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Re: overriding standard ships

Posted: Sat Feb 07, 2015 8:41 pm
by cim
jh145 wrote:
Can we only ever spawn by role, not by ship name?
Yes and no. addShips only takes a role not a name as a parameter, but all ships get a role of "[ship-name]" automatically (and you can't otherwise define roles beginning with "["), so "[cobra3-trader]" can be used to get an Cobra III, for instance.

Re: overriding standard ships

Posted: Sun Feb 08, 2015 11:23 am
by Griff
Hi
Sorry about the problems caused by my OXP! i've removed the links to the broken bundle OXP from the wiki page, and hidden the 'Core shipset for Oolite v1.77' folder from view over at my shared folder over at box.com, leaving just the core shipset for Olite v1.80+ visible (i haven't been properly keeping up with Oolite's development lately, but i assume we don't need that version of the OXP anymore (the v1.77 one)?
I've really let it get a bit confusing over at my oxp folder, might need to have a think about things!

Thanks for getting the markets fixed in the station bundle oxp Spara, i'll get that added in and update the OXP

Re: overriding standard ships

Posted: Sun Feb 08, 2015 11:32 am
by Cody
Griff wrote:
Thanks for getting the markets fixed in the station bundle oxp Spara, i'll get that added in and update the OXP
I don't think that fix is working correctly - it seems to revert the rock hermits to Oolite's core models.

Re: overriding standard ships

Posted: Sun Feb 08, 2015 4:00 pm
by spara
Cody wrote:
Griff wrote:
Thanks for getting the markets fixed in the station bundle oxp Spara, i'll get that added in and update the OXP
I don't think that fix is working correctly - it seems to revert the rock hermits to Oolite's core models.
Really? No lights running? No bumpy surface? You should also get the basic BGS tunnel texture. It's seems to be working for me as I just visited one. Anything funny in the log?

Re: overriding standard ships

Posted: Sun Feb 08, 2015 4:10 pm
by Cody
spara wrote:
No lights running? No bumpy surface?
Yeah, exactly those - but that was last night/this morning! It all appears to work now (at least for the hermit I have a save at). <scratches head>

Re: overriding standard ships

Posted: Sun Feb 08, 2015 4:19 pm
by spara
Cody wrote:
spara wrote:
No lights running? No bumpy surface?
Yeah, exactly those - but that was last night/this morning! It all appears to work now (at least for the hermit I have a save at). <scratches head>
Now I see. Bugger. There are different types of hermits defined in trunk :shock: ! I should have looked more closely, shame on me :oops: . I only fixed the standard hermit. Fix is on the way, hang on.

Re: overriding standard ships

Posted: Sun Feb 08, 2015 4:22 pm
by Cody
<chortles> I did wonder about the 'special' hermits! At least I wasn't imagining things!

Re: overriding standard ships

Posted: Sun Feb 08, 2015 4:37 pm
by spara
Cody wrote:
<chortles> I did wonder about the 'special' hermits! At least I wasn't imagining things!
Indeed not. The game seems to be evolving quite rapidly. Both shipdata.plist and shipdata-overrides.plist needed fixing to work fully with 1.81. Get the fix here: https://app.box.com/s/bg254uiw2lom37ewan0clfd5j5y1efx7. The earlier fix works fine with 1.80.

Re: overriding standard ships

Posted: Sun Feb 08, 2015 4:50 pm
by Cody
<grins> That's better - thank you kindly!