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Re: [Release] Adck's Behemoths Redux
Posted: Tue Apr 23, 2013 9:21 pm
by Duggan
Thank you for all your hard work in renovating these oxp's, a wonderful job
Re: [Release] Adck's Behemoths Redux
Posted: Wed Apr 24, 2013 7:10 pm
by spara
Thanks for the kind words
.
Behemoth type 2 looked a bit pale when compared to PAGroove's beautifully skinned type 1 behemoth, so I just had to test my texturing skills. I replicated ADCK's design using colors from PAGroove's design and created a hires texture and a normal map. I think it looks quite nice
.
I have updated the facelift oxp to version 1.1.1.
* New hires behemoth 1 texturing
* Added "smooth" = "true" to shipdata-overrides. That's the way it was in the original work by ADCK.
Re: [Release] Adck's Behemoths Redux
Posted: Thu Apr 25, 2013 11:51 am
by pagroove
It looks very good!
I can see what I can do maybe enhancing it a little more this weekend (but no promises).
Edited to add. To make it a little more realistic you could try to give each window a different intensity of light.
Re: [Release] Adck's Behemoths Redux
Posted: Thu Apr 25, 2013 4:56 pm
by spara
pagroove wrote:It looks very good!
I can see what I can do maybe enhancing it a little more this weekend (but no promises).
That would be cool. I'll pm you the gimp file.
pagroove wrote:
Edited to add. To make it a little more realistic you could try to give each window a different intensity of light.
I'll check that out when I have some spare time. Thanks for the tip.
Re: [Release] Adck's Behemoths Redux
Posted: Thu Apr 25, 2013 8:56 pm
by spara
Sorry to spam with a new version
, but I had produced a huge bug in the version 1.1.1 of facelift oxp. That has to be corrected.
Version 1.1.2
* Bugfix
* Behemoth type 2 now has less shinier hull (more in line with type 1) and some variation in the intensity of the lights (as per PAGroove's tip).
Now I'll cool down and stop updating. Unless bugs are found of course or PAGroove has found some spare time to enhance type 2 textures
.
Re: [Release] Adck's Behemoths Redux
Posted: Sat Apr 27, 2013 2:27 am
by tonyhippy
What I would love to do would be to add the Imperial Stardestroyer to the forces of the Galactic Navy. I'd so like to see one in battle against a Thargoid Carrier. Is there a way to add ships from other OXPs to Naval forces?
Re: [Release] Adck's Behemoths Redux
Posted: Sat Apr 27, 2013 10:27 am
by spara
tonyhippy wrote:What I would love to do would be to add the Imperial Stardestroyer to the forces of the Galactic Navy. I'd so like to see one in battle against a Thargoid Carrier. Is there a way to add ships from other OXPs to Naval forces?
It's possible. Navy Destroyer is added to the Galactit Navy as an alternative frigate and Imperial Stardestroyer can be added in a similar way.
In short, edit the shipdata.plist of the Stardestroyer in a following manner. (Don't use notepad if you are using Windows
):
1. Change
to
Code: Select all
roles = "pirate stardestroyer navy-frigate(0.5)";
"0.5" is the weight of the ship in the frigate pool. Bigger the number, more probable it will show.
2. Add
Code: Select all
"stardestroyer-battlegroup" = {
"ai_type" = "navyBattlegroupEscortAI.plist";
"auto_ai" = "0";
"like_ship" = "stardestroyer";
"roles" = "navy-battlegroup-escort(0.5)";
"script" = "navyBattlegroup.js";
};
"patrol-stardestroyer" = {
"escort-ship" = "navy-viper";
"escorts" = 4;
"like_ship" = "stardestroyer";
"roles" = "patrol-frigate(0.5)";
};
"picket-stardestroyer" = {
"ai_type" = "picketAI.plist";
"launch_actions" = (
"switchAITo: picketAI.plist"
);
"like_ship" = "stardestroyer";
"roles" = "picket-frigate(0.5)";
};
before the last "}".
Not tested, but that should do it
.
I might also be tempted to change the escorts to tie-fighters...
Re: [Release] Adck's Behemoths Redux
Posted: Sat Apr 27, 2013 5:47 pm
by Rorschachhamster
Hey! I just had a Behemoth Type 21 without texture (the red green thing).
EDIT: Strange, it has the custom role "-base-for-others-" and shouldn't probably be in the game?
Should I post this in the behemoth thread as well?
If there is one, seeing how old this is...
Re: [Release] Adck's Behemoths Redux
Posted: Sun Apr 28, 2013 12:25 pm
by spara
Rorschachhamster wrote:Hey! I just had a Behemoth Type 21 without texture (the red green thing).
EDIT: Strange, it has the custom role "-base-for-others-" and shouldn't probably be in the game?
Should I post this in the behemoth thread as well?
If there is one, seeing how old this is...
Strange indeed. I assume, you are using the latest version of this oxp. I can't find any obvious reason for this to happen, as that one has only the aforementioned custom role. The only explanation I can think of, is that something goes wrong in the shipdata-overriding and like_ship definitions. Perhaps someone more familiar with the source can lighten this. So here's the deal:
* Behemoth oxp defines behemoth-type2 and gives it a custom role "-base-for-others-". Other behemoths use like_ship = "behemoth-type2" to define themselves. There is no trouble here, I think.
* Next I use shipdata-override to redefine stuff both in behemoth-type2 and other behemoth definitions. Is there a problem here? To my understanding shipdatas are run first, then shipdata-overrides. What if there is a like_ship definition in shipdata and then I redefine the target of that like_ship definition in shipdata-override. Does the original referee get redefined too?
Re: [Release] Adck's Behemoths Redux
Posted: Sun Apr 28, 2013 12:32 pm
by Rorschachhamster
For what it's worth: No errors in the debug console or the log, and the script it was running under (as in ps.target.script in the debug console) was behemoth2.6...
So no clues there...
Re: [Release] Adck's Behemoths Redux
Posted: Sun Apr 28, 2013 1:37 pm
by spara
Rorschachhamster wrote:For what it's worth: No errors in the debug console or the log, and the script it was running under (as in ps.target.script in the debug console) was behemoth2.6...
So no clues there...
Hah! I might have found it
. Behemoth Colossus is named as "behemoth-Colossus" in shipdata.plist in Behemoth oxp. Behemoth.js on the other hand lists it as "behemoth-colossus."
Changing the name in behemoth.js to "behemoth-Colossus" should not break anything, so you might want to try that.
Edit: This was a bad idea, don't do it, it WILL break something. I must have been tired or something
.
Re: [Release] Adck's Behemoths Redux
Posted: Mon Apr 29, 2013 12:29 pm
by Diziet Sma
Yet another case of sloppy case..
Bill Gates has a lot to answer for...
Re: [Release] Adck's Behemoths Redux
Posted: Mon Apr 29, 2013 1:29 pm
by Smivs
Diziet Sma wrote:Yet another case of sloppy case..
Yes, I'm afraid we are still seeing far too many of these.
Re: [Release] Adck's Behemoths Redux
Posted: Wed May 01, 2013 2:54 pm
by JazHaz
Smivs wrote:Diziet Sma wrote:Yet another case of sloppy case..
Yes, I'm afraid we are still seeing far too many of these.
Get yourself windows then you won't have any problems!
Re: [Release] Adck's Behemoths Redux
Posted: Wed May 01, 2013 3:41 pm
by Svengali
Sloppy code is platform-independent.