Page 2 of 16

Posted: Tue Jan 20, 2009 5:39 pm
by ClymAngus
Good points all. <puts on defensive lawyers wig>

Whilst I am heartened by the honorable lizards remarks pretaining to the formentioned item. I feel it prudent to bring one or two points to bare regarding the valitity of the statistics mentioned.

Within this game there is a certain inflative force towards upping the anti. Bigger battles, more eye candy etc etc. I feel that the ship is expensive enough and rare enough to warrent a pushing of the envelope. The odd reward ship is not a bad thing to embelish the playing experience.

I justify my stats by saying it's a bio-mechanic ship, it's half animal. One that as an npc should happliy add to the atmos without shagging the game balance. As a player yes, it's a bit uber but if you've earned the 1.2 mill (you've managed to find one) and the thargoids are closing in then it's nice to be an ass kicker for once in a giant space battle. A ship like this allows you to adjust your view and take a few hits, to enjoy the vista of the battle without dying for it.

We spend so much time looking at the finger of "knife edge fighting game balance" that sometimes we miss the heavenly glory of all that which we have created.

I don't need to brace for any comments, I welcome them (yet I respectfully disagree) that's the joy of this game. If thine oxp offends thee then pluck it out.
<takes off defensive lawyers wig>

Anyway I like 8 it's one of my lucky numbers. Stupid reason for putting it in? Possibly, but then it is only a game after all. It's not like I've just run into a nunnery wearing deely boppers and a smile.

Posted: Tue Jan 20, 2009 5:44 pm
by Disembodied
Screet wrote:
Furthermore, I'd like turrets to use up energy, like lasers do. Would probably help to balance playerships with turrets, but then many ships surely would need better energy units.
The best system of handling ship energy I've ever seen is the one used in the X-Wing/TIE Fighter series, where you have a pool of energy and can shunt it around between weapons, engines and shields. If Elite was being written from the ground up again I'd say that would be the way to do it.

I'm not sure about a max speed of 0.51 ... seems awfully fast to me. I understand the appeal but should something be able to outrun AND outgun almost every other ship? One or the other, surely? I think that's what would make me feel the most guilty about flying a Caduceus. Speaking personally I'd think a speed around 0.3 – 0.35 ...

Posted: Tue Jan 20, 2009 6:06 pm
by ClymAngus
Disembodied wrote:
I'm not sure about a max speed of 0.51 ... seems awfully fast to me. I understand the appeal but should something be able to outrun AND outgun almost every other ship? One or the other, surely?
Tell that to the borg. OK brass tacks.
I hate waiting around in a built up space lane and black monks ****ing annoy me. Bottom line is I made this for the kind of game I wish to play. This may not be the game you wish to play. I fully understand that. It's an option, verging on the obscene. But then I like obscene. (if it's any comfort it's still quite possible to get your ass kicked whilst flying one).

I thought it better to share. Just in case anyone else out there liked slighty obscene too. (so far we have a couple of takers, proving it's not just me) One game, many flavours. No one here had made my favourite flavour, so I mixed up a batch of my own.

Posted: Tue Jan 20, 2009 6:23 pm
by Screet
Disembodied wrote:
I'm not sure about a max speed of 0.51 ... seems awfully fast to me. I understand the appeal but should something be able to outrun AND outgun almost every other ship? One or the other, surely? I think that's what would make me feel the most guilty about flying a Caduceus. Speaking personally I'd think a speed around 0.3 – 0.35 ...
As I said, the game can handle such speeds very well. It feels better, really. Nowadays, many ships are already faster than the Caduceus - have a look at RS or it's successor, or select the ship-oxp's which were used creating RS.

The Caduceus might appear heavy against the built-in-models, but it fits in perfectly if you have installed other ships. I do believe that the standard models just should have their stats reworked. Then it's not orginial elite, but it's adjusted to the newer possibilities and higher variancy. Guess if the neo-ships for the standard models are out, I'll install them and consider editing them the way I mentioned, seeing the original versions as really old versions, similar, but with technology that's outdated.

