Cloud City OXP

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

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Cholmondely
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Re: Cloud City OXP

Post by Cholmondely »

Nite Owl wrote: Sun Nov 27, 2022 12:06 pm
Life always comes first but one can either continue to dream or take up the challenge one's self.
Alnivel wrote: Sun Nov 27, 2022 3:49 pm
This shouldn't be hard to get around
Thank you, gentlemen,

between you, I have a comprehensive answer to my question. I had no idea what Extra Planets did (despite reading the NiteOwlian tweak all those moons ago), or that SW prevented gas giants from being main planets. I've been running SW with Povray planets for some time now. It seems to work just fine, and matches nicely with the Famous Planets blurb on the F7 screen.

I really like the idea behind this oxp - it gets my imagination buzzing! (Hence the Rough Guide to Zarece write up). I feel that this one is fixable, but was worrying about the feasibility of just keeping it to the gas giants, which is what makes it special to my mind.

I can't find copies of Remux or Demux, so the only solar systems at the moment seem to come from SW, Extra Planets, Orbits & Deep Horizons (which I've yet to work out).
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?
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Re: Cloud City OXP

Post by Cholmondely »

Alnivel wrote: Sun Nov 27, 2022 3:49 pm
Cholmondely wrote: Sun Nov 27, 2022 11:17 am
Distribution of Cloud Cities

Question: is it possible to identify the cloud giant planets (I suspect that they are merely textures - or chunks of coding in the vanilla game) and thus restrict the appearance of the Cloud Cities to the cloud giants?

Otherwise, one would need to go through the vanilla game list (might G1 Oresri & G1 Rilace be gas giants?), the Povray Planets textures, the Extra Planets textures (separate oxp) and the Strangers World textures (separate oxp), producing different lists for each.


First of all, doesn't the OXP intend to add these cities only to the main planet?

In Strangers World, if I'm not mistaken, the main planet cannot be a gas giant. However, additional planets-giants added by Planetary Systems should be easy to identify by texture name. The same should apply to all other planet retexture OXPs, which set a specific texture for the planet from the file.

In the case of some OXPs, you can use the non-standard properties they add.

As for those planets that have a dynamic texture (vanilla game planets, main planets in SW, maybe some others too), then it will not be so easy here. As far as I know, the core game doesn't implement gas giants in any way, it's just that planets happen to look like gas giants. Probably the only way would be to just make a list of such planets.

Also another note to SW: the first time it adds extra planets only when the player launches from the station. This shouldn't be hard to get around, but you'll probably have to sacrifice the ability to save in these cities.

Cholmondely wrote: Sun Nov 27, 2022 11:17 am
Unless, say, Galactic Almanac does something helping identify the planets, thus allowing a short cut.

Galactic Almanac does identify gas giants (by beacon name in SW and via non-standard properties), but is it really justified to make it a dependency?
(If you suggest just stealing a piece of code or an idea from it that is responsible for gas giants identification, I'm sorry, I misunderstood your sentence.)


Alnivel - I just came across this (https://www.solcommand.com/2018/10/venu ... .html#more) and this (https://www.solcommand.com/2009/11/this ... .html#more), following one of phkb's links. These floating cities look quite super to me!
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?
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Re: Cloud City OXP

Post by Krager »

Облачный город появляется. Выдаёт ошибки в логах, как исправить?
Spoiler
03:04:21.456 [script.javaScript.exception.notFunction]: ***** JavaScript exception (CloudCity 1.00): TypeError: this.ship.setOrientation is not a function
03:04:21.465 [script.javaScript.exception.notFunction]: ***** JavaScript exception (CloudCity 1.00): TypeError: this.ship.setOrientation is not a function
03:04:21.468 [script.javaScript.exception.notFunction]: ***** JavaScript exception (CloudCity 1.00): TypeError: this.ship.setOrientation is not a function
03:04:21.470 [script.javaScript.exception.notFunction]: ***** JavaScript exception (CloudCity 1.00): TypeError: this.ship.setOrientation is not a function
03:04:21.473 [script.javaScript.exception.notFunction]: ***** JavaScript exception (CloudCity 1.00): TypeError: this.ship.setOrientation is not a function
03:04:21.476 [script.javaScript.exception.notFunction]: ***** JavaScript exception (CloudCity 1.00): TypeError: this.ship.setOrientation is not a function
03:04:21.478 [script.javaScript.exception.notFunction]: ***** JavaScript exception (CloudCity 1.00): TypeError: this.ship.setOrientation is not a function
03:04:21.481 [script.javaScript.exception.notFunction]: ***** JavaScript exception (CloudCity 1.00): TypeError: this.ship.setOrientation is not a function
03:04:21.549 [script.commodityScript.load]: Could not load script
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Re: Cloud City OXP

