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Re: V1.77

Posted: Sat Mar 16, 2013 12:12 pm
by Disembodied
CmdrLUke wrote:
It is quite a reasonable assumption that a ball turret could be a laser turret with a "ball mounting" that can swivel, yes?
It is, yes - I think you're right, the name "ball turret" refers to its mounting. Probably though Commander McLane, not being a native English speaker, assumed it referred to what it fires. That's the trouble with the non-native English speakers on the forum, they're very hard to spot! ;)

Re: V1.77

Posted: Sat Mar 16, 2013 5:08 pm
by Commander McLane
Also, there is no such thing as a laser turret in Oolite, and never was, except for Thargoids. Thus, in Oo-speak, a "turret" is always the same as a "plasma turret".

Re: V1.77

Posted: Sat Mar 16, 2013 6:45 pm
by mandoman
onno256 wrote:
Since 1.77 came out, I've started a new savegame, though it is tougher, it is do-able
This sounded like a good idea, so I'm trying it. It has to be one of the hardest things for a person who has played the game, and become proficient with all it's weapons, and defenses. However, after three trips, from Lave to Leesti, Leesti to Diso, and back to Leesti, I have only been assaulted once. I thought I was dead meat, but GalCops actually came to my rescue. Man, that Cobra 3 is slow without injectors, and such. :)

Re: V1.77

Posted: Sun Mar 17, 2013 2:12 am
by Diziet Sma
Eric Walch wrote:
You do need the new subentity definitions though:

Code: Select all

			{
				"subentity_key" = "bweed-falcon-turret";
				type = "ball_turret";
				position = (0.0, 6.5, -9.5);
				orientation = (0.25, 0.75, 0, 0);
				"weapon_range" = 7500;
			},
			{
				"subentity_key" = "bweed-falcon-turret";
				type = "ball_turret";
				position = (0.0, -6, -9.5);
				orientation = (0.25, -0.75, 0, 0);
				"weapon_range" = 7500;
			},
Ok.. that makes sense.. thanks.. 8)

Just to be clear, since the Falcon shipdata.plist is in the old style, with the turret and subentities defined separately, what changes do I need to make where? This is the relevant sections as I have them currently.. and would it pay for me to convert the plist to the new style before changing things?

Code: Select all

	<key>subentities</key>
		<array>
			<string>bweed-falcon-player_turret 0.0 6.5 -9.5 0.25 0.75 0.0 0</string>
			<string>bweed-falcon-player_turret 0.0 -6 -9.5 0.25 -0.75 0.0 0</string>
		</array>

<snip>

	<key>bweed-falcon-player_turret</key>
	<dict>
		<key>ai_type</key>
		<string>nullAI.plist</string>
		<key>energy_recharge_rate</key>
		<real>5</real>
		<key>laser_color</key>
		<string>magentaColor</string>
		<key>max_energy</key>
		<real>200</real>
		<key>model</key>
		<string>bweed-falcon-turret.dat</string>
		<key>name</key>
		<string>bweed-falcon-turret</string>
		<key>roles</key>
		<string>bweed-falcon-turret</string>
		<key>setup_actions</key>
		<array>
			<string>initialiseTurret</string>
		</array>
		<key>smooth</key>
		<true/>
		<key>thrust</key>
		<real>1</real>
		<key>weapon_energy</key>
		<real>10</real>
		<key>weapon_range</key>
		<real>7500</real>
		<key>fire_rate</key>
		<real>0.25</real>
	</dict>
another_commander wrote:
One thing to remember (and I did not make it clear earlier, sorry about that) is that the distance checked for the turrets to start firing is not the same as the one displayed on the distance indicator on the HUD. The distance indicator shows distance to the bounding box edges where collision detection occurs, not distance to the center of the entity. This can be misleading when using just the HUD to judge distances. I did another test and documented it with screenshots, which I hereby present.
<snip>
I hope the above explains how and why it works as expected and why the distances can be sometimes misjudged. I have not tested what happens if the turret weapon range is set to the theoretical 7500m maximum but I believe Eric covered this already in his earlier post. Still, if there are unclarified points, feel free to ask.
That clears things up nicely.. thanks very much for taking the time to check it out and explain it all.. much appreciated! 8)

Re: V1.77

Posted: Sun Mar 17, 2013 10:57 am
by onno256
mandoman wrote:
onno256 wrote:
Since 1.77 came out, I've started a new savegame, though it is tougher, it is do-able
This sounded like a good idea, so I'm trying it. It has to be one of the hardest things for a person who has played the game, and become proficient with all it's weapons, and defenses. However, after three trips, from Lave to Leesti, Leesti to Diso, and back to Leesti, I have only been assaulted once. I thought I was dead meat, but GalCops actually came to my rescue. Man, that Cobra 3 is slow without injectors, and such. :)
Told Ya, It Can Be Done, however, we're forced to play smarter, which is a good thing in my humble opinion...

