That's what I suggested two posts above yours.Killer Wolf wrote:what about setting fuel to zero?
Griff's normalmapped ship remakes
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lol, so you did.
eh, i bet you just editted it in quickly after my suggestion!
actually, i recall your drive could be destroyed or damaged as per any other equipment in Frontier/FE. i had a game end due to that, i was ferrying stuff to a low tech anarchy (IIRC) and got jumped on. turned out my hyperspace engine was knackered and the low tech place had no repair ability
eh, i bet you just editted it in quickly after my suggestion!
actually, i recall your drive could be destroyed or damaged as per any other equipment in Frontier/FE. i had a game end due to that, i was ferrying stuff to a low tech anarchy (IIRC) and got jumped on. turned out my hyperspace engine was knackered and the low tech place had no repair ability
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OT Really - long jump timer actually looks good since it lets system ships use injectors. Isn't there a way to intercept a keystroke in a script?
I maintain that an ability to specify witchdrive=no in the shipdata would add to the game. Allowing wdrive to get damaged would too. The former opens the possibility to have in-system play as well as dedicated escort missions. The latter adds risk to combat.
Without a drive, you are restricted to in-system or following other craft through their wormholes. (I see that a wormhole scanner is an eq item now - cool.) A ship with a damaged wdrive would have to follow starships around until it entered a system which included a high tech repair facility - a navy station would do that, as well as the high-end behemoth.
The immediate effect would be to enable reasonable player versions of system ships - those fighters have speed 300 and no cargo, so combat only, but they'd be much cheaper than an asp. There are also shuttles and transports ... and a worm: your mission - infiltrate the navy shipyards and make off with the experimental craft...
I maintain that an ability to specify witchdrive=no in the shipdata would add to the game. Allowing wdrive to get damaged would too. The former opens the possibility to have in-system play as well as dedicated escort missions. The latter adds risk to combat.
Without a drive, you are restricted to in-system or following other craft through their wormholes. (I see that a wormhole scanner is an eq item now - cool.) A ship with a damaged wdrive would have to follow starships around until it entered a system which included a high tech repair facility - a navy station would do that, as well as the high-end behemoth.
The immediate effect would be to enable reasonable player versions of system ships - those fighters have speed 300 and no cargo, so combat only, but they'd be much cheaper than an asp. There are also shuttles and transports ... and a worm: your mission - infiltrate the navy shipyards and make off with the experimental craft...
Simon Bridge
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"Everything is perfect down to every last flaw..."
HBT: The Book of Verse - Principia Discordia
[re2dux] [neolite]
"Everything is perfect down to every last flaw..."
HBT: The Book of Verse - Principia Discordia
Wow! I love the old sea boat texture! Seriously, I'll now spend some quality time just looking at your latest creation!
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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It's got a slightly neutered version of Ahrumans active camo shader going on it in, (nutered in that i could only spare 3 texture channels to create the effect instead of the 4 in the example shader), so you get a watery effect running over the top of the hull! linked the same effect into the glow map for the 'angry mode' - it gets a bit trippy, possibly a bit too much
i've been rushing to get this finished so i hope there are no bugs, i've got my eyes held open with matchsticks at the moment
i've been rushing to get this finished so i hope there are no bugs, i've got my eyes held open with matchsticks at the moment
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Loving the aquamarine colour spilling out from the port holes - top notch Griff (as ever!)
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I've just been back to page 1 to look at all the designs together ... really, really outstanding. It's amazing: the fact that all the ships share the original Elite "design philosophy" – a convex structure built out of straight lines – makes them all hang together. You can see that they're all related somehow, even though they're all sorts of different shapes. It really makes them all look like real things, designed differently maybe but all for the same general purpose. Just as all cars have an innate carness, and all boats have an innate boatness, all these ships have an innate spaceshipness.
There are lots of made-up spaceships, from films and games and TV shows and illustrations. Many of them are just slapped together by designers to look "spacey", with aerials and flanges and bits and pieces stuck on to give a high-tech coating with nothing underneath. But Griff: these, in my opinion, are up there with the very select best of the best. They all look as if there was the same logical philosophy and science behind them, like they might actually work. Great stuff.
There are lots of made-up spaceships, from films and games and TV shows and illustrations. Many of them are just slapped together by designers to look "spacey", with aerials and flanges and bits and pieces stuck on to give a high-tech coating with nothing underneath. But Griff: these, in my opinion, are up there with the very select best of the best. They all look as if there was the same logical philosophy and science behind them, like they might actually work. Great stuff.
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(click for the bigger image)
Med and star boat decal if you want em.
Take care Griff - it's too easy to burn out.
Simon Bridge
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"Everything is perfect down to every last flaw..."
HBT: The Book of Verse - Principia Discordia
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HBT: The Book of Verse - Principia Discordia
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oh no that's a shame the camo effect won't render - it's highly likely it's because of me transplanting the code from one shader into another, i think i did something like this before by not putting variables inside the main bit of the code. I'll whip up a version of the shader without the camo so at least the hull lights will work
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Inside the oxp for griff's thargoids is this bit of .js
The thing which is confusing me is how it spawn's the ships (note: I left the script in place but changed the count to zero) - the name "griffthargoid" doesn't seem to appear anywhere else in the oxp, so how does the script know that it's griff's thargoids that will be spawned?
Code: Select all
// Configuration -- customize here
this.role = "griffthargoid";
this.count = 0;
// Standard attributes
this.name = "Spawn-" + this.role;
this.author = "Jens Ayton";
this.copyright = "This script is hereby placed in the public domain.";
this.version = "1.0.1";
this.description = "Script to make several ships of a given role appear at the witchpoint after every jump."
this.shipWillLaunchFromStation = function()
{
system.legacy_addSystemShips(this.role, this.count, 1.0);
log("testscript.spawn", "Generated " + this.count + " " + this.role + " for testing purposes.");
}
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.