Randomshipnames.oxp v 1.4 released
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- Cody
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Re: Randomshipnames.oxp v 1.4 released
Eh? What was that about random huts?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Cody
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Re: Randomshipnames.oxp v 1.4 released
Would a kindly boffin care to tell me where, and how, to add this to
Randomshipnames.oxp
so as to include all the new primary roles (if it's possible, of course)?I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Diziet Sma
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Re: Randomshipnames.oxp v 1.4 released
Thanks for the reminder.. been meaning to get around to that myself.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
- Diziet Sma
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Re: Randomshipnames.oxp v 1.4 released
Having taken a look, I get the feeling the entire
In the meantime, I'd suggest going with the additions to the script, as posted by Commander McLane a few posts earlier. That's what I plan to do whilst waiting for the next release of RSN.
this.shipSpawned = function(ship)
function may need a substantial re-write to utilise cim's suggested change. Best left to Commander McLane, I think.In the meantime, I'd suggest going with the additions to the script, as posted by Commander McLane a few posts earlier. That's what I plan to do whilst waiting for the next release of RSN.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
- Diziet Sma
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Re: Randomshipnames.oxp v 1.4 released
A howto and patch, until Commander McLane has the chance to upgrade RSN, can be found here:Cody wrote:Would a kindly boffin care to tell me where, and how, to add this toRandomshipnames.oxp
so as to include all the new primary roles (if it's possible, of course)?
https://bb.oolite.space/viewtopic.php?p=221904#p221904
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
- Cody
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Re: Randomshipnames.oxp v 1.4 released
Thanks, Diz - I'll compare that to my hacked version. No doubt, it will be an improvement!
I thought that might be one for your 'tweaks' thread.
I thought that might be one for your 'tweaks' thread.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Diziet Sma
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Re: Randomshipnames.oxp v 1.4 released
You should have seen the first attempt.. I had a brain-fart, and ended up with Vipers with Hunter names, and Rock Hermits getting saddled with Trader ship names, and couldn't work out what I was doing wrong.. eventually the penny dropped.Cody wrote:No doubt, it will be an improvement!
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
- Cody
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Re: Randomshipnames.oxp v 1.4 released
<chortles> You should have seen my attempt to incorporate cim's code into the OXP - oh dear!Diziet Sma wrote:You should have seen the first attempt..
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Randomshipnames.oxp v 1.4 released
I have a request for a future version. Would it be possible to attach external name engines to this oxp?
And here's the actual case I'm thinking. RandomHits uses it's own naming engine producing names that differ from RandomShipnames. For ambiance I want to occasionally see ships with RandomHits names. For now I've been assigning core roles to RandomHits ships to achieve that. The downside is that some of the RandomHits ships are quite tough and just for ambiance meeting a four laser Imperial Trader as a pirate might not be seen as fun. What I would really want to do is just name some of the ordinary ships with RandomHits names rather than RandomShipnames.
Here's a proposition. At startup I would like to report to RandomShipnames an external engine with a call like this:The actual external name generator could have a standard public function to call to. Something like
And here's the actual case I'm thinking. RandomHits uses it's own naming engine producing names that differ from RandomShipnames. For ambiance I want to occasionally see ships with RandomHits names. For now I've been assigning core roles to RandomHits ships to achieve that. The downside is that some of the RandomHits ships are quite tough and just for ambiance meeting a four laser Imperial Trader as a pirate might not be seen as fun. What I would really want to do is just name some of the ordinary ships with RandomHits names rather than RandomShipnames.
Here's a proposition. At startup I would like to report to RandomShipnames an external engine with a call like this:
Code: Select all
worldScripts.randomshipnames.externalNameEngine(this.name, role, probability)
Code: Select all
this.randomName(role)
Re: Randomshipnames.oxp v 1.4 released
That's a very good idea.
- Norby
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Randomshipnames.oxp v 1.5
Randomshipnames v1.5:
-converted to OXZ format and uploaded to the in-game manager,
-contain Dizzy's patch with the new ship roles,
-externalNameEngine is implemented. An example of usage:
-converted to OXZ format and uploaded to the in-game manager,
-contain Dizzy's patch with the new ship roles,
-externalNameEngine is implemented. An example of usage:
Code: Select all
this.name="numberedcoriolis";
this.startUp = function() {
var w = worldScripts.randomshipnames;
if( w ) w.$externalNameEngine(this.name, "coriolis", 1);
}
this.$randomName = function(ship) {
return(ship.displayName+": "+ship.entityPersonality);
}
Re: Randomshipnames.oxp v 1.5
It might be worth adjusting this further, if you're maintaining the OXP, to make use of the data in [wiki]Role-categories.plist[/wiki] withNorby wrote:-contain Dizzy's patch with the new ship roles,
Ship.roleIsInCategory()
. That way it won't need updating (as much) if core adds any more roles, and it'll make those giant if() statements considerably shorter.- Norby
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Re: Randomshipnames.oxp v 1.5
Thanks cim for the tip, now I inserted this small future-proof fix into the same version (due to no downloads yet), but I do not want to make an overhaul like assigning different name styles to the subcategories or so.
Re: Randomshipnames.oxp v 1.4 released
Yep, this is what I was waiting for, keep up the good work!
Wheeling an' dealing while cruisin' the galaxies
- Cody
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Re: Randomshipnames.oxp v 1.5
Can the trunk rock hermit roles be easily added (by a dumb pilot such as myself, that is)?Norby wrote:... contain Dizzy's patch with the new ship roles
Edit to add: have you just done exactly that, Norby? <grins>
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!