And yes, the Cobbie is slow without injectors, beef 'er up, and good luck :)

Re: V1.77

Posted: Sun Mar 17, 2013 11:13 am
by Eric Walch
Diziet Sma wrote:
Just to be clear, since the Falcon shipdata.plist is in the old style, with the turret and subentities defined separately, what changes do I need to make where? This is the relevant sections as I have them currently.. and would it pay for me to convert the plist to the new style before changing things?

Code: Select all

	<key>subentities</key>
		<array>
			<string>bweed-falcon-player_turret 0.0 6.5 -9.5 0.25 0.75 0.0 0</string>
			<string>bweed-falcon-player_turret 0.0 -6 -9.5 0.25 -0.75 0.0 0</string>
		</array>

<snip>
I don't know why everybody keeps using the XML format as the old text format is much more readable when using text editors for plists. In XML you must replace those two lines by:

Code: Select all

			<dict>
				<key>subentity_key</key>
				<string>bweed-falcon-turret</string>
				<key>type</key>
				<string>ball_turret</string>
				<key>position</key>
				<array>
					<string>0.0</string>
					<string>6.5</string>
					<string>-9.5</string>
				</array>
				<key>orientation</key>
				<array>
					<string>0.25</string>
					<string>0.75</string>
					<string>0</string>
					<string>0</string>
				</array>
			</dict>
			<dict>
				<key>subentity_key</key>
				<string>bweed-falcon-turret</string>
				<key>type</key>
				<string>ball_turret</string>
				<key>position</key>
				<array>
					<string>0.0</string>
					<string>-6</string>
					<string>-9.5</string>
				</array>
				<key>orientation</key>
				<array>
					<string>0.25</string>
					<string>-0.75</string>
					<string>0</string>
					<string>0</string>
				</array>
			</dict>
Not as readable than my previous text.plists hough. :)
EDIT: I see that I already removed the weapon_range entry from my version. You also have to add it again in above code when you want to use custom ranges.

Re: V1.77

Posted: Sun Mar 17, 2013 12:32 pm
by Diziet Sma
Many thanks for the help, Eric! 8)
Eric Walch wrote:
I don't know why everybody keeps using the XML format as the old text format is much more readable when using text editors for plists.
Well, the current version of the OXP does date from March 2008.. and the original from October 2006! :lol:

Re: V1.77

Posted: Tue Apr 23, 2013 10:39 pm
by Alextended
Still having stick drifting issues, will editable deadzones every be added in the options?

Re: V1.77

Posted: Wed Apr 24, 2013 8:59 am
by Diziet Sma
Alextended wrote:
Still having stick drifting issues, will editable deadzones every be added in the options?
It might happen at some point.. but that's a function more properly left to the joystick software/driver for your particular 'stick. In the meantime, if you look in the relevant Mac, Linux or Windows sub-forum, you will find solutions that have helped a lot of people already.. if you still get stuck, or can't find the relevant threads, a post in one of those 3 sub-forums is the best place to get help.

Re: V1.77

Posted: Wed Apr 24, 2013 1:38 pm
by Thermonuklear
Alextended wrote:
Still having stick drifting issues, will editable deadzones every be added in the options?
What kind of joystick do you have?
I had a faulty stick once with no way to set the deadzones and used XPadder as a workaround.

Re: V1.77

Posted: Wed Apr 24, 2013 2:08 pm
by another_commander
Alextended wrote:
Still having stick drifting issues, will editable deadzones every be added in the options?
Yes they will. We already have a patch ready to roll-in for testing (thanks to cybertiger) once the current feature freeze has been lifted.

Re: V1.77

Posted: Thu Apr 25, 2013 3:01 pm
by Diziet Sma
another_commander wrote:
once the current feature freeze has been lifted.
Speaking of which, is there a rough time-frame for when that might happen, yet?

Re: V1.77

Posted: Thu Apr 25, 2013 4:43 pm
by another_commander
Diziet Sma wrote:
another_commander wrote:
once the current feature freeze has been lifted.
Speaking of which, is there a rough time-frame for when that might happen, yet?
Hopefully not too long now.

Re: V1.77

Posted: Fri Apr 26, 2013 9:58 am
by Alextended
Thanks.

Re: V1.77

Posted: Fri May 17, 2013 12:24 pm
by CaptSolo
Have to say 1.77 rocks! Currently running r5676. Many really nice changes that I like, including more furballs within the stations aegis. And no, I don't have that OXP installed. So much fun to launch and witness up close a Griff viper firing magenta beams at some poor sod.

Bravo to all the devs!