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The Oolite Extended Project - Fork, no oxp

Discussion and information relevant to creating special missions, new ships, skins etc.

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Lestradae
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Post by Lestradae »

zevans wrote:
... now we KNOW this is a parallel Universe, because that never happens :shock:
Heheeee ... it really did :D

That's luck while having bad luck, as we say in german ...

Cheers

L
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Re: ..

Post by DaddyHoggy »

Lestradae wrote:
Well, there is a silver lining now: My laptop died three days before its garanty would have ended ... :twisted:
:shock: Surely not! Such a claim will make it on to "The Reg" for sure!
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
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Cody
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Post by Cody »

You're right, DH. The Reg would love it.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Thargoid
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Post by Thargoid »

But where's the Paris angle, and can it be recreated using Play Mobil?
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Post by DaddyHoggy »

:lol: :lol: :lol: :lol: 8)
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
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Post by metri »

Here is working Combat Computers.js code:
It puts Target Auto Lock and Target Reticle Sensitive in one file.

Code: Select all

this.shipBeingAttacked = function(attacker)
        {
        if(player.ship.hasEquipment("EQ_COMBAT_COMP") && player.ship.target == null && !attacker.isCloaked)
                {
                player.ship.target = attacker;
                player.consoleMessage("Combat Computers: Auto-locked onto hostile vessel - " + attacker.displayName + ".",5);
                }
        }

this.playerBoughtEquipment = function(equipment)
{
        if(equipment == "EQ_COMBAT_COMP")
                player.ship.reticleTargetSensitive = true;
        if(equipment == "EQ_COMBAT_COMP_REMOVAL")
		player.ship.reticleTargetSensitive = false;
}

this.reset = function()
{
	if(player.ship.hasEquipment("EQ_COMBAT_COMP")) player.ship.reticleTargetSensitive = true;
	else player.ship.reticleTargetSensitive = false;
}

this.equipmentDamaged = this.equipmentDestroyed  = function(equipment)
{
        if(equipment == "EQ_COMBAT_COMP")
		player.ship.reticleTargetSensitive = false;
}
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Eric Walch
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Post by Eric Walch »

metri wrote:
Here is working Combat Computers.js code:
It puts Target Auto Lock and Target Reticle Sensitive in one file.

Code: Select all

	if(player.ship.hasEquipment("EQ_COMBAT_COMP")) player.ship.reticleTargetSensitive = true;
	else player.ship.reticleTargetSensitive = false;
This is incorrect coded. reticleTargetSensitive can also be true because it is defined in the HUD. Players with the special HUD should not be set back because they don't have the equipment.

It is even possible I also coded it wrong. I have a version 1.1 were I take this situation better in account (not yet released but already tested with and without the special HUD).
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Lestradae
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Post by Lestradae »

Sorry guys, I should have mentioned that I solved the puzzles abovementioned some weeks ago already :oops:

To Eric: Reason for reinventing the wheel was that I created a new equipment item - the Combat Computers - which unites the functionalities of different items of equipment into one.

It does target reticle & autolock, analyses missiles, autolocks on attacking missiles, does an auto-ECM and shows bounties if a ship has them.

My problem turned out to be synchronizing that all these functions are properly turned on and off when the Combat Computers are sold and/or rebought. And that the game saves these changes! I had to set a mission variable so that it worked properly.

And then I noticed that I had done the same error with the Galactic Hyperdrive Class 2, that only works when bought but not when loaded from a savegame! Solved that the same way.

Cheers

L
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Lestradae
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Post by Lestradae »

Just irresistible to mention it!

But Realistic Shipyards V3.02b has broken through the 4000 (four thousand!) downloads barrier 8)

It took 8 1/2 months for it to do that ...

:D :D :D

L
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Lestradae
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Post by Lestradae »

Heureka!

It is working ...

Coming soon: Player stations. This time not an April joke.

* Buying and selling of stations (12 types of), using the equipment screen
* Pseudo-randomised availability, type and location
* Income generated from stations
* In some cases, legal consequences (good or bad) from owning certain types of station
* Comprehensive list of owned stations, their income and their locations under "missions"
* You can actually visit your station by going to the system it is in! It is termed "My Rock Hermit" for example, and shows as "P" (Playerowned) on the Advanced Compass
* Depending on the type of station, certain commodities or even equipment are yours already - so you just take them if you want to ...
* Nice little view of your station and transaction details pop up on the equipment screen when buying or selling one

Looking forwards to sharing the beta testing with you :D

T'was a lot of work ...

L
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Post by Lestradae »

Oolite Shipyards Extension WiP V0.65 can now be downloaded from the first page of this thread. Beta- and playtesters, please replace any earlier OSE WiP version with this one!

