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Posted: Wed Aug 09, 2006 1:35 pm
by Arexack_Heretic
that could well be.
My cargo and fuelpod were coded as wreckage.
hence Wrex-teaser
You really need to delete the fuelpod, it is also included in the cargo-teaser.
Posted: Wed Aug 09, 2006 2:09 pm
by LittleBear
Implemented the 3 Gas Giants (and rebel moon)
I've swapped them round so the hellish Hades is in the background for the attack on the Deathburger!
Probabley finish doing the Giant's Hotel's today. Ill give them beacons with the Letters H, V, and A so you can find the giants with your advanced space compass. They are all in view from the point where you exit hyperspace, but not from other places in the system.
Posted: Wed Aug 09, 2006 2:54 pm
by lex_talionis
<demanding>man... why can't
all the systems look this purdy?
</demanding>
Posted: Wed Aug 09, 2006 3:03 pm
by LittleBear
It is actually really easy to do. It is Giles' code that is making the planets look so nice!
I thought red blue and green would look cool. To do Hades I just typed "flames" in photobucket's search and got pictures of flames. I downloaded this one, changed it to a PNG file and saved it in the OXPs textures folder.
The Code to make and add the planets is also really easy. You just put a planetinfo file in the OXP's Config file. To define the planet you use:-
"gas_giant1" = {
position = "7000000 8000000 25650000";
radius = 240000;
orientation = "1.0 0.0 0.0 0.0";
texture = "flames.png";
seed = "1 2 3 4 5 6";
"polar_color_factor" = 2.5;
"rotational_velocity" = 0.04;
};
The under scripted actions you use:-
"addMoon: gas_giant1",
Finally you tell the game in which system you want you the planet(s) to be using galaxy number and planet number (in this case 6 and 13).
I've coded the hotels and now want to add them, one near each planet.
Trouble is I don't really know what the numbers for position actually mean. I just looked at Diso.oxp and fooled about with some numbers. I know they relate 1st one, left/right second one up/down and third one is distance. However, the don't relate to the addships command numbers.
Does anyone know, if I want to put a hotel 10 km from the Giant, what numbers I use in the addships command?
I used a picture of some grass to make the green one and a picture of some water to make the blue one!
Posted: Wed Aug 09, 2006 3:29 pm
by ramon
I think the numbers you use in the addships command are pcm (or something like that). You can get the exact numbers you need by playing the game and pressing Shift+F. Under the frame rate are the three numbers you need. They relate to the exact position in space you are, so make sure you're in the right place before writing down the numbers.
Posted: Wed Aug 09, 2006 5:00 pm
by LittleBear
Cheers Ramon, that code worked perfectly. It will be really handy as well for putting the Deathburger in a place were it looks cool against the backdrop of the planets and for adding groups of battleing ships.
Checking in at the Deep Space Hoopy Hotel:
Posted: Wed Aug 09, 2006 11:48 pm
by LittleBear
Hi Heretic.
As discussed, I'm useing Giles's Military Station as a stand in for the Deathburger, so I can perfect the AIs for the Rebels, the Deathburger and Ramon's defence ships whilst you are getting on with doing the Deathburger. Saw your 1st draft. Wow. (I'm posting nothing here, this will be a big surpirse to players of the OXP!).
Just so you have an idea how Giles's station looks at the point where it comes in ID Computer range, here is a screen shot. When you do the size for the Deathburger, perhaps you could do it so it looks like it is dominating the moon! I guess you know the stats of the Military Station.
In tech terms the station is at pwm 18477 29351 389941.
By the way, once we've pulled everything together, I reckon I'll need to do a weeks worth of playtesting before uploading, so whilst I'm doing this I'll make all the 20 systems that feature in the OXP multi-planeted. Its faily easy now I've got the hang of it doing this system. I won't do hotels for them all, just a reaseach station (like_shiped to a rock hermit). So check your space compase for an S when in an Assassins.oxp altered system to find the new planets!
Posted: Thu Aug 10, 2006 8:45 am
by Arexack_Heretic
I was wondering about stations actually.
how do you give a custom station main-station-rights,
ie allowing savegame, autodocking and having S-EAGIS safezone?
We could use smaller versions of millitary station as defence platforms...
Did you put the Rebelbase on the moon?
(at 1planetradius+10m from moonlocation, facing out?)
I'm really itching to do a modular hermitagecomplex....must... fininish...other....stuff....first...
Posted: Thu Aug 10, 2006 9:31 am
by LittleBear
Well I sort of put a base on the moon, by drawing one onto the texture for the moon using paint! (cos my art isn't very good, it looks like a black splode). Reasistic, as you proabley couldn't make out any deatil from orbit, (The Great Wall of China is about the only man-made structure visible from low earth orbit), but not as fun.
I don't think you can give non-main stations the functions of a main station.
When will this OXP be released?
Posted: Thu Aug 10, 2006 10:39 am
by ArkanoiD
I completed all other missions, no one beats my flight training ring best time, Morrigan is still unvavailable for sale, i am thinking on changing my FdL NG to Hatchling H3 to start annoying NPCs
Posted: Thu Aug 10, 2006 10:41 am
by ArkanoiD
LittleBear wrote:Implemented the 3 Gas Giants (and rebel moon)
https://bb.oolite.space/viewtopic.php?t=2311
Posted: Thu Aug 10, 2006 10:56 am
by LittleBear
I did think about adding rings. It would be possible with adding asteroids at the right position, but the slowdown to the game would be immense at it would need thousands of asteroids to make a decent ring. As it is it takes about 5 seconds for the game to start up again when you jump in!
I've implemented Ramon's Mongoose Defence Craft. These are tiny with very little engery, but they attack in huge swarms. I gave them military lasers and 10 of them cut me to bits in about 30 seconds. I wanted to tone them down by giving them plasma cannons. Also all this green plasma flying around would look cool.
In shipdata i've specificed:-
<key>forward_weapon_type</key>
<string>WEAPON_TWIN_PLASMA_CANNON</string>
But they now appear unarmed. Has the plasma cannon been removed from v1.65? Come to think of it, it is not for sale in the shipyard anymore.
Posted: Thu Aug 10, 2006 11:12 am
by Arexack_Heretic
It is still available in v1.65b3, as my ship has them in all views except for front.
They still work.
I never succeeded in killing anything with them though. they only heat up my lasertemp.
ps plasma colour can also be changed by <laser_colour>.
pps
I am by coincidence working on a small asteroid ring, for racing purposes.
And it does slow down the game quite a bit. it takes 5-10 seconds to open a savefile at the system. And that is with only a ring around the planet.
Could improve once I get the location of the planet fixed, what a headache! I did everything in wpm coordinates and guessed the planetloacetion off by a fraction of an AU; the belt dives into the planet at one point. gonna fix that to pwm today.
Posted: Thu Aug 10, 2006 11:19 am
by ramon
Try
<key>forward_weapon_type</key>
<string>WEAPON_PLASMA_CANNON</string>
that first, maybe it's the TWIN bit that's causing a problem or give them beam lasers
Posted: Thu Aug 10, 2006 11:24 am
by LittleBear
Given them pulse lasers for the minute (they still had my shields down after about a minute!). 10 ships with pulse lasers are a lot more dangerous than a couple of ships with military lasers, as you take a lot more hits. I'd like to keep the "swarm" effect as it looks good. Think of them like killer bees. Harmless alone, but deadly in a swarm!