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Re: Griff's normalmapped ship remakes

Posted: Tue Sep 22, 2015 5:23 pm
by Cody
Would you kindly refresh my memory, spara - which whatsits do I need? Currently, I have Griff's individual OXPs installed (as replacements).

Re: Griff's normalmapped ship remakes

Posted: Tue Sep 22, 2015 5:38 pm
by spara
Cody wrote:
Would you kindly refresh my memory, spara - which whatsits do I need? Currently, I have Griff's individual OXPs installed (as replacements).
I gather that you have the old oxps from griff's box and my older balancer & replacement packages. If that is so, you need to manually download the replace package from the manager web interface, open it up and remove or edit the manifest.plist. It has requirements for the packages in the manager and it won't load, if those packages are not installed. After that, you can remove my old balancer and replacement oxps as they are included in the new package.

...Or you can move the old individual oxps away and let the Replacement package from the manager download the whole set (~170 MB). That way you'll automagically get Griff's future updates.

Re: Griff's normalmapped ship remakes

Posted: Tue Sep 22, 2015 10:09 pm
by Griff
I've updated all the oxz to remove the various 'overrides' plists, I've also removed all the shiplibrary.plists, and I've fixed the shipyard.plists by copy/pasting in the settings from the default oolite file and I've added Griff into each ship title in the manifest.
I'm not 100% sure of how to do the "use strict" line in the .js files in alloys and wreckage, so I had a quick look on google and it just said to put "use strict"; as the first line in the file so I've done that :lol:
Thanks again spara for your work sorting out the meta oxz! very cool!
still to do - the asteroids oxz and probably some other stuff

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OXZ Title				                  Version 
oolite.oxp.Griff.Adder.oxz                     1.04.3
oolite.oxp.Griff.Anaconda.oxz 	          1.04.3
oolite.oxp.Griff_alloys_and_wreckage    1.0.1
oolite.oxp.Griff.Asp.oxz 		         1.04.3
oolite.oxp.Griff.Boa.oxz   		         1.04.3
oolite.oxp.Griff.Boa_MkII.oxz 	         1.04.4
oolite.oxp.Griff.Cargopod.oxz 	         1.04.3
oolite.oxp.Griff.Cobra_MkI.oxz 	         1.04.3
oolite.oxp.Griff.Cobra_MkIII.oxz 	         1.04.3
oolite.oxp.Griff.Constrictor.oxz 	         1.04.1
oolite.oxp.Griff.Escape_Capsule.oxz      1.04.3
oolite.oxp.Griff.Ferdelance.oxz 	         1.04.3
oolite.oxp.Griff.Gecko.oxz 		         1.04.4
oolite.oxp.Griff.Krait.oxz 		         1.04.4
oolite.oxp.Griff.Mamba.oxz 		         1.04.4
oolite.oxp.Griff.Mamba_alt_texture.oxz  1.04.4
oolite.oxp.Griff.Missiles.oxz 	         1.02.1
oolite.oxp.Griff.Moray.oxz 		         1.04.5
oolite.oxp.Griff.Python.oxz 	                 1.04.3
oolite.oxp.Griff.Shuttle.oxz	                 1.04.3
oolite.oxp.Griff.Sidewinder.oxz 	         1.04.4
oolite.oxp.Griff.Thargoids.oxz 	         1.04.3
oolite.oxp.Griff.Transporter.oxz            1.04.3
oolite.oxp.Griff.Viper.oxz                      1.04.3
oolite.oxp.Griff.Worm.oxz                     1.04.3

Re: Griff's normalmapped ship remakes

Posted: Tue Sep 22, 2015 10:20 pm
by Duggan
Hello Spara,

Since your recent update I have been able to purchase a Boa Class Cruiser with a Military Shield Enhancement as an extra added equipment in the purchase price. I have yet to try and purchase a MSE using a stripped down vessel having not as yet reached a tech 14 or above world. I will attempt it when I get to Xexedi . :)

Re: Griff's normalmapped ship remakes

Posted: Wed Sep 23, 2015 12:41 am
by Cody
@Griff - are Tharglets included in the Thargoids OXZ now? I don't see them in that list.

@spara - will the new OXZ replace thingy work okay (roles-wise) with Griff's other standalone OXPs, such as the Cobra Mk III variants (of which I have four)?

Re: Griff's normalmapped ship remakes

Posted: Wed Sep 23, 2015 5:43 am
by Griff
yes, i merged the thargoids and tharglets into the one oxz. i also merged the missile and ecm proof missile oxz into a single oxz and did the same for the viper, viper interceptor and viper pursuit oxz ( oh actually, these were already merged together :lol: )

Re: Griff's normalmapped ship remakes

Posted: Wed Sep 23, 2015 6:27 am
by spara
Great Griff, now it's starting to look real good 8) . When you get the asteroids package to the manager, I'll add them to the Replace package too for an almost fully upgraded experience. Almost, because we're still missing Cheyd's buoy from the manager. Has anyone contacted him about it?
Cody wrote:
@spara - will the new OXZ replace thingy work okay (roles-wise) with Griff's other standalone OXPs, such as the Cobra Mk III variants (of which I have four)?
It depends a bit. If those variants are stand-alones with no like_shipping (or like_shipped from core templates) and no conflicting shipdata keys, then there's no problem. If they are for some reason like_shipping from old core shipdata keys ("adder", "asp", etc), and they expect to get roles from there, then there will be trouble. Most likely there will be no trouble, just more Cobra III's than in the core distribution.