The changes from V0.5 to V0.65 are:

Bugfixes:
* Fixed a lot of further case sensitivity problems on linux systems inherited from diverse oxp's
* Scanner Jammer Filtering appearing twice on the equipment screen when owned bug solved by applying a patch to the core game
* The Combat Computer's target reticle function now works as intended, also if the CC is repeatedly bought & resold
* Scoundrel ship exhaust position bug repaired
* Mussurana ship Extra Energy Unit/NEU bug resolved
* Galactic Hyperdrive Class 2 will no longer stop working after having reloaded from a savegame
* Integrated Eric’s AI etc. (escape capsule bug) fix for the Cobra Clipper oxp

Additional features:
* Player Station feature: Buying and selling of player stations (12 types), using the equipment screen
* Player Station feature: Pseudo-randomised availability, type and location of player stations
* Player Station feature: Income generated from player stations
* Player Station feature: In some cases, legal consequences (good or bad) from owning certain types of player stations
* Player Station feature: Comprehensive list of owned stations, their income and their locations under "missions"
* Player Station feature: You can actually visit your station by going to the system it is in! It is termed "My Rock Hermit" for example, and shows as "P" (Playerowned) on the Advanced Compass
* Player Station feature: Depending on the type of station, certain commodities or even equipment are yours already - so just there for the taking
* Player Station feature: Nice little view of your station and transaction details pops up on the equipment screen when buying or selling one
* Special pirate bounties for "Most Wanted" pirates with iron ass or carrier ships now work as intended
* Integrated the Super Hub station (from P.A.Groove & Griff) for high TL worlds as an option and as default main station for the special TL 16+ worlds
* Anti Missile System now has an auto-ECM function (made by Screet) on top of everything else
* Ships for sale sometimes have the additional, special equipment options made possible by OSE preinstalled
* The OoBay Auction stations and their nodes now launch defenders and assign bounties against attackers and greet arriving Commanders only once
* DaddyHoggy’s OoBay logo now visible on the OoBay stations' docking port (thanks DH!)

Additional Add-Ons & Mergers:
* Combat Computers now unite the functions of: Analysing the type of incoming missiles and showing a warning display; auto-locking the target computer onto incoming missiles and automatically activating an ECM pulse; alerting the pilot about criminal vessels and their bounty; colouring the target reticle red when a target is between the laser crosshairs; automatically locking the target computer onto any attacking hostile vessel if there is currently no other target lock set and thereby auto-firing the ships turrets at incoming missiles if the current ship has any
* Created a player version of the tongue-in-cheek griff_planetexpress and merged that oxp in
* There are now player versions of the Behemoth & (Navy) Frigate
* The Behemoth uses the neolite model - incompatibilities with other oxps regarding the new behemoth model should have been resolved (some testing still required)
* Behemoth and Frigate each expanded to complete ship classes (see above on the main additional features list for details on that)
* Ramon Anaconda included
* Ixian ships version in OSE has been updated to Eric's upgraded V1.1
* Aquatics V2.02 player ships and NPC versions merged in (Aquatics still needed for the full oxp, just the player & NPC ships are in OSE)
* All versions & colours of the STE ship oxp series have been merged in, including the Blackjacksbullion.oxp’s STE player ships (but not the missions etc.)
* Simon F’s neoships and neocompanions have been merged in - reworked to be compatible with any other oxps
* Further eight equipment oxps were merged in: Captured Thargons 1.00, Energy Equipment 1.04, ettBeaconLauncher, FuelCollectorV0.06, Ore_processor 1.53d, Probe_1.02, Rock_Hermit_Locator1.3 & Welcome Mat 1.05
* Integrated the Dragonfireflyst.oxp and all functions & ships of Simon F’s Neomegaship.oxp - corrected the subentities bug of the latter while at it
* All versions of the Kirin ship oxps have been merged in
* Integrated all 10 WiP oxps of Griff’s ships and set the Griff Cobra Mk III as standard player Cobra - made compatible with/combined with Simon's versions and the original versions plus Sung's textures. All three ship sets can be encountered simultanously in the game

Warning:
The download size is enormous (~ 231 MB) - and, make sure that you have a really good computer to run this on - dual-core 2.5+MHz and 4GB RAM are recommended if you want FPS to go above 20!

The oxps that have been merged into OSE completely should, for the moment, not be used in combination with the OSE Beta V0.65. A complete list of oxps merged partially or completely to create this meta-oxp is to be found below.

The oxps of which parts have been merged in (like shady black monks, aquatics etc.) can be used in combination with OSE Beta and are, in fact, recommended.

The BigShips oxp created by Thargoid & Eric has to be used in conjunction with OSE WiP, as it is dependant on this one's functions.