Post by Cholmondely »

This OXP has many problems and needs many changes before being added into a game.

I'm sure it was a good OXP for the game back in 2009. But we are now in 2025, and much has changed!

1) The model of the station looks utterly unrealistic to my eyes. Hence my reference to the SolCommand models in the post above yours.
2) One cannot dock at these "cloud cities"
3) Their "population" also needs changing.

And for somebody who is a programmer, more issues will probably appear, too!

Alnivel had been interested in creating an OXP for Zarece - hence his interest in this oxp


Hopefully, somebody with the requisite skills will eventually rescue this OXP from mouldering obscurity. But is there any point in creating a Russian version until they do?


cbr took some nice screenshots of them starting here


By the way, did you try flying between one and the planet to see if your ship exploded?
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?
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Re: Cloud City OXP

Post by Krager »

Смотрел новые картинки городов, очень красиво. Было бы хорошо, если бы кто нибудь взялся и сделал их жилыми с возможностью посадки (шлюзами). Между городов пролетал, всё хорошо, являются отдельными обьектами. Полётам не мешают, создают приятный антураж, прям астронавты).
В данный момент хотел добавить в игру для антуража, заполнености системы, в общем для красоты. Вызывают сомнения выпадающие ошибки. Есть опасение что из-за ошибок отрицательно повлияет на игру, что нибудь испортив.
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Re: Cloud City OXP

Post by Cholmondely »

Krager wrote: Mon Jun 16, 2025 11:49 am
Смотрел новые картинки городов, очень красиво. Было бы хорошо, если бы кто нибудь взялся и сделал их жилыми с возможностью посадки (шлюзами). Между городов пролетал, всё хорошо, являются отдельными обьектами. Полётам не мешают, создают приятный антураж, прям астронавты).
В данный момент хотел добавить в игру для антуража, заполнености системы, в общем для красоты. Вызывают сомнения выпадающие ошибки. Есть опасение что из-за ошибок отрицательно повлияет на игру, что нибудь испортив.
Yandex translation: I've been watching new pictures of cities, it's very beautiful. It would be nice if someone took it upon themselves and made them habitable with the possibility of landing (airlocks). I flew between the city, everything is fine, they are separate objects. They don't interfere with flights, they create a pleasant entourage, they're like astronauts).
At the moment, I wanted to add to the game for the entourage, the fullness of the system, in general, for beauty. The drop-down errors are questionable. There is a fear that due to mistakes it will negatively affect the game, ruining something.

I'm not a coder.

There are 5 ways of docking of which I know.

1) Regular docking.
This requires that the docking slit is large enough to take your ship. This might be the problem with "Cloud City.oxp"


2) Assisted Regular Docking
Either using the slow/musical method of the Docking Computer - or - using the "ILS.oxp"

I would presume that this has the same difficulties as above


3) Fast Docking method with the Docking Computer
This needs "Fast Docking" to be enabled in the shipdata.plist for the dockable ship/station

Enable it by adding this line to the "shipdata.plist":

Code: Select all

        "allows_fast_docking" = yes;

4) Using the "cheat" magical ability of the "Long Range Scanner.oxp"

But this only works for the main orbital station - not a cloud city oxp station


5) Using the "debug console" in the OoliteTR (Oolite Test Release) game download

But I don't know how, sorry!