If you fly a Merlin (faster than the Caduceus!) and have another fast(er) ship approach, then you'll learn something about hormone kicks...they pass very fast, and yet it's vital how/if you react, because a crash would instantly destroy your ship. Flying a slow BCC is different, you just run everything over that you cannot shoot down before you reach it...

Screet

Posted: Tue Jan 20, 2009 6:29 pm
by ZygoUgo
I was wondering where you were going to put the guns on that, good choice!
If I down load this I'll be slowing her down though :wink:

Re: Caduceus

Posted: Tue Jan 20, 2009 6:55 pm
by Screet
Hi,

seems I've just run into the next problem.
After taking a little rest, I was feeling well enough to begin the hunt for a buyable Caduceus...and then this: oolite 1.72.2 (PC) crashes upon launch!

The crash is directly linked to the caduceus.oxp from that zip-file. The medusa doesn't affect it. As soon as the caduceus.oxp is in, I get the following error:

Code: Select all

  [startup.exception]: ***** Unhandled exception during startup: NSInvalidArgumentException (Tried to add nil value for key '0' to dictionary).
This doesn't look like the caduceus oxp to me, but without it, everything works?!? Is this some PC/Mac problem?

Screet

Posted: Tue Jan 20, 2009 8:09 pm
by Cmdr Wyvern
I can confirm the Caduceus-related crash Screet had, it happened to me.

These last two lines in the crash log points to the problem:

Code: Select all

[shipData.load.begin]: Loading ship data...
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "shaders" specifies no roles.
  [startup.exception]: ***** Unhandled exception during startup: NSInvalidArgumentException (Tried to add nil value for key '0' to dictionary).
What's interesting here is that Oolite (version 1.72.2 on XP) complains about missing roles in the "shaders" entry. I didn't know shaders needed roles...
Unless the devs can shed some light on it, I'll continue to investigate, and if I find a fix I'll post it here.
I'll have a peek at the shipdata plists for Griff's ships and stations and see how he got the shaders to work.

Meanwhile, I found another bug.
The player Cad is set to use medusahud by default, but that shipdata entry points to medusa.plist. The included Medusahud.oxp doesn't have medusa.plist, it has hud.plist instead.

Posted: Tue Jan 20, 2009 8:38 pm
by Screet
Cmdr Wyvern wrote:
I can confirm the Caduceus-related crash Screet had, it happened to me.

These last two lines in the crash log points to the problem:

Code: Select all

[shipData.load.begin]: Loading ship data...
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "shaders" specifies no roles.
  [startup.exception]: ***** Unhandled exception during startup: NSInvalidArgumentException (Tried to add nil value for key '0' to dictionary).
That's strange: I do not get that error report for shaders! Do you have a non-standard setup for logging?

I tried to compare that file with what Griff does, as he also uses shaders. However, his .plist is in a completely different format. He has shaders-info within each ships info. The Caduceus has shader info only after all ships have been defined. Could this be the problem?

I tried to move the shaders-info into a ship info entry, however, it didn't change anything concerning the log and crash. Even without the shaders info I get the same crash.

Screet

Posted: Tue Jan 20, 2009 8:47 pm
by Disembodied
ClymAngus wrote:
... Bottom line is I made this for the kind of game I wish to play ...
Oh, absolutely! Your OXP, your choice. That's the great thing about plugins, espcially when they're easily user-editable. My (entirely personal) choice is to keep the original ships in the competitive loop. I think the fastest ship I've got in my game is the Fer-de-Lance NG, which I edited to reduce the chance of traders using them because I got fed up of being stuck behind them...

A slightly slower pace suits me – probably because it gives me time for a crafty cigarette as I trundle along overtaking the dawdlers. :D

Posted: Tue Jan 20, 2009 9:05 pm
by Cmdr Wyvern
Screet wrote:

That's strange: I do not get that error report for shaders! Do you have a non-standard setup for logging?
No, not at all. That I prefer XP over vista for gaming may have something to do with logging, I don't know. But anyway...
I tried to compare that file with what Griff does, as he also uses shaders. However, his .plist is in a completely different format. He has shaders-info within each ships info. The Caduceus has shader info only after all ships have been defined. Could this be the problem?

