I just voted on the TGY group - I like the ankh skin, but I think it would look better as a black hull with white (or light grey) ankh.
OK, some news on the development:
I've been trying to collate the models and information that Rik has been sending to me over the last couple of weeks. I now have a folder with all of Arnoud's models, although the numbering scheme has 5, 8 and 10 missing. The existing models are:
smallmonument1 (unknown)
smallmonument2 (infinity symbol)
smallmonument3 (star of David)
smallmonument4 (notched crucifix)
smallmonument6 (pointy crucifix)
smallmonument7 (pentagram)
smallmonument9 (cube with excerpt from Dark Wheel)
smallmonument11 (wooden cross)
Also, I have the beacon model.
I have written a new shipdata.plist file with all of these in it, under the role of grave_monument. This should mean that Oolite should generate them at random if I use the role in the planetinfo.plist file.
I have the following AIs:
derelictAI
gravemonumentAI
gravestationAI
graveyardbeaconAI
The first three do nothing...they just sit there. The beacon AI is supposed to send a stroppy comm to the player then fire off a missile at him. It so far does not! The code is on my computer at home, but is similar to this:
Code: Select all
"DEFENSE_MODE" = {
ATTACKED = (setTargetToPrimaryAggressor, broadcastDistressMessage, increaseAlertLevel, "sendCommsMsgToPlayer: oi! stop it!", fireMissile);
};
Note that the word 'sendCommsMsgToPlayer' may not be exactly what I have entered.
I still haven't got a spinning station. It still faces the wrong way. It needs to be moved anyway, considering that the description states that the station is under the yard, not between it and the planet as previously thought.
I am trying to work out how to effectively populate a double armed spiral shape without bringing Oolite grinding to a halt... I've pretty much accepted that it ain't gonna spin, although the monuments themselves should be able to spin slowly using that quaternion thingy that Giles outlined. Again, though, it may be quite processor intensive, so I may reserve that only for certain monuments.
I am planning on adding a new entry or two in the shipdata.plist file outlining the TOG Krait and the Lancet that Arnoud has designed. The Kraits will be simple patrol ships, slowly poddling round the yard. The Lancet will only be seen if a beacon, a monument or the station is attacked.
I need some help with the use of OXPs (I think). It has been said somewhere that OXPs will work with the PC version as long as the plist files are not XML. I have tried with the wolf mk 2 oxp, but Oolite-PC seems not to be able to detect the OXP. It has been installed to oolite.app/AddOns/wolfmk2.oxp.
Can anyone help with this, or will even ASCII OXPs not work this way?