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Posted: Sun Nov 12, 2006 2:20 pm
by Captain Hesperus
LittleBear wrote:On the destroying systems idea (really hope you do an OXP with this idea!), setting the destroyed systems radius to 0, would get rid of the normal Oolite planet. You could also set the <name> to "Uninhabited System". The system would be reduced just to a Sun. Maybe add loads of asteroids where the planet used to be, giving the impression that it has been totally blown away!
Adding a large cloud of metal fragments as the ruins of the station and possibly several 'dead' ships drifting through the ether could also emphasise the utter devastation
EDIT: How about 'wrecked' space stations? Having, say, a Coriolis missing half it's structure and not spinning any more, it's 'docking slot' choked and blocked with wrecked ships (trying to escape?) and venting plasma in to the cold void.
Captain Hesperus
"I worry about my new navigator. He can get us from Quorte to Verzace in less than three days, but he still gets lost from his bunkroom to the bridge."
Posted: Sun Nov 12, 2006 4:14 pm
by LittleBear
Certainly do-able. Just needs someone to take the normal station model and mod it. The ships in the port could be placed by the Script, normal ships given a nullAI. You'd have to laser them out of the way to dock!
or if the "station (0.001)" command was omitted from roles, when you tried to dock, you blow up as you crashed into all the wreackage in the hanger!
This would be a good feature in a Thargoid Invasion OXP! The Thargoids are everywhere and half the normal stations are wreaks.
Posted: Mon Nov 13, 2006 3:41 pm
by johnsmith
Code: Select all
{
conditions = ("status_string equal STATUS_EXITING_WITCHSPACE");
do = ("addShipsWithinRadius: pirate 4 sws 3 3 0 .5");
}
Nice idea, BB. Tried to add solar pirates like this, the coordinates being SunPlanetSolarradius , and it doesn't seem to work. Has anyone managed to get this to work in another way? Maybe you could hack pirates.AI to add a second lurk point next to the sun?
Posted: Thu Nov 16, 2006 2:17 pm
by Dr. Nil
johnsmith wrote:Code: Select all
{
conditions = ("status_string equal STATUS_EXITING_WITCHSPACE");
do = ("addShipsWithinRadius: pirate 4 sws 3 3 0 .5");
}
Nice idea, BB. Tried to add solar pirates like this, the coordinates being SunPlanetSolarradius , and it doesn't seem to work. Has anyone managed to get this to work in another way? Maybe you could hack pirates.AI to add a second lurk point next to the sun?
The pirates above are added within .5 m of each other and probably crash immediately.
If you try this:
{
"newskim" = (
{
conditions = (
"status_string equal STATUS_EXITING_WITCHSPACE",
"systemGovernment_number greaterthan 0",
"d100_number greaterthan 0"
);
do = (
"addShipsWithinRadius: pirate 5 swu 0 0 .3 5000",
"addShipsWithinRadius: sunskim-trader 1 swu 0 0 .5 5000"
);
}
);
}
You will get 1 trader halfway on the route from the witchpoint to the sun and 5 pirates when you've travelled about 2/3 of that route.
Translation
swu: Sun is origin, z-axis is towards the witchpoint, measuring unit is the distance from the sun to witchpoint (placing the witchpoint at the x,y,z coordinates 0,0,1).
The number after the xyz-coordinates is the radius relative to the given coordinates within which the the ships are added. This is ALWAYS IN METRES!
Well this is how it could work. Now does anybody know what the game looks at when adding it's type of sunskimmers and how many of different roles it adds according to TL, gov, economy, population or whatever it is that it uses to calculate where and which ships to add and the approximate spread (how many groups and so on).
Posted: Fri Nov 17, 2006 5:56 pm
by Dr. Nil
Another piece of equipment could be a ship mechanic.
Example:
Is is paid a start bonus when hired plus salary for every trip, or leaves the ship when docked.
Performs repairs (e.g. max one repair per jump) and a running maintenance overhaul.
Newbie comments
Posted: Sat Dec 02, 2006 6:38 pm
by alban lusitanae
Hi there! As you may have found out, I'm a newb on this site.
First off, let me congratulate all of you on the marvellous job done in the porting / enhancement of Elite to a higher level. Beste regards to the authors and those who still enhance the game, a group of which I expect to be part of in the future
Second, my appologies if my english seems a bit dodgy. I'm portuguese and sometimes the words are not spelled correctly
After I have test runned the game, and become in love with it, I have a few ideas I would like you to comment on. Please don't kill me and sell me for slave credits just because of this, ok?! Here goes.
1 - Being an enviromentalist and a nature preserver, I would like to know if you'd agree in making FURS illegal in the game. I know this is not as in the original Elite, but why not put in the subconscious mind of all players that FUR trading should be illegal? We can benefit the real world by playing.
