Deep Space Dredger
Moderators: winston, another_commander
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Updated to version 2.2.7
Version 2.2.6 contains a serious bug that can give much to high rewards when used with current Oolite. Those who have downloaded it should update. That version is only downloaded by a handful because it was just added two weeks ago.
Added with 2.2.7 (and 2.2.6) is that all derelicts are now selected from the trader pool of installed ships and not anymore defined as like_ship copies from internal ships.
This gives a much wider variation in derelicts.
I always wanted to program it this way, but traders were often added with escorts and with Oolite 1.72 there was no easy way to detect during spawning if escorts belonged to a ship. They were only added to the trader through a negotiation process that took some seconds. So with 1.72 there was a fair chance I was not only adding 5 derelicts but also a big group of escorts when adding plain traders as derelict.
Starting with Oolite 1.73 the escorts are already on the escort-list on spawning. This enables the script to immediately remove them for a derelict ship, before they are even drawn.
Version 2.2.6 contains a serious bug that can give much to high rewards when used with current Oolite. Those who have downloaded it should update. That version is only downloaded by a handful because it was just added two weeks ago.
Added with 2.2.7 (and 2.2.6) is that all derelicts are now selected from the trader pool of installed ships and not anymore defined as like_ship copies from internal ships.
This gives a much wider variation in derelicts.
I always wanted to program it this way, but traders were often added with escorts and with Oolite 1.72 there was no easy way to detect during spawning if escorts belonged to a ship. They were only added to the trader through a negotiation process that took some seconds. So with 1.72 there was a fair chance I was not only adding 5 derelicts but also a big group of escorts when adding plain traders as derelict.
Starting with Oolite 1.73 the escorts are already on the escort-list on spawning. This enables the script to immediately remove them for a derelict ship, before they are even drawn.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
A few weak back, Captain Berf made new textures for the dredgers. Looking at the quality of the work, it seemed almost a waist, not adding them in the oxp itself. So we now have a new version 2.3, download-able from the Deep Space Dredger page page.
I also started looking at the original meshes of the various dredger ships. Most had small bugs when examining closely. All meshes are fixed now or are at least better. Also the annoying dots visible when flying the dredgertrader ship are removed by editing the meshes.
Most issues around the docking bays are solved. Sabre used for all three ship sizes the oolite default dock. That was right for the smallest ship, but the bay was much to small for the bigger ships. The main problem was of course that a black wall did hide the bay entrance so you never could line up for a proper docking. The only way was using the docking computer for docking.
I have long doubted to cut out the black wall and making the bay visible from the outside. (I think even that most board members were in favour of it) but at the end I decided against it. According to some reactions, it has something special when you are swallowed by a black hole while docking. Therefor I wanted to respect Sabres choice in this.
Still, I compromised a bit with the dock. Capt. Berf redesigned the bay with brighter walls. I also made other compromises to the bay, so I now hope most players will be satisfied by the changes. However, as with all compromises: nobody gets everything he wished for. Happy docking.
I also started looking at the original meshes of the various dredger ships. Most had small bugs when examining closely. All meshes are fixed now or are at least better. Also the annoying dots visible when flying the dredgertrader ship are removed by editing the meshes.
Most issues around the docking bays are solved. Sabre used for all three ship sizes the oolite default dock. That was right for the smallest ship, but the bay was much to small for the bigger ships. The main problem was of course that a black wall did hide the bay entrance so you never could line up for a proper docking. The only way was using the docking computer for docking.
I have long doubted to cut out the black wall and making the bay visible from the outside. (I think even that most board members were in favour of it) but at the end I decided against it. According to some reactions, it has something special when you are swallowed by a black hole while docking. Therefor I wanted to respect Sabres choice in this.
Still, I compromised a bit with the dock. Capt. Berf redesigned the bay with brighter walls. I also made other compromises to the bay, so I now hope most players will be satisfied by the changes. However, as with all compromises: nobody gets everything he wished for. Happy docking.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
I really like the OXP and often try to get ships salvaged. The main problem with that, however, is not that the auto-piloted ship is attacked, but that I constantly lose it from my scanners when I destroy the attackers.
Would it be possible to make the salvage droids send a signal so I can see the captured ship on the Advanced Space Compass? That would make salvaging business much more enjoyable for me.
Would it be possible to make the salvage droids send a signal so I can see the captured ship on the Advanced Space Compass? That would make salvaging business much more enjoyable for me.
- Greyman
- Dangerous
- Posts: 98
- Joined: Thu Jun 05, 2008 5:54 pm
- Location: somewhere in the Bavarian outback
Just a tip from my experience: I usually use the Target Memory Expansion to select one of my previous selected targets which usually happens to be the ship being salvaged.Corny wrote:[...]Would it be possible to make the salvage droids send a signal so I can see the captured ship on the Advanced Space Compass? That would make salvaging business much more enjoyable for me.