Presumably the problem lies here in the shipdata.plist:

Code: Select all

{
	"planetFall_surface_std" =
	{
		name = "Planet surface";
		roles = "planetFall_surface station(0)";
		ai_type = "stationAI.plist";
		cargo_type = "CARGO_NOT_CARGO";
		energy_recharge_rate = 100;
		forward_weapon_type = "WEAPON_NONE";
		frangible = no;
		has_ecm = yes;
		has_escape_pod = no;
		has_scoop = no;
		hasShipyard = 1;
		isCarrier = 1;
		has_npc_traffic = 0;
		max_energy = 25000;
		max_flight_pitch = 8;
		max_flight_roll = 8;
		max_flight_speed = 0;
		model = "new-rock.dat";
		port_radius = 500;
		requires_docking_clearance = no;
		smooth = yes;
		subentities = ( "hermit-docking-slit 0 0 0 1 0 0 0" );
		thrust = 100;
		weapon_energy = 0;
		materials =
		{
			"asteroid.png" =
			{
				shininess = 2;
				specular = (0.1, 0.1, 0.1, 1.0);
			};
		};
	};

	"planetFall_surface_cheap" =
	{
		like_ship = "planetFall_surface_std";
		equipment_price_factor = 0.8;
		roles = "planetFall_surface(0.5) station(0)";
	};

	"planetFall_surface_exp" =
	{
		like_ship = "planetFall_surface_std";
		equipment_price_factor = 1.2;
		roles = "planetFall_surface(0.5) station(0)";
	};
    
 "planetfall-radar" = {
        "ai_type" = "nullAI.plist"; 
        "energy_recharge_rate" = 3; 
        frangible = 0; 
        "has_military_jammer" = 1; 
        "max_energy" = 75; 
        model = "planetfall_radar.dat"; 
        name = "Radar Dish"; 
        roles = "planetfall-radar"; 
	script = "planetfallCloudCity.js";  //ok to activate same script of sub entity of each tower
        "rotational_velocity" = "0.707 0.0 0.0 0.707"; 
        smooth = 1; 
    }; 

 "planetfall-tower" = {
        "ai_type" = "nullAI.plist"; 
        bounty = 10; 
        "cargo_type" = "CARGO_NOT_CARGO"; 
        "energy_recharge_rate" = 4; 
        "equivalent_tech_level" = 0; 
        frangible = 0; 
        "has_npc_traffic" = 0; 
        "likely_cargo" = 0; 
        "max_cargo" = 0; 
        "max_defense_ships" = 0; 
        "max_energy" = 250; 
        "max_flight_pitch" = 1; 
        "max_flight_roll" = 2; 
        "max_flight_speed" = 0; 
        "max_flight_yaw" = 1; 
        "max_police" = 0; 
        "max_scavengers" = 0; 
        model = "planetfall_satellite.dat"; 
        name = "Control Tower"; 
        roles = "planetfall-tower"; 
//        scanClass = "CLASS_STATION"; 
	script = "planetfallCloudCity.js";
//        subentities = ("planetfall-radar 0 0 70 1 0 0 0"); 
        thrust = 0; 
        unpiloted = 0; 
    }; 


        "ps-cloudcity_hull" = {   // "planetfall-satellite"
        "ai_type" = "nullAI.plist"; 
        bounty = 1; 
        "cargo_type" = "CARGO_NOT_CARGO"; 
        "energy_recharge_rate" = 4; 
        "equivalent_tech_level" = 0; 
        frangible = 0; 
        "has_npc_traffic" = 0; 
        "likely_cargo" = 0; 
        "max_cargo" = 0; 
        "max_defense_ships" = 0; 
        "max_energy" = 1000; 
        "max_flight_pitch" = 1; 
        "max_flight_roll" = 2; 
        "max_flight_speed" = 0; 
        "max_flight_yaw" = 1; 
        "max_police" = 0; 
        "max_scavengers" = 0; 
        model = "cloudcity_o.dat"; // "planetfall_satellite.dat";
        name = "Cloud City"; 
        roles = "ps_cloudcity_o station"; //  "planetfall_satellite station";
        scanClass = "CLASS_STATION"; 
	script = "planetfallCloudCity.js";
        //subentities = ("*FLASHER* 3000 3000 3000 90 1 0.0 80" );
						
        thrust = 10; // bigger number harder to bounce around usual SS is 100
        unpiloted = 0; 
    }; 