Hope you have fun @testing

L

The complete "oxps merged in" list is as follows:

Oolite Shipyards Extension V0.65 includes material from 156 oxps completely merged into it and contains ships, but not their complete contents, from a further 10 oxps (Materials used stem from 166 oxps):

Player Ship oxps: 109
Equipment oxps: 23
Station oxps: 8
Miscallenous oxps: 6
Works in progress: 10 (Griff)
Partially used oxps: 10

* Player Ship oxps fully included (.109.):
AAACrooks, Aegidian-Special, All-Stars, Amen_Bricks_Megaships, AphidV2, Aquatics 1.04, arachnid, att1, A-Wing, bandersnatch, Boyracers, buzzer, B-Wing, caduceus, Cobra3Njx, Cobra35, CobraClipperPC, Condor, Dragon 1.72, Dreams01Beta, Dredger, DWCobra3, Eagle2, Executive Spaceways V2.2, Far Star, Ferdelance_NG, Ferdepai, Firewasp, fsr, galcops, Grass_Snake, Greekshipset1, griff_planetexpress, griff_ships_remixed, Griffin2, Hammer, Herald, Hotrods, Icarus, Illicit_Unlock_FIX1.56, Impcourier (Navy), Impcourier2 (Civilian), Interceptor, Isisinterstellar, Ixianfreighter, Ixianships 1.1, Jabberwocky, Kestrel&Falcon, kirin, kirin_sport, Lambda, Lane_Legal, liberator, Llama, Longshot, Manta, Marett_Vol1, Marett_Vol2, Merlin, Missionaries, Morrigan, MPakRedux, Murgh_XShips, NavyStarships, Neocaduceus, Neolite, neoliteCompanion, neolite-Megaships, Newships, nuvipers, Oldships, Outrider, Pallas, Pelamis, Phoenix, PTI, PythonClassCruiserV2.6, Racers, Renegade_Viper, RoC, SalezaV2, Shield-Tail, Shreddies, snark, Spearhead_1, Ste3c, Stingray, Stingray_Mk_II, s-ships, Supercobra, Swift, Tardis, Terrapin, Tesoura, TIE, Tiger, Tribant, typhoon, Urutu_IV, UrutuMkIII, Velocity, wakapiko0109, wakatoro0109, WolfMk2, Wolfwoods_Variants, xarik, X-Ships, X-Wing & Y-Wing

* Player Ships (and in one case, also a player-buyable station) included from oxps but not their complete oxp contents (.10.):
Aquatics 2.02, Assassins, Blackjacksbullion, Commies, Dredgers 2.2, Galactic Navy, Ionics-1.2.1, shady_black_monks, Vector1.1 & Oo-Haul

* Equipment oxps de facto fully included (.23.):
AMS 1.00, Bounty Scanner, Captured Thargons 1.00, Drones 1.01, Energy Equipment 1.04, ettBeaconLauncher, FuelCollectorV0.06, Fuel Tank, MaegilsMissiles, milmissile, Missile Analyser 1.1.1, Missiles and Bombs v2.0, Missile Rack 1.02, nuke, NUKES (Eric testversion), Ore_processor 1.53d, Probe_1.02, Repair Bots 1.00, Rock_Hermit_Locator1.3, Sell equipment, Target Autolock, Target Reticle & Welcome Mat 1.05

* Station oxps fully included plus stations now also player-buyable (.8.):
FTZv0.13, Fuel_Station_1.12, Galcop_trade_outpost, griff_shady_station, gwxstations, hOopyCasino, Pirate_coves1.1b & pagroove_superhub

* Miscallenous oxps fully included (.6.):
DeepspaceHud, DeepSpacePirates, Renegades, Status_Quo_Q-bomb, Sung's Textures & tty

* Griff's works in progress included so far (.10.):
1Map Griff Krait, fresnel_thargoid, griff_adder_normalmapped, griff_cobra3_normalmapped, griff_normalmapped_cobra_1, griff_normalmapped_ferdelance, griff_normalmapped_newkrait, griff_normalmapped_thargoid, griff_sidewinder_normalmapped & griff_viper_normal_mapped
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Lestradae
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Post by Lestradae »

Frak!

Exchanged the planetinfo.plist which has the playerstations spawned by its shipkey instead of role - leading to most of them not being spawned :(

Will provide a patch for this tomorrow (everything else player station wise works)

L
zevans
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Post by zevans »

* Scanner Jammer Filtering appearing twice on the equipment screen when owned bug solved by applying a patch to the core game
Does this mean a minimum version of trunk is now recommended, to get this patch, and if so, what version?
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Lestradae
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Post by Lestradae »

No, for the time being any version of the "1.73" trunk is OK, but it has to be the trunk version - OSE WiP needs at least one function not yet there under Oolite 1.72.2.

I would wait with the download for one further day, though, I have found a few things to change/fix and will upload an OSE V0.66 soonish.

The patch is one for the core game - it's a patch for an Oolite bug, not an OSE one. The download for the Oolite patch and instructions are to be found on the first posting of this thread.

Cheers

L
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Rustybolts
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Post by Rustybolts »

Shame There's no lite version (could exclude all the ships) Won't run on my lil netbook, but like idea of buying an selling stations, Include all equipment addons and oobay auctions sounds interesting dunno what it is but hey! :D
STE.+ Firefly/Dragonfly + BlackJacksbullion v.1.23 link below.
http://www.mediafire.com/?sharekey=ca16 ... f6e8ebb871
Image
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