I tried to move the shaders-info into a ship info entry, however, it didn't change anything concerning the log and crash. Even without the shaders info I get the same crash.

Screet
I don't think plist format (old vs new) is the issue; Oolite handles both without a flinch. That Clym put the shader entry separately at the end of the plist instead of nested within the ship entries, that turned out to be the source of the crashing.

For example, a ship entry from Freaky Thargoids, where you can see shader data nested within the ship entry.

Code: Select all

	<key>thargoid</key>
	<dict>
		<key>aft_eject_position</key>
		<string>0.0 0.0 -20.5</string>
		<key>aft_weapon_type</key>
		<string>WEAPON_THARGOID_LASER</string>
		<key>ai_type</key>
		<string>thargoidAI.plist</string>
		<key>bounty</key>
		<integer>100</integer>
		<key>cargo_type</key>
		<string>CARGO_NOT_CARGO</string>
		<key>death_actions</key>
		<array>
			<string>commsMessage: [thargoid_curses]</string>
		</array>
		<key>energy_recharge_rate</key>
		<real>4</real>
		<key>forward_weapon_type</key>
		<string>WEAPON_THARGOID_LASER</string>
		<key>fuel</key>
		<integer>150</integer>
		<key>has_ecm</key>
		<real>1</real>
		<key>laser_color</key>
		<string>greenColor</string>
		<key>likely_cargo</key>
		<integer>0</integer>
		<key>max_cargo</key>
		<integer>0</integer>
		<key>max_energy</key>
		<real>600</real>
		<key>max_flight_pitch</key>
		<real>1</real>
		<key>max_flight_roll</key>
		<real>2</real>
		<key>max_flight_speed</key>
		<real>500</real>
		<key>max_missiles</key>
		<integer>5</integer>
		<key>missile_role</key>
		<string>thargon</string>
		<key>missile_launch_position</key>
		<string>0.0 0.0 -20.5</string>
		<key>missiles</key>
		<integer>5</integer>
		<key>model</key>
		<string>thargoid_redux.dat</string>
		<key>name</key>
		<string>Thargoid Warship</string>
		<key>roles</key>
		<string>thargoid</string>
		<key>scanClass</key>
		<string>CLASS_THARGOID</string>
		<key>scanner_range</key>
		<real>60000</real>
		<key>thrust</key>
		<real>50</real>
		<key>shaders</key>
		<dict>
			<key>thargoid_redux.png</key><!-- replace this texture -->
			<dict>
				<key>textures</key>
				<array>
					<string>thargoid_redux.png</string><!-- passed as tex0 -->
					<dict>
						<!-- passed as tex1 -->
						<key>name</key>
						<string>thargoid-glow.png</string>
						<key>mag_filter</key><!-- no mip-map (added purely for demonstration purposes) -->
						<string>linear</string>
					</dict>
				</array>
				<key>fragment_shader</key>
				<string>freaky_thargoid.fragment</string>
				<key>vertex_shader</key>
				<string>freaky_thargoid.vertex</string>
				<key>uniforms</key>
				<dict>
					<key>uTime</key>
					<!-- Alternatively, universalTime may be used, in which case all thargoids will pulse in sync. -->
					<string>timeElapsedSinceSpawn</string>
					<key>uReciprocalFrequency</key>
					<dict>
						<key>value</key>
						<real>1.0</real>
					</dict>
				</dict>
			</dict>
		</dict>
	</dict>
Looking through Freaky Thargoids and comparing the entries to the Cad gave me an instant Eureka Moment. Armed with relevant data, fixing the bug should be easy.

error shipyard.plist

Posted: Tue Jan 20, 2009 9:51 pm
by Lestradae
Hi ClymAngus,

there's an error in your shipyard.plist too, here:
<key>standard_equipment</key>
<dict>
<key>extras</key>
<key>forward_weapon_type</key>
<string>EQ_WEAPON_BEAM_LASER</string>
<key>missiles</key>
<integer>0</integer>
</dict>
The "<key>extras</key>" part - the game expects you to insert an array here.

