gang, and it doesn't like the player.
The tiger gang should show itself in numbers in about a third of the systems. They'll have a go at the player the next 5-10 times the player encounters them, then things will quiet down again. (but for how long?)
Individual tiger gang members can also - occasionally - be spotted just about anywhere, but they're not especially singling out the player. Keep this expansion in the AddOns folder to add variety to the Ooniverse.
Scars remind us where we've been. They don't have to dictate where we're going.
- Cody
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
Hotrods? That's a cue for a song if ever I heard one!
There's an Oolite cover to that tune:
There's an Oolite cover to that tune:
- Pulled out of Diriis late one night
The moon and stars were shining bright
Had me a hold full of megaweed
And I knew a planet that had the need
I hit the boost, headed for the leap
Once in the tube, I’d get some sleep
But those damn Vipers came out to play
Left me wondering if I’d get away
As the clock ran down, I thought I could make it
If only my battered shields could take it
But as the count hit one, I took a blow
An Interceptor puttin’ on a show
Got knocked aside as the wormhole gaped
Caused a mis-jump, but hey, I’d escaped
Next thing I know, there’s bugs to fight
And breakers to blow… oh what a sight
I took them down, all warships five
Badly damaged, but I’m still alive
Blew the breakers, one, two, three
Damn well lost one… oh stupid me
A frantic search of interstellar space
Left me thinking I’d lost the race
At last I checked the short range chart
And saw a sight that cheered my heart
Right next to me, within a light year
Zaquesso loomed, and brought good cheer
I had enough fuel, with none to spare
And whooping wildly, I jumped out of there
Next thing I know, I’m skimming the sun
Then off to Artear… man, what a run
I torused in and docked at speed
Before them Vipers could draw a bead
I sold my weed for a princely sum
Then hit the bar, and ordered rum
Got thoroughly drunk… could barely stand
But what the heck, I’d made three grand!
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!
And any survivors, their debts I will certainly pay. There's always a way!
- Cholmondely
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
If I understand the ship names correctly, there are 3 more gangs: the Bloods, the Jjaggeds and the Grims.montana05 wrote: ↑Mon Dec 20, 2021 1:57 pmFrom the included Readme.txt:
At the moment there's only one gang: the tiger gang, and it doesn't like the player.
The tiger gang should show itself in numbers in about a third of the systems. They'll have a go at the player the next 5-10 times the player encounters them, then things will quiet down again. (but for how long?)
Individual tiger gang members can also - occasionally - be spotted just about anywhere, but they're not especially singling out the player. Keep this expansion in the AddOns folder to add variety to the Ooniverse.
Last edited by Cholmondely on Sun Jan 23, 2022 10:33 am, edited 1 time in total.
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?
- montana05
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
Yes, there are more, but none handled by the script, they all have a 10% chance to appear as a pirate. Btw, I do like the textures, would be nice to see them on current core-ships.Cholmondely wrote: ↑Wed Dec 22, 2021 8:55 pmIf I understand the ship names correctly, there are 3 more gangs: the Bloods, the Jaggeds and the Grims.montana05 wrote: ↑Mon Dec 20, 2021 1:57 pmFrom the included Readme.txt:
At the moment there's only one gang: the tiger gang, and it doesn't like the player.
The tiger gang should show itself in numbers in about a third of the systems. They'll have a go at the player the next 5-10 times the player encounters them, then things will quiet down again. (but for how long?)
Individual tiger gang members can also - occasionally - be spotted just about anywhere, but they're not especially singling out the player. Keep this expansion in the AddOns folder to add variety to the Ooniverse.
Scars remind us where we've been. They don't have to dictate where we're going.
Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
Just a quick trial, transplanting 512px on phkbs black krait 8
could work for some of the grafix...
- montana05
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
Looks great cbr, with your talent we could reactivate all gangs.
Scars remind us where we've been. They don't have to dictate where we're going.
- Cholmondely
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
Very impressive!
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?
- Cholmondely
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
Cbr, have you re-jigged anything other than the Krait?
Contra what I said above, there seem to be the Tigers (real gang), the Bloods, Jjaggeds & Grims (uncoordinated single ships with gang logos), and Arexack was hoping to add the Hotrods as well.
If you can do a nice texture for the Jjaggeds, I can add it to their wiki page!
And according to the full change log, this contextual oxp giving ships personality is yet another originating from Murgh's studio/wine cellar.
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: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
I slightly touched the tigers.
This oxp contains a lot of nice looking ships as shown in the images below.
All without normalmapping and thelike.
A few custom models too I believe (XR1)
Perhaps adding normalmaps and a materials setting would bring them into 1.80+...
Need to experiment with the Djagged one(s) to be sure.
This oxp contains a lot of nice looking ships as shown in the images below.
All without normalmapping and thelike.
A few custom models too I believe (XR1)
Perhaps adding normalmaps and a materials setting would bring them into 1.80+...
Need to experiment with the Djagged one(s) to be sure.
Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
( left noshaders, right shadered pc )
Don't think I've done many mk1's.
The djagged pattern seems to 'transit' nicely on a phkb factory paintjob
- Cholmondely
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
Impressive yet again, Sir Cbr!
I'm unsure if we have anyone at the moment who can work the AI wizardry to get the other gangs going. I would like learn how to restrict the gangs to particular areas of Galaxy 1 which I think is more realistic. I'm not sure what else we can do at the moment to improve Hotrods, although I would dearly love to. I do think it's a truly super idea.
I'm unsure if we have anyone at the moment who can work the AI wizardry to get the other gangs going. I would like learn how to restrict the gangs to particular areas of Galaxy 1 which I think is more realistic. I'm not sure what else we can do at the moment to improve Hotrods, although I would dearly love to. I do think it's a truly super idea.
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: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.
Brush up your allready mighty swappin skills and find use some unoccupied coders!
Otherwise a second knighthood could be the answer, Sire Cholly of the Code...
(music=math // math=code)
Otherwise a second knighthood could be the answer, Sire Cholly of the Code...
(music=math // math=code)