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Re: Released - the Cobra Mark III-XT

Posted: Sat Nov 12, 2011 8:27 pm
by Captain Beatnik
Very stylish! Good work Captain Solo!

Re: Released - the Cobra Mark III-XT

Posted: Sat Nov 12, 2011 9:02 pm
by CommonSenseOTB
CaptSolo wrote:
...but modeling is fun and my stint at shipmaking is nearly over.
But you have real skill and your ships improve with every release. Let the fun continue. :D

Re: Released - the Cobra Mark III-XT

Posted: Sat Nov 12, 2011 11:27 pm
by Svengali
Yes. It's a real improvement. Good work!

Re: Released - the Cobra Mark III-XT

Posted: Sat Nov 19, 2011 10:25 pm
by CaptSolo
Thanks for the comments. New version is now available for download from my Box.net OXP page:
http://www.box.com/s/qgt0x0mbend20eb2i8rb

Background information for this OXP here:
http://wiki.alioth.net/index.php/Cobra_Mark_III-XT

Took longer than I stated earlier. I decided to add a custom ship role inspired by El Viejo's Green Gecko. Players who install this OXP may encounter this ship (5% chance) at the WP beacon. More information on the Wiki page regarding these "Black Knaves of Xecees".

This ship is an excellent upgrade from the standard Cobra 3, but then I am naturally biased and also because I have been commanding one for quite some time now.

Re: Released - the Cobra Mark III-XT

Posted: Sun Nov 20, 2011 12:01 am
by Cody
Tasty ship, the Black Knave variant... fights real hard. Nicely done, Solo!

Re: Released - the Cobra Mark III-XT

Posted: Mon Nov 21, 2011 6:51 pm
by Smivs
Hi Solo,
the link above is to your box account, not the download for the OXP. :wink:

Re: Released - the Cobra Mark III-XT

Posted: Mon Nov 21, 2011 7:59 pm
by Fatleaf
I have had a CTD when I tried it with the shaders off. Here is the log bit,


19:40:56.477 [rendering.opengl.shader.support]: Shaders are supported.
19:40:56.815 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for cobra3xt.fragment:
>>>>> GLSL log:
ERROR: 1:127: 'redGlow' : no matching overloaded function found - implicit conversion not allowed
ERROR: 1:129: 'cyanGlow' : no matching overloaded function found - implicit conversion not allowed
ERROR: 1:132: 'WeaponGlow' : no matching overloaded function found - implicit conversion not allowed
ERROR: 1:137: 'TemperatureGlow' : no matching overloaded function found - implicit conversion not allowed


19:40:56.815 [shader.load.failed]: ***** ERROR: Could not build shader cobra3xt.vertex/cobra3xt.fragment.
19:40:57.366 [rendering.opengl.shader.mode]: Shader mode set to SHADERS_OFF.

Hope it helps.
ImageHGTP

Re: Released - the Cobra Mark III-XT

Posted: Mon Nov 21, 2011 8:32 pm
by CaptSolo
URL changed to point to this OXP. Thanks Smivs.

Leafy, I tested shader effects on my wifes machine without problems so I am at a loss. I'll do so again and see if I can reproduce your results.

edit:
Was just browsing the fragment shader and the thought occurred perhaps diffuse texture is missing the alpha channel. Checking....

Re: Released - the Cobra Mark III-XT

Posted: Thu Nov 24, 2011 9:04 pm
by Griff
I haven't tested this, but I think you might be able to fix the shader error by putting

Code: Select all

#ifndef OO_REDUCED_COMPLEXITY
on line 125
and an

Code: Select all

#endif
on line 138 so the last few lines of the shader look like this (lines 113-140):

Code: Select all

#ifdef OO_LIGHT_0_FIX
   LIGHT(0, normalize(vLight0Vector));
#endif
   LIGHT(1, normalize(vLight1Vector)); // change the 0 to 1 when exporting back to oolite
   diffuse += gl_FrontMaterial.ambient * gl_LightSource[0].ambient;

// Calculate the lighting
   vec4 color = diffuse * colorMap;
// Add the specular highlights   
   color += specular * specIntensity;
// Add in the glowmap hullights
   color += lightMap;
#ifndef OO_REDUCED_COMPLEXITY    
// Add in the red heated metal glow around the exhaust. 
   color += redGlow(effectMap.b * Pulse(min(engine_power, 1.0), 1.0)); 
// Add in the cyan glow around the exhaust. 
   color += cyanGlow(effectMap.r * Pulse(min(engine_power, 1.0), 1.0)) * 2.0;
 
//Add in the laser firing gun barrel flash effect    
  color += WeaponGlow(effectMap.g * Pulse(min(laser_heat_level, 1.0), 1.0));

// Add the all over hull temperature glow. Full Shader mode only
   float hullHeat = max(hull_heat_level - 0.5, 0.0) * 2.0; 
   hullHeat = Pulse(hullHeat * hullHeat, 0.1); 
   color += TemperatureGlow(hullHeat); 
#endif   
   gl_FragColor = color;
}

Re: Released - the Cobra Mark III-XT

Posted: Sat Nov 26, 2011 3:01 am
by CaptSolo
I have been away the past week. Will implement your code additions Griff and test it. Many Thanks.