The ship will possibly never appear in a shipyard with the array missing.

Posted: Tue Jan 20, 2009 10:21 pm
by Eric Walch
Cmdr Wyvern wrote:

Code: Select all

[shipData.load.begin]: Loading ship data...
  [shipData.load.error]: ***** ERROR: the shipdata.plist entry "shaders" specifies no roles.
  [startup.exception]: ***** Unhandled exception during startup: NSInvalidArgumentException (Tried to add nil value for key '0' to dictionary).
What's interesting here is that Oolite (version 1.72.2 on XP) complains about missing roles in the "shaders" entry. I didn't know shaders needed roles...
Problem is that he put the shaders outside the ship definition as if it were a ship of its own. This way the shaders belong to no ship at all.

Posted: Tue Jan 20, 2009 10:53 pm
by Cmdr Wyvern
@Eric, Lestradae:

Quite right guys, and good catches. :) The missing <array></array> in shipyard.plist was causing the "enter nil into dictionary" errors as well.

So, a little bit of hackery, and I got the bloody thing to work sans blowing Oolite up. Here's the fixed shipdata.plist:

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
	<key>caduceus-player</key>
	<dict>
		<key>aft_eject_position</key>
		<string>0.017906 -6.275644 -40.161734</string>
		<key>energy_recharge_rate</key>
		<real>5.8</real>
		<key>hyperspace_motor_spin_time</key>
		<integer>12</integer>
		<key>exhaust</key>
		<array>
			<string>-5.833906 5.185474 -30.425301 3.1 3.1 1.0</string>
			<string>5.833906 5.185474 -30.425301 3.1 3.1 1.0</string>
		</array>
		<key>forward_weapon_type</key>
		<string>WEAPON_BEAM_LASER</string>
		<key>laser_color</key>
		<string>greenColor</string>
		<key>max_cargo</key>
		<integer>36</integer>
		<key>extra_cargo</key>
		<integer>14</integer>		
		<key>max_energy</key>
		<real>550</real>
		<key>max_flight_pitch</key>
		<real>2.0</real>
		<key>max_flight_yaw</key>
		<real>2.0</real>
		<key>max_flight_roll</key>
		<real>3</real>
		<key>max_flight_speed</key>
		<real>510</real>
		<key>scoop_position</key>
		<string>0.0 -3.32859 80.859783</string>
		<key>missile_launch_position</key>
		<string>-7.513957 -8.400112 2.54906</string>
		<key>max_missiles</key>
		<integer>8</integer>
		<key>model</key>
		<string>caduceus.dat</string>
		<key>name</key>
		<string>Caduceus</string>
		<key>roles</key>
		<string>player</string>
		<key>thrust</key>
		<real>40</real>
		<key>hud</key>
		<string>medusa.plist</string>
		<key>view_position_aft</key>
		<string>0.0 9.058021 -44.120069</string>
		<key>view_position_forward</key>
		<string>0.0 3.2 78.1</string>
		<key>view_position_port</key>
		<string>-9.089202 0.123863 34.291333</string>
		<key>view_position_starboard</key>
		<string>9.089202 0.123863 34.291333</string>
		<key>weapon_position_forward</key>
		<string>0.0 -5.0 77.802358</string>
		<key>weapon_position_aft</key>
		<string>0.0 9.058021 -44.120069</string>
		<key>subentities</key>
		<array>
			<string>caduceusturret 9.0 -0.2 46.6 1 0 -1 0</string>
			<string>caduceusturret 9.0 -0.2 33.7 1 0 -1 0</string>
			<string>caduceusturret 9.0 -0.2 21.2 1 0 -1 0</string>
			<string>caduceusturret -9.0 -0.2 46.6 1 0 1 0</string>
			<string>caduceusturret -9.0 -0.2 33.7 1 0 1 0</string>
			<string>caduceusturret -9.0 -0.2 21.2 1 0 1 0</string>
		</array>
		<key>shaders</key>
		<dict>
			<key>caduceus.png</key>
			<dict>
				<key>textures</key>
				<array>
					<string>caduceus.png</string>
					<string>caduceus_glow.png</string>
					<string>caduceus_effects.png</string>
				</array>
			</dict>
			<key>vertex_shader</key>
			<string>ahruman-generic.vertex</string>
			<key>fragment_shader</key>
			<string>griff_rocket.fragment</string>
		</dict>
		<key>custom_views</key>
		<array>
			<dict>
				<key>view_description</key>
				<string>Aft-Fore</string>
				<key>view_position</key>
				<string>0.0 20.0 -250.0</string>
				<key>view_orientation</key>
				<string>1.0 0.0 0.0 0.0</string>
				<key>weapon_facing</key>
				<string>FORWARD</string>
			</dict>
			<dict>
				<key>view_description</key>
				<string>Aft Starboard Cross</string>
				<key>view_position</key>
				<string>191.42 20.0 -191.42</string>
				<key>view_orientation</key>
				<string>0.9239 0.0 0.3827 0.0</string>
				<key>weapon_facing</key>
				<string>FORWARD</string>
			</dict>
			<dict>
				<key>view_description</key>
				<string>Starboard Cross</string>
				<key>view_position</key>
				<string>250.0 20.0 0.0</string>
				<key>view_orientation</key>
				<string>0.7071 0.0 0.7071 0.0</string>
				<key>weapon_facing</key>
				<string>FORWARD</string>
			</dict>
			<dict>
				<key>view_description</key>
				<string>Starboard Cross Close</string>
				<key>view_position</key>
				<string>150.0 20.0 0.0</string>
				<key>view_orientation</key>
				<string>0.7071 0.0 0.7071 0.0</string>
				<key>weapon_facing</key>
				<string>FORWARD</string>
			</dict>

