Traveller Oolite project

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

Moderators: another_commander, winston

Post Reply
User avatar
BeRKA
Above Average
Above Average
Posts: 16
Joined: Thu May 10, 2007 12:21 pm
Contact:

Traveller Oolite project

Post by BeRKA »

Thank you all for all help so far.

A number of traveller players has offered to help out with this project. I hope this project will be fun to do and that the result will be an enjoyable modification.

A thread has also been started at the CotI-boards.

Edit:
Yahoogroup @ url:
http://games.groups.yahoo.com/group/oolite_traveller/
Last edited by BeRKA on Wed May 23, 2007 11:24 am, edited 1 time in total.
User avatar
Selezen
---- E L I T E ----
---- E L I T E ----
Posts: 2513
Joined: Tue Mar 29, 2005 9:14 am
Location: Tionisla
Contact:

Post by Selezen »

Traveller, eh? Nice idea. It's been a seriously long time since I played Traveller (or Megatraveller, which was the one I cut my teeth on).

It's like bringing Elite round full circle - Braben once stated that Traveller was the spark that fired Elite. As you probably know, the planetary classification system is based on that from Traveller.

I've got a ship recognition manual kicking about somewhere... For the life of me I can't remember anything about the designs! I do seem to remember that they had the center of gravity towards the rear of the ship, so that the crew areas were like cylinders and people stood with their heads pointing towards the direction of travel?
User avatar
BeRKA
Above Average
Above Average
Posts: 16
Joined: Thu May 10, 2007 12:21 pm
Contact:

Traveller Ships

Post by BeRKA »

User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1878
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

Are the authors of those models still available?
If so. Beg them for the textures and the models.
It will take alot of trimming and cut/pasting, but why reinvent the wheel?
Riding the Rocket!
User avatar
Rxke
Retired Assassin
Retired Assassin
Posts: 1757
Joined: Thu Aug 12, 2004 4:54 pm
Location: Belgium

Post by Rxke »

you want to rename the planets?
Isn't that a non-trivial task in Oolitee? Needing reprogramming?
User avatar
BeRKA
Above Average
Above Average
Posts: 16
Joined: Thu May 10, 2007 12:21 pm
Contact:

rename the planets

Post by BeRKA »

Yes, I want to rename planets.

I don't need to move, add or delete them. Just need renaming.

I haven't tried this yet, but I really hopes it works?

When reading about "planetinfo.plist" I got the impression that it would work.
http://wiki.alioth.net/index.php/Planetinfo.plist
User avatar
Captain Hesperus
Grand High Clock-Tower Poobah
Grand High Clock-Tower Poobah
Posts: 2312
Joined: Tue Sep 19, 2006 1:10 pm
Location: Anywhere I can sell Trumbles.....

Re: rename the planets

Post by Captain Hesperus »

BeRKA wrote:
Yes, I want to rename planets.

I don't need to move, add or delete them. Just need renaming.

I haven't tried this yet, but I really hopes it works?

When reading about "planetinfo.plist" I got the impression that it would work.
http://wiki.alioth.net/index.php/Planetinfo.plist
As long as you know the planet's number (0-254) you can change the name and description, government type, tech level, population, everything.

Captain Hesperus
User avatar
BeRKA
Above Average
Above Average
Posts: 16
Joined: Thu May 10, 2007 12:21 pm
Contact:

Post by BeRKA »

Captain Hesperus wrote:
As long as you know the planet's number (0-254) you can change the name and description, government type, tech level, population, everything.
That is exactly what we want to do with the planets in this project. :)
User avatar
LittleBear
---- E L I T E ----
---- E L I T E ----
Posts: 2862
Joined: Tue Apr 04, 2006 7:02 pm
Location: On a survey mission for GalCop. Ship: Cobra Corvette: Hidden Dragon Rated: Deadly.

Post by LittleBear »

Definatley do-able, but it'll be a monster planetinfo.plist with 255 entries! :) Changed 20 planets with Assassins.oxp and that took a while! :wink:
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1878
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

If you don't care about the distribution of the systems, renaming IS a trivial matter.
The only problem being that you need to copy the planetinfo script for each planet and insert the alternate name, creating a planetinfo with 256 almost identical entries.
It is possible to reduce the workload using a spreadsheet programm.
Last edited by Arexack_Heretic on Sat May 19, 2007 12:03 pm, edited 1 time in total.
Riding the Rocket!
User avatar
Rxke
Retired Assassin
Retired Assassin
Posts: 1757
Joined: Thu Aug 12, 2004 4:54 pm
Location: Belgium

Post by Rxke »

:oops: I thought you could change everything but the name. so it's do-able. (but a lot of work)

me bad.
User avatar
Arexack_Heretic
Dangerous Subversive Element
Dangerous Subversive Element
Posts: 1878
Joined: Tue Jun 07, 2005 7:32 pm
Location: [%H] = Earth surface, Lattitude 52°10'58.19"N, longtitude 4°30'0.25"E.
Contact:

Post by Arexack_Heretic »

It is changeble like any other parameter on the systeminfo screen.

Except the coordinates on the galactic map.
IIRC oolite employs the same generator as Braben&bell used to create the 'random' placement of sytems and all the information on them.
There may be a way to change the numeric seed, so you create an unique map. However names, coordinates and other system information will still be 'randomly' generated.

(I put 'random' in parentheses, because the generator creates an output that seems random, however as the (non-random) seed is provided at the start, all values are preordained)
Riding the Rocket!
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Post by JensAyton »

LittleBear wrote:
Definatley do-able, but it'll be a monster planetinfo.plist with 255 entries! :)
256, actually – 0..255.
Arexack_Heretic wrote:
There may be a way to change the numeric seed,
It can be changed by fiddling with the value in a saved game file. (Galaxy jumps work by rotating the bits of each byte in the seed one step, so each seed actually defines all eight galaxies in the loop.)
User avatar
BeRKA
Above Average
Above Average
Posts: 16
Joined: Thu May 10, 2007 12:21 pm
Contact:

Post by BeRKA »

A yahoo group has been created where You can post (and discuss) your ships and code.
http://games.groups.yahoo.com/group/oolite_traveller/
Post Reply