Re: Released - the Cobra Mark III-XT

Posted: Sat Nov 26, 2011 6:19 pm
by CaptSolo
I have implemented Griff's additions to the fragment shader and it tested okay with no errors in the log.

I have also corrected omissions and redundancies in shipdata.plist brought to light by Fatleaf. New download link:
http://www.box.com/s/0hp2o6i2pfnkupyd44ky

The link on the Wiki page has been changed as well. My apologies to anyone who downloaded the buggy version of this OXP. Do not hesitate to notify me of any other problems.

Re: Released - the Cobra Mark III-XT

Posted: Sun Jan 15, 2012 10:05 pm
by OneoftheLost
The maiden voyage of my brand new Cobra mk.3 XT!

Image


Now, I actually put a considerable amount of thought into downloading this due to balance. I'm not just talking standard ships either, when comparing this to Wolfie's varients (which I consider to be superbly balanced.) it completely outclasses the Cobra Courier SE at 25,000 less.

Granted, the reason I left my Cobra Courier is due to OXP's. To be frank, Random Hits and Galactic Navy are both CONSIDERABLY harder then the standard game. To the point where all of the stock ships are completely outclassed as you progress. I agree with some of what DaddyHoggy said earlier, but I feel that if you are installing any of these kinds of oxp's then you really can't do much with an iron-arsed Mk 3. Then again, Oolite is a game of skill....

Anyway, EXCELLENT oxp. I love the look of the ship, and the stats are reasonable for the price. (However, I would really raise it to at least 350k to somewhat balance it out with the other ship oxps. Just a personal opinion.)

Oh, and the amount of pirate Xt's is ludicrous. I had to turn down the 'roles' segment so I would stop seeing them on every run. (.2 seemed to work fine.) The Black knaves are incredibly fun to fight 1 on 1. I loved that aspect of it.

So congrats, and thanks for the new ship!

Re: Released - the Cobra Mark III-XT

Posted: Sun Jan 15, 2012 11:37 pm
by Cmdr. Maegil
OneoftheLost wrote:
The maiden voyage of my brand new Cobra mk.3 XT!
Granted, the reason I left my Cobra Courier is due to OXP's. To be frank, Random Hits and Galactic Navy are both CONSIDERABLY harder then the standard game. To the point where all of the stock ships are completely outclassed as you progress.
IMO, it's perfectly fine that these OXPs make the vanilla ships pretty much nearly obsolete in comparison; after all in the former you're dealing with hardened criminals' gangs (supposedly with easy access to the black market' more... interesting items) while the latter is all about military power (Thargoid navy included)...

If translated to RL, it'd be like comparing a civilian with an assault rifle and a grenade launcher (don't ask me where he got them) in the family SUV, to a gang's reinforced pick-up with a 7.62 machine gun hardpoint and a RPG launcher on the back, to a military armoured 4x4 with a roof-mounted 12.7, gunner shielding and a couple of AT guided missile launchers in the trunk for good measure.

Otherwise, if you look at the ships that have both civilian and military versions, the civilian will always be less combat-worthy than the military one - like the civilian and military versions of the Hum-Vee.

All have their niche, but the everyday Joe would normally be at a severe disadvantage when tangling with guys passionate about their BFGs.

Re: Released - the Cobra Mark III-XT

Posted: Mon Jan 16, 2012 6:19 pm
by OneoftheLost
Hmm. I guess I didn't think of it that way. I just feel a bit pressured to purchase an upgraded ship after the cobby due to the increased difficulties. I prefer not to use OXP ships in the game for this very reason. A krait is no longer even a signifigant threat when you are going up against say a Vampire Mk 4 or wolf or what have you.


Then again, I seem to be contradicting myself since I'm using Navy and Random hits.

:P

Its really not that big of an issue, just a minor nit-pick really.

Re: Released - the Cobra Mark III-XT

Posted: Wed Jan 18, 2012 9:46 am
by Duggan
Added to my show room list, and indeed engaged in combat a couple of times, Great OXP, Thankyou :)