Page 99 of 160
Re: Griff's normalmapped ship remakes
Posted: Mon May 14, 2012 7:58 pm
by Thargoid
I'll need to have a look in detail, but possibly. The sub-ent OXP pre-dates the re-arrangement of the shipset and the use of the separate addon/replace ones. It may be that during that change-about something got duplicated, broken or somehow turned sideways.
Not got much time this week, will try and look into it next week.
Re: Griff's normalmapped ship remakes
Posted: Wed May 16, 2012 3:02 pm
by Griff
El Viejo wrote:Hmm... has Griff embedded this one into the shipset resource OXP, I've forgotten:
Code: Select all
AddOns/Griff.oxp/griff_cobraIII_subent_missiles.oxp
Could that cause it?
I can't help with the script error but the "cobraIII with subent missiles" oxp hasn't been merged into the all-in-one, mind you i did merge the missiles oxp into the all-in-one bundle though, so maybe that's confusing the cobra (if it's trying to use some sort of missile from a griff_missile oxp that no longer exists as a standalone oxp)
Hmm, thinking about it wasn't this the case a couple of months ago? thought it was fixed though - i'll have to check the oxp
Re: Griff's normalmapped ship remakes
Posted: Fri May 18, 2012 1:34 am
by Cody
The Cobra III subent missiles display fine, both when
mounted, and when fired. I've seen it with several Cobras recently, and they seem perfect.
Re: Griff's normalmapped ship remakes
Posted: Fri May 18, 2012 6:28 am
by Thargoid
No further log errors from those recent encounters?
Re: Griff's normalmapped ship remakes
Posted: Fri May 18, 2012 10:15 am
by Cody
Thargoid wrote:No further log errors from those recent encounters?
No further log errors, and the circumstances were very similar - serious firefights, multiple bandits, missiles buzzing around!
It's obviously a very rare error - one that'll be hard to re-create, and probably isn't worth the effort.
Re: Griff's normalmapped ship remakes
Posted: Fri May 18, 2012 12:19 pm
by Shipbuilder
Griff - I just thought that I’d drop you a note to congratulate you on producing some fantastic looking ships.
I use your ships for my core ship set and it makes the game look so much better.
Keep up the good work
Re: Griff's normalmapped ship remakes
Posted: Fri May 18, 2012 4:34 pm
by Thargoid
El Viejo wrote:Thargoid wrote:No further log errors from those recent encounters?
No further log errors, and the circumstances were very similar - serious firefights, multiple bandits, missiles buzzing around!
It's obviously a very rare error - one that'll be hard to re-create, and probably isn't worth the effort.
It's probably a missile getting fired during the execution of the script. As you say an unlucky case of timing, but one that the script can be further hardened against.
I'll look into it next week if I get chance.
Re: Griff's normalmapped ship remakes
Posted: Sat May 19, 2012 2:28 pm
by Griff
[blog post]
I'm not sure if i've got the skills to complete it but i though it might be fun to try and adapt the 'stolen viper' misssion from the spectrum (i think) and PC 'Elite+' versions of the game to Oolite
A while back i searched through the Elite+ exe with a hex editor and fished out the mission text, it's:-
Code: Select all
One of our military police ships has been stolen by Thargoid infiltrators. We have tracked it to the *some random variable* system We would like you to seek out and destroy this ship
Press any key to continue!
and the mission complete text is:-
Code: Select all
TASK COMPLETE - CONGRATULATIONS!
The military thank you for destroying the stolen police ship, and give you a reward of 4000 credits
Press any key to continue
From reading up a bit about the mission, it's set quite early in the game and the viper can be spotted as it has been recoloured purple by the thieves.
I'm not actually too keen on the idea that it's Thargoid infiltrators that have stolen the viper, so in my version i might change this to Anarchists that have stolen the ship, i've made a start on the art...
...and hopefully something like the constrictor mission script can be cut down and adapted for the rest of the stuff
[/blog]
Re: Griff's normalmapped ship remakes
Posted: Sat May 19, 2012 2:37 pm
by Cody
Griff wrote:... and the viper can be spotted as it has been recoloured purple by the thieves.
Obviously thieves with class! I remember that mission - good idea, Griff!
Re: Griff's normalmapped ship remakes
Posted: Sat May 19, 2012 2:56 pm
by Smivs
Griff wrote:so in my version i might change this to Anarchists that have stolen the ship, i've made a start on the art...
Looks more like Hippies than Anarchists
Re: Griff's normalmapped ship remakes
Posted: Sat May 19, 2012 7:51 pm
by SandJ
Griff wrote:I though it might be fun to try and adapt the 'stolen viper' misssion from the spectrum (i think) and PC 'Elite+' versions of the game to Oolite
I distinctly do not remember that on the Spectrum version. But never mind...
Griff wrote:I might change this to Anarchists that have stolen the ship, i've made a start on the art...
Now I have seen it, I
need a
Give Peas a Chance ship in my Ooniverse. The first time I saw that on the bridge over the M25, I nearly drove off the road from laughing. If only so I can keep saying "I like peas" in my John Major voice whenever I see it.
Re: Griff's normalmapped ship remakes
Posted: Sat May 19, 2012 9:58 pm
by Smivs
SandJ wrote:I need a Give Peas a Chance ship in my Ooniverse. The first time I saw that on the bridge over the M25, I nearly drove off the road from laughing.
It's still there
It's one of the landmarks I look out for on the way home if we've been down south visiting.
Re: Griff's normalmapped ship remakes
Posted: Thu May 24, 2012 11:08 pm
by Cody
For the purposes of Oofic research, I needed to buy and seriously iron-ass an Adder. I spotted a beautiful purple one in the shipyard at Ororbe, so I bought it - but unlike the last time I bought one, my Fighter Hud didn't transfer. In the shipdata.plist
of Griff's replace OXP, the Adder (as well as the Cobra I) is set to the hud-small.plist
(which reverts it to Oolite's hud). I changed this to hud.plist
and all is well - I have a cool purple Adder with the Fighter Hud. Was this intentional, and if so, any reason?
Also, in the ship’s name (name = Adder;
), if the Adder
bit isn’t in quotation marks, you can’t change its name without adding them - it buggers it up otherwise.
Re: Griff's normalmapped ship remakes
Posted: Fri May 25, 2012 7:29 am
by Griff
yeah i think so, the adder in the core shipdata.plist has a small hud defined for it too, i think it's set like this because of the tiny number of energy banks an adder has - fire your laser once and it drains enough energy to send you into red alert emergency mode!) - the small hud has a nice layout for ships with 2 or less energy banks
edit: oops, sorry now i've re-read your post you're asking why your hud didn't automatically transfer - sorry i don't know!
Re: Griff's normalmapped ship remakes
Posted: Fri May 25, 2012 8:52 am
by Cody
Griff wrote:... sorry now i've re-read your post you're asking why your hud didn't automatically transfer
It's okay Griff, I know
why it didn't transfer, I only wondered about the reason for the
hud-small
setting.
It makes some sense for the Adder I suppose, but not for the Cobra I.