			<dict>
				<key>view_description</key>
				<string>Fore Starboard Cross</string>
				<key>view_position</key>
				<string>191.42 20.0 191.42</string>
				<key>view_orientation</key>
				<string>0.3827 0.0 0.9239 0.0</string>
				<key>weapon_facing</key>
				<string>FORWARD</string>
			</dict>
			<dict>
				<key>view_description</key>
				<string>Fore-Aft</string>
				<key>view_position</key>
				<string>0.0 20.0 250.0</string>
				<key>view_orientation</key>
				<string>0.0 0.0 1.0 0.0</string>
				<key>weapon_facing</key>
				<string>FORWARD</string>
			</dict>
			<dict>
				<key>view_description</key>
				<string>Fore Port Cross</string>
				<key>view_position</key>
				<string>-191.42 20.0 191.42</string>
				<key>view_orientation</key>
				<string>0.3827 0.0 -0.9239 0.0</string>
				<key>weapon_facing</key>
				<string>FORWARD</string>
			</dict>
			<dict>
				<key>view_description</key>
				<string>Port Cross</string>
				<key>view_position</key>
				<string>-250.0 20.0 0.0</string>
				<key>view_orientation</key>
				<string>0.7071 0.0 -0.7071 0.0</string>
				<key>weapon_facing</key>
				<string>FORWARD</string>
			</dict>
			<dict>
				<key>view_description</key>
				<string>Port Cross Close</string>
				<key>view_position</key>
				<string>-150.0 20.0 0.0</string>
				<key>view_orientation</key>
				<string>0.7071 0.0 -0.7071 0.0</string>
				<key>weapon_facing</key>
				<string>FORWARD</string>
			</dict>
			<dict>
				<key>view_description</key>
				<string>Aft Port Cross</string>
				<key>view_position</key>
				<string>-191.42 20.0 -191.42</string>
				<key>view_orientation</key>
				<string>0.9239 0.0 -0.3827 0.0</string>
				<key>weapon_facing</key>
				<string>FORWARD</string>
			</dict>
			<dict>
				<key>view-description</key>
				<string>Tactical</string>
				<key>view_position</key>
				<string>0.0 900.0 0.0</string>
				<key>view_orientation</key>
				<string>-0.7071 0.7071 0.0 0.0</string>
				<key>weapon_facing</key>
				<string>FORWARD</string>
			</dict>
			<dict>
				<key>view_description</key>
				<string>Reverse Tactical</string>
				<key>view_position</key>
				<string>0.0 -900.0 26.0</string>
				<key>view_orientation</key>
				<string>0.0 0.0 0.7071 0.7071</string>
				<key>weapon_facing</key>
				<string>FORWARD</string>
			</dict>
			<dict>
				<key>view_description</key>
				<string>Cinematic1</string>
				<key>view_position</key>
				<string>-20.0 15.0 -100.7</string>
				<key>view_orientation</key>
				<string>0.9961 0.0 -0.0871 0.0</string>
				<key>weapon_facing</key>
				<string>FORWARD</string>
			</dict>
			<dict>
				<key>view_description</key>
				<string>Cinematic2</string>
				<key>view_position</key>
				<string>-40.0 20.0 -100.7</string>
				<key>view_orientation</key>
				<string>0.9961 0.0 -0.0871 0.0</string>
				<key>weapon_facing</key>
				<string>FORWARD</string>
			</dict>
		</array>
	</dict>
	<key>caduceus</key>
	<dict>
		<key>like_ship</key>
		<string>caduceus-player</string>
		<key>aft_weapon_type</key>
		<string>WEAPON_MILITARY_LASER</string>
		<key>fuel</key>
		<integer>70</integer>
		<key>cargo_type</key>
		<string>CARGO_NOT_CARGO</string>
		<key>likely_cargo</key>
		<integer>12</integer>
		<key>ai_type</key>
		<string>route1traderAI.plist</string>
		<key>auto_ai</key>
		<true/>
		<key>missiles</key>
		<integer>7</integer>
		<key>roles</key>
		<string>hunter(0.2) trader(0.6)</string>
		<key>conditions</key>
			<array>
			<string>systemGovernment_number greaterthan 3 </string>
			<string>systemTechLevel_number greaterthan 7 </string>
			</array>
		<key>has_ecm</key>
		<true/>
		<key>has_energy_bomb</key>
		<real>0.2</real>
		<key>has_escape_pod</key>
		<true/>
		<key>has_fuel_injection</key>
		<real>0.9</real>
		<key>has_scoop</key>
		<true/>
		<key>has_shield_booster</key>
		<real>0.9</real>
		<key>has_shield_enhancer</key>
		<real>0.9</real>
		<key>has_energy_unit</key>
		<real>0.9</real>
		<key>subentities</key>
		<array>
			<string>caduceusturret-npc 9.0 -0.2 46.6 1 0 -1 0</string>
			<string>caduceusturret-npc 9.0 -0.2 33.7 1 0 -1 0</string>
			<string>caduceusturret-npc 9.0 -0.2 21.2 1 0 -1 0</string>
			<string>caduceusturret-npc -9.0 -0.2 46.6 1 0 1 0</string>
			<string>caduceusturret-npc -9.0 -0.2 33.7 1 0 1 0</string>
			<string>caduceusturret-npc -9.0 -0.2 21.2 1 0 1 0</string>
		</array>
	</dict>
	<key>caduceusturret-npc</key>
	<dict>
		<key>ai_type</key>
		<string>nullAI.plist</string>
		<key>laser_color</key>
		<string>greenColor</string>
		<key>model</key>
		<string>caduceus_turret.dat</string>
		<key>smooth</key>
		<true/>
		<key>name</key>
		<string>Caduceus Turret</string>
		<key>roles</key>
		<string>ballturret caduceusturret</string>
		<key>setup_actions</key>
		<array>
			<string>initialiseTurret</string>
		</array>
		<key>max_flight_pitch</key>
		<real>1</real>
		<key>max_flight_yaw</key>
		<real>1</real>
		<key>max_flight_roll</key>
		<real>1</real>
		<key>thrust</key>
		<real>1</real>
		<key>weapon_energy</key>
		<real>18</real>
		<key>energy_recharge_rate</key>
		<real>5</real>
		<key>max_energy</key>
		<real>200</real>
	</dict>
	<key>caduceusturret</key>
	<dict>
		<key>like_ship</key>
		<string>caduceusturret-npc</string>
		<key>accuracy</key>
		<real>5</real>
		<key>frangible</key>
		<false/>
	</dict>
</dict>
</plist>
And the fixed shipyard.plist

