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OSE V0.5

Posted: Wed Jun 24, 2009 3:30 pm
by Lestradae
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 8)

L

Re: OSE V0.5

Posted: Wed Jun 24, 2009 5:29 pm
by Thargoid
Lestradae wrote:
* Assigned the role "hunter" to all gigantic police & interceptor ships so that they don't dock
Hunter won't stop them docking directly, but it will prevent a station launching them (which is maybe what I think you mean?).

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).

.

Posted: Wed Jun 24, 2009 10:20 pm
by Lestradae
Hi T,
Hunter won't stop them docking directly, but it will prevent a station launching them (which is maybe what I think you mean?).
Basically yes, I don't want them to launch and I don't want them 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).
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.

So if I didn't overlook something, actually none of OSE's very big ships should launch or dock anymore.

8)

L

pic time

Posted: Sun Jun 28, 2009 6:15 pm
by Lestradae
It's pic time again, before I go on holiday ...

One for DaddyHoggy - thanks for the helping hand 8)

Image

... 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):

Image

... last but not least, a Bandersnatch on landing approach on a planetary surface, already in atmospheric descent:

Image

Have a good time everyone :D

L

Posted: Sun Jun 28, 2009 6:27 pm
by DaddyHoggy
Have a good break 'L'.

Thanks for the mention - but my part was v. v. small - as ever happy to help.

Nice screenies!

Posted: Sun Jun 28, 2009 9:10 pm
by FSOneblin
I need to get some rubber underwear for reading this board...


FSOneblin

Posted: Fri Jul 10, 2009 3:41 am
by metri
There are still some case-sensitive issues on UNIX-like systems.

Many models use .PNG extension instead of .png

Bigships models are incorrectly named in shipdata.plist

..

Posted: Sat Jul 11, 2009 8:04 am
by Lestradae
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 :wink:

L

Posted: Sat Jul 11, 2009 6:10 pm
by metri
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.

Posted: Sat Jul 11, 2009 7:10 pm
by Eric Walch
metri wrote:
0rb.dat ORB.PNG 0rb.png
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).

Posted: Sat Jul 11, 2009 8:17 pm
by metri
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 ;)

Posted: Sun Jul 12, 2009 8:06 pm
by metri
For some reasons hud from ships eg. not default one do not use cloak indicator, so only workaround is to edit every custom ship hud.

Also crosshair_scale and crosshair_color are available so they can be modified too.

Posted: Mon Jul 13, 2009 1:18 pm
by zevans
Screet wrote:
Eric 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)
Maybe you should get a CD copy via snail-mail ;)

Screet
Never underestimate the bandwidth of an Anaconda full of holomemories!

..

Posted: Mon Jul 13, 2009 1:50 pm
by Lestradae
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 :wink:

Minesweepers might become a feature, yes - perhaps the INRA Battlestars will become such in their own right :twisted:

Again, any such reports are very helpful! :D

L

Posted: Mon Jul 13, 2009 3:53 pm
by zevans
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.