[Release] ADCK's Eagles
Moderators: winston, another_commander
[Release] ADCK's Eagles
This OXP is now outdated, please see the newer OXP located here:
https://bb.oolite.space/viewtopic.php?f=4&t=10288
______________________________
Screenshots:
Click on images for Full screen.
Eagle Mk I
Eagle Mk II
Eagle Mk III
Eagle Mk IV
ADCK's Eagles V1.1 OXP
Download Link
Adds 4 Eagle Long Range Fighters to the game, the Mark 1, 2 & 3 are from David Brabens Frontier/FFE. the Mark 4 is my own invention inspired by the other eagles. There are 8 different colours to each Eagle, and 4 player version (the color of these can be changed in the shipdata.plist by easily editing the "diffuse" line.)
This were the first models I have made for Oolite.
For more variety, I suggest downloading Eagle2.oxp, it's completely compatible with this oxp.
This is also a resource, use it in your own oxp's freely. (But be nice and give credit)
(Includes shaders which require Oolite 1.69 or later)
Find this and more OXP's at: http://wiki.alioth.net/index.php/OXP#Table_of_all_OXPs
Installation:
Before installation, be sure to delete any previous versions of adcks_eagles.oxp
Extract the adcks_eagles.oxp into your Addons directory of Oolite. Just to be sure startup Oolite with the SHIFT-key pressed until you see the spinning CobraMKIII.
Law Stuffs:
The following:
neolite-std.fs
neolite-std.vs
Are original Works of:
Simon Bridge
http://www.hbclinux.net.nz/oolite.html
_____________________
Everything else:
++++++++++++++++++++++++++++++++++++++++++++
Is a free modders resource for the community
++++++++++++++++++++++++++++++++++++++++++++
And is made by:
Michael Francis AKA
Ancient Dwarven Chaos Knight (ADCK)
[email protected]
https://bb.oolite.space/viewtopic.php?f=4&t=10288
______________________________
Screenshots:
Click on images for Full screen.
Eagle Mk I
Eagle Mk II
Eagle Mk III
Eagle Mk IV
ADCK's Eagles V1.1 OXP
Download Link
Adds 4 Eagle Long Range Fighters to the game, the Mark 1, 2 & 3 are from David Brabens Frontier/FFE. the Mark 4 is my own invention inspired by the other eagles. There are 8 different colours to each Eagle, and 4 player version (the color of these can be changed in the shipdata.plist by easily editing the "diffuse" line.)
This were the first models I have made for Oolite.
For more variety, I suggest downloading Eagle2.oxp, it's completely compatible with this oxp.
This is also a resource, use it in your own oxp's freely. (But be nice and give credit)
(Includes shaders which require Oolite 1.69 or later)
Find this and more OXP's at: http://wiki.alioth.net/index.php/OXP#Table_of_all_OXPs
Installation:
Before installation, be sure to delete any previous versions of adcks_eagles.oxp
Extract the adcks_eagles.oxp into your Addons directory of Oolite. Just to be sure startup Oolite with the SHIFT-key pressed until you see the spinning CobraMKIII.
Law Stuffs:
The following:
neolite-std.fs
neolite-std.vs
Are original Works of:
Simon Bridge
http://www.hbclinux.net.nz/oolite.html
_____________________
Everything else:
++++++++++++++++++++++++++++++++++++++++++++
Is a free modders resource for the community
++++++++++++++++++++++++++++++++++++++++++++
And is made by:
Michael Francis AKA
Ancient Dwarven Chaos Knight (ADCK)
[email protected]
Last edited by ADCK on Sun Jul 03, 2011 11:46 am, edited 6 times in total.
-
- Dangerous
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- Cmdr James
- Commodore
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- Location: Berlin
New Version!!!
Completely remodeled and retextured!
Couldn't figure out Griffs tips on colouring, so I stuck with 8 set colours for each ship.
See top of page.
Completely remodeled and retextured!
Couldn't figure out Griffs tips on colouring, so I stuck with 8 set colours for each ship.
See top of page.
- OSH
- Dangerous
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- Joined: Thu Dec 04, 2008 2:57 pm
- Location: Poland, Lave Station :)
- Contact:
Code: Select all
[localization.plurals]: ----- WARNING: 'human-colonial-description' found in descriptions.plist, should be 'human-colonial-description%0'. Localization data needs updating.
[files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs.
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader neolite-std.vs/neolite-std.fs in full complexity mode, trying simple mode.
[files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs.
[shader.load.failed]: ***** ERROR: Could not build shader neolite-std.vs/neolite-std.fs.
[files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs.
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader neolite-std.vs/neolite-std.fs in full complexity mode, trying simple mode.
[files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs.
[shader.load.failed]: ***** ERROR: Could not build shader neolite-std.vs/neolite-std.fs.
[files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs.
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader neolite-std.vs/neolite-std.fs in full complexity mode, trying simple mode.
[files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs.
[shader.load.failed]: ***** ERROR: Could not build shader neolite-std.vs/neolite-std.fs.
[files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs.
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader neolite-std.vs/neolite-std.fs in full complexity mode, trying simple mode.