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
	<key>caduceus-player</key>
	<dict>
		<key>chance</key>
		<real>0.1</real>
		<key>optional_equipment</key>
		<array>
			<string>EQ_FUEL_SCOOPS</string>
			<string>EQ_CARGO_BAY</string>
			<string>EQ_ECM</string>
			<string>EQ_ESCAPE_POD</string>
			<string>EQ_FUEL_INJECTION</string>
			<string>EQ_ENERGY_BOMB</string>
			<string>EQ_ENERGY_UNIT</string>
			<string>EQ_NAVAL_ENERGY_UNIT</string>
			<string>EQ_DOCK_COMP</string>
			<string>EQ_WEAPON_BEAM_LASER</string>
			<string>EQ_WEAPON_MILITARY_LASER</string>
			<string>EQ_WEAPON_TWIN_PLASMA_CANNON</string>
			<string>EQ_SCANNER_SHOW_MISSILE_TARGET</string>
			<string>EQ_MULTI_TARGET</string>
			<string>EQ_GAL_DRIVE</string>
			<string>EQ_ADVANCED_COMPASS</string>
			<string>EQ_SHIELD_BOOSTER</string>
			<string>EQ_NAVAL_SHIELD_BOOSTER</string>
			<string>EQ_HEAT_SHIELD</string>
		</array>
		<key>price</key>
		<integer>1200000</integer>
		<key>standard_equipment</key>
		<dict>
			<key>extras</key>
			<array>
			</array>
			<key>forward_weapon_type</key>
			<string>EQ_WEAPON_BEAM_LASER</string>
			<key>missiles</key>
			<integer>0</integer>
		</dict>
		<key>techlevel</key>
		<integer>11</integer>
		<key>weapon_facings</key>
		<integer>3</integer>
	</dict>
</dict>
</plist>
If you install the Medusahud.oxp included in the download, open it and rename hud.plist to medusa.plist.