Just a thought.
2 - Tractor beam
Basically it would instantly get a cargo container into the ship without the need to smash into it. It would still require fuel scoops. Basically, one would lock on the cargo container and press a key or something, and voilá.
estimated price for commodity: 10.000 Cr no less
3 - Pulse laser immunity shielding
This add-on to the shields would make pulse lasers inneffective against the player. Don't know if it can be donw, due to the laser power being set to a specific damage amount, but... who knows? You tell me.
5.000 Cr
4 - SWAID (space warning and ID) Scanner
A scanner that would automatically put up on the HUD all targets on sight, just as if you had all selected at the same time. Toggle on/off key possibility. Conscious drawbacks: confusion / missiles would cease to function / ID would cease to function, both when the scanner is active only. These drawbacks would be compensated with Early Warning and Control capabilities, even if just to get an idea of what you are up against, from an early start.
Well, that is huge for a first post
OK, you can criticize me now.
*puts up body armor*
Re: Newbie comments
Posted: Sat Dec 02, 2006 11:34 pm
by Dr. Nil
alban lusitanae wrote:
1 - Being an enviromentalist and a nature preserver, I would like to know if you'd agree in making FURS illegal in the game. I know this is not as in the original Elite, but why not put in the subconscious mind of all players that FUR trading should be illegal? We can benefit the real world by playing.
Just a thought.
It would be nice if individual systems could have different goods outlawed. By the descriptions of some planet's inhabitants it would be strange if they didn't at least have some worries about fur traders (Think of Furry Felines etc.)
The file
...\Oolite\oolite.app\Contents\Resources\Config\illegal_goods.plist
decides which goods are illegal when you play. You can always edit it with a simple text editor and add the lines
<key>Furs</key>
<integer>1</integer>
To make it an offense to trade Furs. It will of course only affect your own game.
And don't worry about your English it seems to be at about the same level as mine and people in here have been quite polite regarding that.
Posted: Sun Dec 03, 2006 3:58 pm
by alban lusitanae
Hey that's nice
I can start with the customization already! Though it's difficult to make something real hot with the time I have right now
No comments on the other suggestions?
PS: Has the main author and developer really left?!
Posted: Sun Dec 03, 2006 8:42 pm
by Rxke
alban lusitanae wrote:
PS: Has the main author and developer really left?!
Our Master and Commander, Giles is experiencing burn out
I guess it's better to burn out than to fade away...
Posted: Fri Dec 22, 2006 11:06 am
by Star Gazer
Have any of the people who have come onboard Oolite the ability and time to convert the improved planetary textures for use with the Mac?
It's seems a shame that a game originally designed for the Mac, and then converted for the PC, should end up being disadvantaged on its original platform!
Posted: Fri Dec 22, 2006 5:05 pm
by aegidian
Well it's like this. I didn't like the way the planetary textures were implemented in the PC fork, so I was working on a variant for the Mac that (IMHO) would work closer to the Oolite way. This involved some complex shader work, and then everything got on top of me.
So, the PC fork would be fairly simple for someone to port into the Mac code (Ahruman's good at this sort of thing). That would work.
Or someone could write some procedural texture shaders and dig out the relevant parts of the Mac code for a generic version (the work's all in there, in the SVN repository of the latest code, but it's somewhat undocumented though!)
Posted: Fri Dec 22, 2006 6:19 pm
by Star Gazer
Heh!
...Hello Giles, didn't expect the reply to be from you ...that's a nice suprise!
I prefer the sound of the latter - I realize that with the advent of the Intel Mac that much of this stuff can be converged anyway, but an Intel Mac is still a couple of years off for me!
If I get the ill-health early retirement that is becoming a distinct possibility, maybe I could get my arse in gear and learn more Mac coding!
...oh, and by the way... an extremely fine Christmas to you and yours, and a more relaxed, enjoyable New Year.
Posted: Tue Jan 30, 2007 9:57 am
by Killer Wolf
"How about 'wrecked' space stations? Having, say, a Coriolis missing half it's structure and not spinning any more, it's 'docking slot' choked and blocked with wrecked ships (trying to escape?) and venting plasma in to the cold void. "
wouldn't mind taking a crack at scuplting that, but it would probably to best to modify the original model than start from scratch - are these available anywhere?
Posted: Tue Jan 30, 2007 11:07 am
by dajt
Giles posted the wings files for the basic set of ships at
http://capnhack.com/hosting/oolite/Oolite/OoSat.html.
Posted: Tue Jan 30, 2007 12:03 pm
by Killer Wolf
yeah, the ships are there but the Cori and Dodec aren't