The Oolite Extended Project - Fork, no oxp
Moderators: winston, another_commander
- Lestradae
- ---- E L I T E ----
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- Joined: Tue Apr 17, 2007 10:30 pm
- Location: Vienna, Austria
OSE V0.5
Oolite Shipyards Extension WiP V0.5 can now be downloaded from the first page of this thread. Beta- and playtesters, please replace OSE WiP V0.4 or V0.45 with this one!
The changes from V0.45 to V0.5 are:
Bugfixes:
* No optional Passenger Cabins for ships with less than 5 t cargo capacity (this was solved by Oolite "1.73" trunk)
* Merlin now uses the standard HUD to solve a graphics glitch
* Assigned the role "hunter" to all gigantic police & interceptor ships so that they don't dock
Additional features:
* Equipment sections in the shipyard expanded with the additional equipment from OSE for the special ship classes
* "1.73" trunk's higher price cap used to add-in a 300 million Cr price for double-upgraded player USS Constitutions, plus a 600 million Cr triple-upgraded USS Constitution Destroyer and a 1.2 billion Cr USS Super Constitution - these will also appear as pirates, police & navy!
* OoBay Auction stations and their nodes now great profit-seeking players, and can launch defenders and assign bounties if attacked
Additional Add-Ons & Mergers:
* New piece of equipment: Combat Computers, TL 13+, 2.000 Cr (merged from Target Autolock (Thargoid) & Target Reticle (Eric): "The target reticle becomes red when the target is between laser crosshairs and the target is automatically locked onto any attacking hostile vessel if there is currently no target lock set." Logically, as the Combat Computer can replace Target Autolock & Target Reticle, it is incompatible with these pieces of equipment
* Merged & upgraded the Ixian Ships to V1.1 from Eric
* Provisorically merged Ste3c ship in
Features available in cooperation with other oxps:
* Galactic Navy V5.2.1.+: Ships shot down by OSE escorts during a Galactic Navy mission are credited to the player
* Galactic Navy V5.2.1.+: When OSE WiP V0.5+ is installed together with Nemoricus & Eric's upgraded Galactic Navy, GN also uses OSE ships
Hope you have fun while testing
L
The changes from V0.45 to V0.5 are:
Bugfixes:
* No optional Passenger Cabins for ships with less than 5 t cargo capacity (this was solved by Oolite "1.73" trunk)
* Merlin now uses the standard HUD to solve a graphics glitch
* Assigned the role "hunter" to all gigantic police & interceptor ships so that they don't dock
Additional features:
* Equipment sections in the shipyard expanded with the additional equipment from OSE for the special ship classes
* "1.73" trunk's higher price cap used to add-in a 300 million Cr price for double-upgraded player USS Constitutions, plus a 600 million Cr triple-upgraded USS Constitution Destroyer and a 1.2 billion Cr USS Super Constitution - these will also appear as pirates, police & navy!
* OoBay Auction stations and their nodes now great profit-seeking players, and can launch defenders and assign bounties if attacked
Additional Add-Ons & Mergers:
* New piece of equipment: Combat Computers, TL 13+, 2.000 Cr (merged from Target Autolock (Thargoid) & Target Reticle (Eric): "The target reticle becomes red when the target is between laser crosshairs and the target is automatically locked onto any attacking hostile vessel if there is currently no target lock set." Logically, as the Combat Computer can replace Target Autolock & Target Reticle, it is incompatible with these pieces of equipment
* Merged & upgraded the Ixian Ships to V1.1 from Eric
* Provisorically merged Ste3c ship in
Features available in cooperation with other oxps:
* Galactic Navy V5.2.1.+: Ships shot down by OSE escorts during a Galactic Navy mission are credited to the player
* Galactic Navy V5.2.1.+: When OSE WiP V0.5+ is installed together with Nemoricus & Eric's upgraded Galactic Navy, GN also uses OSE ships
Hope you have fun while testing
L
Re: OSE V0.5
Hunter won't stop them docking directly, but it will prevent a station launching them (which is maybe what I think you mean?).Lestradae wrote:* Assigned the role "hunter" to all gigantic police & interceptor ships so that they don't dock
The docking will depend on what AI they are set to use, and whether they have autoAI enabled or not (if they do they will go to route1patrolAI, which doesn't try to dock).
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
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- Lestradae
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.
Hi T,
So if I didn't overlook something, actually none of OSE's very big ships should launch or dock anymore.
L
Basically yes, I don't want them to launch and I don't want them to dock.Hunter won't stop them docking directly, but it will prevent a station launching them (which is maybe what I think you mean?).
As far as I understood it was suggested that the "hunter" role would behave like police, but never dock; and the AI that is enabled if the ships in question are called by an oxp script is route1patrolAI, which, as you mentioned, doesn't try to dock.The docking will depend on what AI they are set to use, and whether they have autoAI enabled or not (if they do they will go to route1patrolAI, which doesn't try to dock).