-- Wyvern
Pirates slain and bugs stomped with extreme prejudice.

Posted: Wed Jan 21, 2009 7:13 am
by ClymAngus
arses. Righty ho. I need to do some bug squashing here. I'll remove the hud preference, (It was a bit of an experiment anyway and do some shader tidying up) I'll also drop the top speed to 4.4 but one of the points of this ship was to go toe to toe with a monk gun ship and I can't do that at lesser speeds.

Can I have a volunteer to boot this up on a pc when I've done?

Being on a mac I'm flying a bit blind here when it comes to error checking :)

Good thing I didn't post it on the wiki that would have been really embarrassing. :oops: Time to pop the hood and adjust the timing, learning curves eh? Got to love em!

Posted: Wed Jan 21, 2009 7:21 am
by another_commander
Shaders do not work, even in Wyvern's fixed plist, because there are no uniform bindings defined. You can replace the shaders section with this one below and you will be able to actually utilize the glowmap and the effects map included in the package.

Code: Select all

<key>shaders</key>
		<dict>
			<key>caduceus.png</key>
			<dict>
				<key>vertex_shader</key>
				<string>ahruman-generic.vertex</string>
				<key>fragment_shader</key>
				<string>griff_rocket.fragment</string>
				<key>textures</key>
				<array>
					<string>caduceus.png</string>
					<string>caduceus_glow.png</string>
					<string>caduceus_effects.png</string>
				</array>
				<key>uniforms</key>
				<dict>
					<key>time</key>
					<string>universalTime</string>
					<key>engine_level</key>
					<string>speedFactor</string>
					<key>hull_heat_level</key>
					<string>hullHeatLevel</string>
					<key>laser_heat_level</key>
					<dict>
						<key>binding</key>
						<string>laserHeatLevel</string>
						<key>bindToSubentity</key>
						<false/>
					</dict>
				</dict>
			</dict>
		</dict>