Greetings, Greyman
Get the Oolite Keymapper for Mac here!
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Not adding a beacon was intentional to add another challenge. At the point of the first attack, the dredger is already visible. After the attack you have to reorient by searching the dredger. It takes sometimes a good time of turning before you spot him but you are always close enough to be able to do so. Heading in that direction should also lead to your salvaged ship. (With 1.74 that ship will have a slightly different white colour for easier spotting amongst floating debris)Corny wrote:I really like the OXP and often try to get ships salvaged. The main problem with that, however, is not that the auto-piloted ship is attacked, but that I constantly lose it from my scanners when I destroy the attackers.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Oh, okay. I'll accept the challenge, then!Eric Walch wrote:Not adding a beacon was intentional to add another challenge.
That works? I thought about that (never had the Target Memory Expansion installed) but considered it useless because I thought I can only lock on targets that are in my scanner range.Greyman wrote:Just a tip from my experience: I usually use the Target Memory Expansion to select one of my previous selected targets which usually happens to be the ship being salvaged.
- JazHaz
- ---- E L I T E ----
- Posts: 2991
- Joined: Tue Sep 22, 2009 11:07 am
- Location: Enfield, Middlesex
- Contact:
Greyman wrote:Just a tip from my experience: I usually use the Target Memory Expansion to select one of my previous selected targets which usually happens to be the ship being salvaged.
Even if the ship goes out of scanner range and you get a Target Lost message, if you get back in scanner range again you can reobtain the lock by pressing "=". That is especially useful if a pirate flees beyond your scanner range, as they will often reappear a few mins later and you can reobtain the lock quickly.Corny wrote:That works? I thought about that (never had the Target Memory Expansion installed) but considered it useless because I thought I can only lock on targets that are in my scanner range.
Anyone know if there is a limit to the number of locks you can have with the TME?
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
-
- Quite Grand Sub-Admiral
- Posts: 6682
- Joined: Wed Feb 28, 2007 7:54 am
- JazHaz
- ---- E L I T E ----
- Posts: 2991
- Joined: Tue Sep 22, 2009 11:07 am
- Location: Enfield, Middlesex
- Contact:
Probably plenty!another_commander wrote:JazHaz wrote:Anyone know if there is a limit to the number of locks you can have with the TME?The Code wrote:#define PLAYER_TARGET_MEMORY_SIZE 16
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
Mh, so it won't help very much when I look for my captured ship when it's out of scanner range - I'd notice it anyway when it's in range again...JazHaz wrote:Greyman wrote:Just a tip from my experience: I usually use the Target Memory Expansion to select one of my previous selected targets which usually happens to be the ship being salvaged.Even if the ship goes out of scanner range and you get a Target Lost message, if you get back in scanner range again you can reobtain the lock by pressing "=". That is especially useful if a pirate flees beyond your scanner range, as they will often reappear a few mins later and you can reobtain the lock quickly.Corny wrote:That works? I thought about that (never had the Target Memory Expansion installed) but considered it useless because I thought I can only lock on targets that are in my scanner range.
Except in asteroid fields, of course.
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Last weak, Captain Berf completed his normal maps for the dredgers. I added all his maps in the current dredgers.oxp. So we now have a new version 2.4, download-able from the Deep Space Dredger page page.
You need a computer with shaders to be able to use the normal maps.
Bonus:
For those who play with a trunk version I wrote also a very small showroom.oxp that displays all models on startup in their full glory. This gives a much better display of the ships than in game. However it needs future Oolite 1.74 so I present this link only here and not yet on the wiki pages.
You need a computer with shaders to be able to use the normal maps.
Bonus:
For those who play with a trunk version I wrote also a very small showroom.oxp that displays all models on startup in their full glory. This gives a much better display of the ships than in game. However it needs future Oolite 1.74 so I present this link only here and not yet on the wiki pages.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- pagroove
- ---- E L I T E ----
- Posts: 3035
- Joined: Wed Feb 21, 2007 11:52 pm
- Location: On a famous planet
Thank you
Downloading now
Edit: Did you remove it? I get a box page saying that it is not share or has been removed
Downloading now
Edit: Did you remove it? I get a box page saying that it is not share or has been removed
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
https://bb.oolite.space/viewtopic.php?f=4&t=13709
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Something is wrong on the box with this file. When I am in my account, I can download it without problem but when I ask for the link-code it just hangs. I will upload a new version. In the mean time Captain Berf has notified me that he also wants to create and send me a normalmap of the turret to have really a normal map for each texture.Chaky wrote:I'm gettin' the same message...
So I wait a few days to correct the link till the last map is added.
UPS-Courier & DeepSpacePirates & others at the box and some older versions