[files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs.
[shader.load.failed]: ***** ERROR: Could not build shader neolite-std.vs/neolite-std.fs.
[files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs.
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader neolite-std.vs/neolite-std.fs in full complexity mode, trying simple mode.
[files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs.
[shader.load.failed]: ***** ERROR: Could not build shader neolite-std.vs/neolite-std.fs.
[loading.complete]: ========== Loading complete. ==========
- Commander McLane
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- Commander McLane
- ---- E L I T E ----
- Posts: 9520
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I enjoyed gadding about for a while in a markI then a Mark II and then the MarkIII. If you don't mind the lack of missiles (and therefore fuel tanks and other usefull stuff) the zippyness makes these ships fun. Then I "upgraded" to the Mark IV which was a mistake: Still no missiles plus the darned thing is really hard to park and seemed very fragile. Constant loss of equipment and damage caused while docking nearly beggared my poor commander until he got the attention of the Feudal Houses. Finally ditched the old crate for a smashing Dragon M and never looked back. Still, maybe if there's a Mark V that includes a missile pylon and is a bit less clunky I'd give it a go.
- maik
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What is the impact of not having Neolite available? Does the OXP still work without it? Just wondering what kind of notice I should be putting up on the Wiki...OSH wrote:Well, what's now?Code: Select all
[localization.plurals]: ----- WARNING: 'human-colonial-description' found in descriptions.plist, should be 'human-colonial-description%0'. Localization data needs updating. [files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs. [shader.load.fullModeFailed]: ----- WARNING: Could not build shader neolite-std.vs/neolite-std.fs in full complexity mode, trying simple mode. [files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs. [shader.load.failed]: ***** ERROR: Could not build shader neolite-std.vs/neolite-std.fs. [files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs. [shader.load.fullModeFailed]: ----- WARNING: Could not build shader neolite-std.vs/neolite-std.fs in full complexity mode, trying simple mode. [files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs. [shader.load.failed]: ***** ERROR: Could not build shader neolite-std.vs/neolite-std.fs. [files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs. [shader.load.fullModeFailed]: ----- WARNING: Could not build shader neolite-std.vs/neolite-std.fs in full complexity mode, trying simple mode. [files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs. [shader.load.failed]: ***** ERROR: Could not build shader neolite-std.vs/neolite-std.fs. [files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs. [shader.load.fullModeFailed]: ----- WARNING: Could not build shader neolite-std.vs/neolite-std.fs in full complexity mode, trying simple mode. [files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs. [shader.load.failed]: ***** ERROR: Could not build shader neolite-std.vs/neolite-std.fs. [files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs. [shader.load.fullModeFailed]: ----- WARNING: Could not build shader neolite-std.vs/neolite-std.fs in full complexity mode, trying simple mode. [files.notFound]: GLSL ERROR: failed to find fragment program neolite-std.vs. [shader.load.failed]: ***** ERROR: Could not build shader neolite-std.vs/neolite-std.fs. [loading.complete]: ========== Loading complete. ==========
It's just telling you that one shader isn't there (repeated for each ship that references that shader).
Those are generally used to create dynamic visual effects on some of the textures (metallic shine, possibly) - the oxp will still work without any major problem, it'll just be less shiny. In no shaders mode the impact of the missing file will be exactly zero!
IIRC, the neolite.oxp zip also had quite a few missing shaders, so maybe some of the effects might not have been there to begin with either.
The neolite shader effects must have been fairly suble too: this problem was not discovered until a few weeks after neolite was released, by which time the computer with the original files was dead - no update with replacement shader code was ever made, as far as I know.
One more thing: the [localization.plurals] line is very likely a byproduct of using the german localisation oxp, and some changes in the way Oolite handles plurals internally.
To avoid that warning, you need to go inside descriptions.plist and modify the following lines
to
Those are generally used to create dynamic visual effects on some of the textures (metallic shine, possibly) - the oxp will still work without any major problem, it'll just be less shiny. In no shaders mode the impact of the missing file will be exactly zero!
IIRC, the neolite.oxp zip also had quite a few missing shaders, so maybe some of the effects might not have been there to begin with either.
The neolite shader effects must have been fairly suble too: this problem was not discovered until a few weeks after neolite was released, by which time the computer with the original files was dead - no update with replacement shader code was ever made, as far as I know.
One more thing: the [localization.plurals] line is very likely a byproduct of using the german localisation oxp, and some changes in the way Oolite handles plurals internally.
To avoid that warning, you need to go inside descriptions.plist and modify the following lines
Code: Select all
"human-colonial-description" = "Mensch";
"human-colonial-description-plural" = "Menschen";
Code: Select all
"human-colonial-description%0" = "Mensch";
"human-colonial-description%1" = "Menschen";
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
- Fatleaf
- Intergalactic Spam Assassin
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Re: [Release] ADCK's Eagles
Hi ADCK, I was going through the OXP List and putting Y's into the working boxes of oxp's I have tested and saw that this was blank. Does it work with 1.76? If so I could Y the box? It was last updated on Apr 7, 2010.
Find out about the early influences of Fatleaf here. Also his OXP's!
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