So if I didn't overlook something, actually none of OSE's very big ships should launch or dock anymore.
L
- Lestradae
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pic time
It's pic time again, before I go on holiday ...
One for DaddyHoggy - thanks for the helping hand
... and a very special system (planetary texture from my personal crossover between Famous Planets 2.0 and System Redux, that's not in OSE V0.5):
... last but not least, a Bandersnatch on landing approach on a planetary surface, already in atmospheric descent:
Have a good time everyone
L
One for DaddyHoggy - thanks for the helping hand
... and a very special system (planetary texture from my personal crossover between Famous Planets 2.0 and System Redux, that's not in OSE V0.5):
... last but not least, a Bandersnatch on landing approach on a planetary surface, already in atmospheric descent:
Have a good time everyone
L
- DaddyHoggy
- Intergalactic Spam Assassin
- Posts: 8515
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- Contact:
Have a good break 'L'.
Thanks for the mention - but my part was v. v. small - as ever happy to help.
Nice screenies!
Thanks for the mention - but my part was v. v. small - as ever happy to help.
Nice screenies!
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
- Lestradae
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..
Hi Metri,
thanks for the feedback!
Could you give me a list of the case sensitive errors you found in OSE? It is still a test version and I can't test under linux (don't have it).
Would be very helpful
L
thanks for the feedback!
Could you give me a list of the case sensitive errors you found in OSE? It is still a test version and I can't test under linux (don't have it).
Would be very helpful
L
Edit Models:
Model Old Texture New Texture
-------------------------------------------
0rb.dat ORB.PNG 0rb.png
cannon.dat cannon.PNG cannon.PNG *** rename both model and texture
engines.dat engines.PNG engines.png
gun.dat guntex.PNG guntex.png
l_wing.dat engines.PNG engines.png
mainship.dat mainhull.PNG mainhull.png
o-spin.dat ORB.PNG 0rb.png
o-sturret.dat same as above
r-wing.dat engines.PNG engines.png
Config/shipdata.plist should sync Bigships models name with real models:
ABBattleshipPolice.dat -> abbattleshippolice.dat
ABhospital.dat -> abhospital.dat
abBattleshipPirate.dat -> abbattleshippirate.dat
Biodome.dat -> biodome.dat
Superlifter.dat -> superlifter.dat
Supercargo.dat -> supercargo.dat
Spiv2.dat -> spiv2.dat
abYacht.dat -> abyacht.dat
abBattleship.dat -> abbattleship.dat
Cruiseship.dat -> cruiseship.dat
Superlifter.dat -> superlifter.dat
Config/hud.plist use base.png so Image/BASE.png needs to be renamed.
Model Old Texture New Texture
-------------------------------------------
0rb.dat ORB.PNG 0rb.png
cannon.dat cannon.PNG cannon.PNG *** rename both model and texture
engines.dat engines.PNG engines.png
gun.dat guntex.PNG guntex.png
l_wing.dat engines.PNG engines.png
mainship.dat mainhull.PNG mainhull.png
o-spin.dat ORB.PNG 0rb.png
o-sturret.dat same as above
r-wing.dat engines.PNG engines.png
Config/shipdata.plist should sync Bigships models name with real models:
ABBattleshipPolice.dat -> abbattleshippolice.dat
ABhospital.dat -> abhospital.dat
abBattleshipPirate.dat -> abbattleshippirate.dat
Biodome.dat -> biodome.dat
Superlifter.dat -> superlifter.dat
Supercargo.dat -> supercargo.dat
Spiv2.dat -> spiv2.dat
abYacht.dat -> abyacht.dat
abBattleship.dat -> abbattleship.dat
Cruiseship.dat -> cruiseship.dat
Superlifter.dat -> superlifter.dat
Config/hud.plist use base.png so Image/BASE.png needs to be renamed.
Last edited by metri on Sat Jul 11, 2009 8:10 pm, edited 1 time in total.
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
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The orb.oxp has even a bigger problem because it sometimes uses a O and sometimes a 0, like in your example above. (Character and number).metri wrote:0rb.dat ORB.PNG 0rb.png
UPS-Courier & DeepSpacePirates & others at the box and some older versions
With OSE 0.5 I dont like current behavior: Navy Dredges spawn like crazy at same spot.
I could destroy INRA Battlestar with single photon torpedo.
If we need ultimate weapon it is already available as gravitonic missile from Assassins.
Sometimes sky is full of purple spheres: I need to look at scanner and at forward camera all the time otherwise bye bye.
Maybe adding minesweeper escorts could be nice idea
I could destroy INRA Battlestar with single photon torpedo.
If we need ultimate weapon it is already available as gravitonic missile from Assassins.