I assume that at least some of these variants are Griff's. Are they some experimental or high poly ones? Would there be some sense in integrating some of them to Griff's Cobra III package? That way I could balance the roles a bit from the Replace thingy.

Is there any need for an "Addition" package? Currently it's already possible to do one by downloading single ships individually or by downloading them all with the "Replace" package and then removing it. Is there some need for re-balancing roles for additional ships?

Re: Griff's normalmapped ship remakes

Posted: Wed Sep 23, 2015 1:05 pm
by Amah
spara wrote:
Almost, because we're still missing Cheyd's buoy from the manager. Has anyone contacted him about it?

Nope...

Re: Griff's normalmapped ship remakes

Posted: Wed Sep 23, 2015 1:34 pm
by Cody
The Cobra variants are all Griff OXPs, spara - I have these four installed:

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Griff_Cobra_Mk3_v1.04.2.oxp
Cobra_Mk3_Subentmissiles_Oolite_v1.8.oxp
Griff Cobra MkIII Alt v1.3.oxp
griff_CobraIII_alt_Chrome_effect_hull_v1.0.oxp
In my opinion, the second and third should be included in the meta (the first already is, and the fourth is a player-only OXP)

Re: Griff's normalmapped ship remakes

Posted: Wed Sep 23, 2015 2:32 pm
by spara
Cody wrote:
The Cobra variants are all Griff OXPs, spara - I have these four installed:

Code: Select all

Griff_Cobra_Mk3_v1.04.2.oxp
Cobra_Mk3_Subentmissiles_Oolite_v1.8.oxp
Griff Cobra MkIII Alt v1.3.oxp
griff_CobraIII_alt_Chrome_effect_hull_v1.0.oxp
In my opinion, the second and third should be included in the meta (the first already is, and the fourth is a player-only OXP)
Including these is up to Griff of course, but I'm a bit hesitant about including Cobra 3 with missiles as subents to the meta. It's cool, but sort of breaks the pattern with other ships. I think it should be available as an additional ship. That alternative cobra model is a high-poly version and as such should also be available as an additional ship so that there's a purchaseable player model too with low enough probability. Sort of a special ship to be found.

Re: Griff's normalmapped ship remakes

Posted: Wed Sep 23, 2015 2:38 pm
by Cody
Aye well, fair enough - that makes sense.

Re: Griff's normalmapped ship remakes

Posted: Sat Sep 26, 2015 10:12 am
by Griff
Asteroids bundle should be up in the oxz manager now. http://wiki.alioth.net/img_auth.php/4/4 ... eroids.oxz

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{
   "identifier" = "oolite.oxp.Griff.Asteroids";
   "required_oolite_version" = "1.80";
   "title" = "Griff Asteroids";
   "version" = "1.0";
   "category" = "Retextures";
   "description" = "Griff Asteroids Bundle. Requires a video card capable of supporting Oolite Shaders.";
   "author" = "Griff";
   "information_url" = "http://wiki.alioth.net/index.php/Griff_Industries";
   "license" = "CC-BY-NC-SA 4.0";
}

Re: Griff's normalmapped ship remakes

Posted: Sat Sep 26, 2015 9:51 pm
by Cody
The Wolf Mk II always seems to be the same dull blue/grey paintjob lately - is something amiss, or is it me? The earlier version had brighter colours.

I've installed all your core OXZs via the manager now, using spara's replacement thingy. I had to dig into the station bundle to add different rotation speeds for the three station types. Oolite's core stations all rotate at the same speed (I think), which is something I thought had been changed - ho-hum!

Re: Griff's normalmapped ship remakes

Posted: Sun Sep 27, 2015 7:38 pm
by Cody
Having switched to the managed shipset, I'm now getting errors when I add these two OXPs:

Cobra_Mk3_Subentmissiles_Oolite_v1.8.oxp
Griff Cobra MkIII Alt v1.3.oxp

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20:36:14.682 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "griff_normalmapped_cobra_mkIII_with_subent_missiles_NPC" has unresolved subentity griff_normalmapped_cobra_mkIII_front_gun.
20:36:14.715 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "griff_subent_missile" specifies non-existent model "griff_missile.dat".
There was also an error about the missing subent missile script, and the alt-Cobra screws with my player chromed alt-Cobra (they could do with merging).

Had to remove both of them. <sobs>

Re: Griff's normalmapped ship remakes

Posted: Mon Sep 28, 2015 12:07 am
by CaptSolo
Sounds like a nomenclature conflict somewhere in the plists, amigo. Griff overhauled all his core ships for Oolite 1.80+, merging engine, gun and hull into one model, eliminating the need for subent declarations.