    "ps-cloudcity_orig" = // default
        {
		like_ship = "ps-cloudcity_hull";
                
		subentities = ("*FLASHER* -2200 000 2023 120 1 0.0 80", //5000 is 4.4 km away 2023 is top
			       "*FLASHER* -2400 000 2023 120 1 0.2 80",
			       "*FLASHER* -2600 000 2023 120 1 0.4 80",
			       "*FLASHER* -2800 000 2023 120 1 0.6 80",
			       "*FLASHER* -3000 000 2023 120 1 0.8 80",
	 		       "*FLASHER* +2200 000 2023 010 1 0.9 80",
			       "*FLASHER* +2400 000 2023 010 1 0.7 80",
			       "*FLASHER* +2600 000 2023 010 1 0.5 80",
			       "*FLASHER* +2800 000 2023 010 1 0.3 80",
			       "*FLASHER* +3000 000 2023 010 1 0.1 80",
				"planetfall-tower -1200 +300 2074 1 0 0 0",       
				"planetfall-tower +600 -200 2074 1 0 0 0", // central one with radar dish
 				"planetfall-radar +600 -200 2144 1 0 0 0",
				"planetfall-tower +200 -1400 2024 1 0 0 0" //2024 chops part of it
						); 

//<key>exhaust</key>
                //<array>
		// <string> 0    0    -1100  10 10 20</string>
                // <string> 0   -1000 -1100  10 10 20</string>
                // <string> -866 500  -1100  10 10 20</string>
		// <string>  866 500  -1100  10 10 20</string>
                //</array>

		// exhaust = ("0 0 -1100 10 10 20"); // needs some velocity to see?



	};	


   "ps-cloudcity_black" = // elitish
        {
		like_ship = "ps-cloudcity_hull";
		model = "cloudcity_b.dat";
		roles = "ps_cloudcity_b station";
	};	
    "ps-cloudcity_white" =
	{
		like_ship = "ps-cloudcity_hull";
		model = "cloudcity_w.dat";
		//equipment_price_factor = 1.2;
		roles = "ps_cloudcity_w station";
 		
	};
}
	
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?
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Re: Cloud City OXP

Post by Wildeblood »

Cholmondely wrote: Tue Jun 17, 2025 4:16 pm
There are 5 ways of docking of which I know.

1) Regular docking.
This requires that the docking slit is large enough to take your ship. This might be the problem with "Cloud City.oxp"


2) Assisted Regular Docking
Either using the slow/musical method of the Docking Computer - or - using the "ILS.oxp"

I would presume that this has the same difficulties as above


3) Fast Docking method with the Docking Computer
This needs "Fast Docking" to be enabled in the shipdata.plist for the dockable ship/station

Enable it by adding this line to the "shipdata.plist":

Code: Select all

        "allows_fast_docking" = yes;

4) Using the "cheat" magical ability of the "Long Range Scanner.oxp"

But this only works for the main orbital station - not a cloud city oxp station


5) Using the "debug console" in the OoliteTR (Oolite Test Release) game download

But I don't know how, sorry!
Your 4 and 5 are probably one and the same, the dockPlayer() method of a station in javascript, and your 3 is the underlying native method. But, there is another nuance to consider, this property:
Cholmondely wrote: Tue Jun 17, 2025 4:16 pm
Presumably the problem lies here in the shipdata.plist:

Code: Select all

		port_radius = 500;	
(Tales from the olden days; I don't know whether this is still implemented the same.)
Setting the port radius property in shipdata created a spherical port, independent of the dock model. Once you got anywhere within that radius, you'd be docked. This is the method used in e.g. Superhub, where the station is tubular and you dock just by flying into the centre. The radius can be smaller than the overall model, as in Superhub, or much larger than an invisibly small model, as in Planetfall.
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Re: Cloud City OXP

Post by Krager »

Wildeblood wrote: Tue Jun 17, 2025 5:57 pm
Cholmondely wrote: Tue Jun 17, 2025 4:16 pm
There are 5 ways of docking of which I know.
Spoiler
1) Regular docking.
This requires that the docking slit is large enough to take your ship. This might be the problem with "Cloud City.oxp"


2) Assisted Regular Docking
Either using the slow/musical method of the Docking Computer - or - using the "ILS.oxp"