Sometimes sky is full of purple spheres: I need to look at scanner and at forward camera all the time otherwise bye bye.
Maybe adding minesweeper escorts could be nice idea
-
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Never underestimate the bandwidth of an Anaconda full of holomemories!Screet wrote:Maybe you should get a CD copy via snail-mailEric Walch wrote:I probably have to wait a long time. I normally download at about 4 minutes/Mb. 133 Mb would be about 9 hrs downloadtime with my old isdn connection. I used to think isdn was fast compared to my first modem (1200 baud)
Screet
- Lestradae
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..
Hi metri & Eric,
thanks for the very useful infos!
@Eric: Thr Orb.oxp is not part of OSE - it's very buggy and after a few attempts to repair it (I thought it was a cool idea) I gave up on it. Just two subentities of the Constitutions need material from this oxp, and these materials are in.
But I will have a look into the 0 - o - O business again, and metri, any case sensitivity issue you find please report it here, then I'll repair that!
@metri:
The huds are inherited from many other oxps, so I won't rework them - if you did rework them, would you perhaps give me access to the versions which show the CD indicator? If they have this function, I'd replace the existing ones with your ones.
There are still too many Photon Torpedoes and very big carriers in the game in OSE V0.5. This will change in the final version due to the sheer weight of numbers - the very big ships will be just 1% of the possible ships then. Atm they make up more than 8% of the OSE V0.5 total ships.
Concerning equipment, I don't add in equipment from oxps that is supposed to be a missions reward exclusively - therefore the graviton missile isn't in, and some other possible equipment items from i.e. Aquatics or UPS won't be in, too - play the missions for that
Minesweepers might become a feature, yes - perhaps the INRA Battlestars will become such in their own right
Again, any such reports are very helpful!
L
thanks for the very useful infos!
@Eric: Thr Orb.oxp is not part of OSE - it's very buggy and after a few attempts to repair it (I thought it was a cool idea) I gave up on it. Just two subentities of the Constitutions need material from this oxp, and these materials are in.
But I will have a look into the 0 - o - O business again, and metri, any case sensitivity issue you find please report it here, then I'll repair that!
@metri:
The huds are inherited from many other oxps, so I won't rework them - if you did rework them, would you perhaps give me access to the versions which show the CD indicator? If they have this function, I'd replace the existing ones with your ones.
There are still too many Photon Torpedoes and very big carriers in the game in OSE V0.5. This will change in the final version due to the sheer weight of numbers - the very big ships will be just 1% of the possible ships then. Atm they make up more than 8% of the OSE V0.5 total ships.
Concerning equipment, I don't add in equipment from oxps that is supposed to be a missions reward exclusively - therefore the graviton missile isn't in, and some other possible equipment items from i.e. Aquatics or UPS won't be in, too - play the missions for that
Minesweepers might become a feature, yes - perhaps the INRA Battlestars will become such in their own right
Again, any such reports are very helpful!
L
-
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Might have a game balance problem here...? I'm playing on trunk+OSE WiP now and at Lave start the shipyard had a "StarSeeker Personal Shuttle" with loads of extras for ~60,000 CR (sorry, should have wrote exact price down!)
Extras included Escape Pod, Energy Bomb, Docking Computers, Scanner Targeting, Multi-Targeting, Heat Shielding, Beam Laser, rear Pulse (and why have heat shielding if there's no fuel scoop... backstory anyone? Sun-diving as a sport? A promotional tie in with Disaster Area's release of Neutron Liver Uncle?)
Even after I'd bought it I still had 40-some k left I can get to iron-ass as soon as I go to a planet with decent Tech Level. OK, so I only got 10T cargo space and a passenger berth, and I lost 3 missile pylons, but I can live with that very easily.
Now this is handy for me to do some more advanced play-testing but it seems like a lot of kit to be available for a Jameson... thoughts?
Not found any bugs yet but this uses SHEDLOADS more memory, suppose with textures and so-on that's inevitable, but I might disable OSE again and see how trunk and 1.72 compare on system footprint.
Extras included Escape Pod, Energy Bomb, Docking Computers, Scanner Targeting, Multi-Targeting, Heat Shielding, Beam Laser, rear Pulse (and why have heat shielding if there's no fuel scoop... backstory anyone? Sun-diving as a sport? A promotional tie in with Disaster Area's release of Neutron Liver Uncle?)
Even after I'd bought it I still had 40-some k left I can get to iron-ass as soon as I go to a planet with decent Tech Level. OK, so I only got 10T cargo space and a passenger berth, and I lost 3 missile pylons, but I can live with that very easily.
Now this is handy for me to do some more advanced play-testing but it seems like a lot of kit to be available for a Jameson... thoughts?
Not found any bugs yet but this uses SHEDLOADS more memory, suppose with textures and so-on that's inevitable, but I might disable OSE again and see how trunk and 1.72 compare on system footprint.