I would presume that this has the same difficulties as above


3) Fast Docking method with the Docking Computer
This needs "Fast Docking" to be enabled in the shipdata.plist for the dockable ship/station

Enable it by adding this line to the "shipdata.plist":

Code: Select all

        "allows_fast_docking" = yes;

4) Using the "cheat" magical ability of the "Long Range Scanner.oxp"

But this only works for the main orbital station - not a cloud city oxp station


5) Using the "debug console" in the OoliteTR (Oolite Test Release) game download

But I don't know how, sorry!
Your 4 and 5 are probably one and the same, the dockPlayer() method of a station in javascript, and your 3 is the underlying native method. But, there is another nuance to consider, this property:
Cholmondely wrote: Tue Jun 17, 2025 4:16 pm
Presumably the problem lies here in the shipdata.plist:

Code: Select all

		port_radius = 500;	
(Tales from the olden days; I don't know whether this is still implemented the same.)
Setting the port radius property in shipdata created a spherical port, independent of the dock model. Once you got anywhere within that radius, you'd be docked. This is the method used in e.g. Superhub, where the station is tubular and you dock just by flying into the centre. The radius can be smaller than the overall model, as in Superhub, or much larger than an invisibly small model, as in Planetfall.
[/spoiler]

Есть возможность избавиться от этого в логах?
Spoiler
02:56:21.624 [texture.load.png.warning]: ----- A PNG loading warning occurred for ../AddOns/DECORATIONS.OXP/CloudCity v0.1.oxp/Textures/cloudcitytextureblack.png: Ignoring attempt to set cHRM RGB triangle with zero area.
Пересохранил png, эта ошибка перестала выпадать.

02:40:58.797 [script.javaScript.exception.notFunction]: ***** JavaScript exception (CloudCity 1.00): TypeError: this.ship.setOrientation is not a function
02:40:58.800 [script.javaScript.exception.notFunction]: ***** JavaScript exception (CloudCity 1.00): TypeError: this.ship.setOrientation is not a function
02:40:58.802 [script.javaScript.exception.notFunction]: ***** JavaScript exception (CloudCity 1.00): TypeError: this.ship.setOrientation is not a function
02:40:58.805 [script.javaScript.exception.notFunction]: ***** JavaScript exception (CloudCity 1.00): TypeError: this.ship.setOrientation is not a function
02:40:58.807 [script.javaScript.exception.notFunction]: ***** JavaScript exception (CloudCity 1.00): TypeError: this.ship.setOrientation is not a function
02:40:58.809 [script.javaScript.exception.notFunction]: ***** JavaScript exception (CloudCity 1.00): TypeError: this.ship.setOrientation is not a function
02:40:58.811 [script.javaScript.exception.notFunction]: ***** JavaScript exception (CloudCity 1.00): TypeError: this.ship.setOrientation is not a function
02:40:58.813 [script.javaScript.exception.notFunction]: ***** JavaScript exception (CloudCity 1.00): TypeError: this.ship.setOrientation is not a function
02:40:58.873 [script.commodityScript.load]: Could not load script
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Re: Cloud City OXP

Post by Cholmondely »

cbr wrote: Sat May 15, 2021 5:42 pm
Engineering trouble in cloudcity

Image

Rebuilding cloudcity with prefab stations
Would be nice to limit traffic from the cloudcity satelites to shuttles between them, main cloudcity station and planet

(do npc with destination planet blow up while landing?)

Image

&

Image
Thy eminence...

hast thou any advices for Krager's latest.log setOrientation/texture loading problems?
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?
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Re: Cloud City OXP

Post by Cholmondely »

Wildeblood wrote: Tue Jun 17, 2025 5:57 pm
(Tales from the olden days; I don't know whether this is still implemented the same.)
Setting the port radius property in shipdata created a spherical port, independent of the dock model. Once you got anywhere within that radius, you'd be docked. This is the method used in e.g. Superhub, where the station is tubular and you dock just by flying into the centre. The radius can be smaller than the overall model, as in Superhub, or much larger than an invisibly small model, as in Planetfall.
The port_radius definition on the wiki has been unchanged since Eric Walch first wrote it down back in May 2009.
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?
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