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Posted: Fri Mar 16, 2007 9:21 am
by Arexack_Heretic
hmm yes topics....
annoying there is no [spoiler] function on this forum, it's really usefull to <hide> long stretches of code to keep a post readable.

Posted: Fri Mar 16, 2007 9:14 pm
by Arexack_Heretic
:/
Now I remember, I never got them (flashing missiles) to work right. :(
they either try to intercept you (Unflashingly)
or they somehow lose interest (when parent is destroyed) and tumble while flashing like mad.
strange behaviour. :roll:

Been playing with them a bit scaling them down from a respectable 750m diameter mostly harmless ball of hot gas to something more like a dangerous ball of balllightning.
The tracking system uses the racing coordinates system iso performIntercept.
(they just try to get close and follow a target, while doing damageinrange every update)
when colliding, supposed to do damage aswell.
so far, they seem harmless. :?: :x

It is not that subunits are not allowed for missiles, I checked that.
But the fact that flasherws go on after the launching ship has been destroyed is an odd telltale.

--

ejectItem: does not work strangely, have to look into that, but spawn works fine for missiles, I edited an AIscript to include a chance of a cartridge being spawned. 1/6 everytime the AI cycles is still way to often.

Flashers work fine when missiles are spawned as independent ships.

Only problem here is: AI cycles are infinite, so basically what we created here is a tracking plasma cannon with unlimited ammo.

Also they do need a specialised AI: I don't think they inherit the universaltarget from their spawner.
adding a basic: ENTER = ("scanForHostiles"); "TARGET_FOUND" = (setTargetToFoundTarget); does the trick.

Looks pretty to have these blue balls flying off your opponent and circling around you, very nice. ! 8)

Maybe a good idea is having these 'missiles' spawned only when ECM is fired.
ECM = ("setStateTo: SPAWN_PLASMA");

Posted: Sat Mar 17, 2007 7:52 pm
by Charlie
@Uncle Reno:

As the dog says: 'Oh-yes!'
( May not make much sence if you don't live in the UK )

<SPOILER>
They don't come from 'round here' so don't carry things like ID transponders - Your own nav-comupter isn't going to mass-lock for something it can't recognise as a ship!
Thargoids? Well I view them as a special case:- Big power supply & no GalCop transponder = THARGOID to your nav-computer, which is why some Orb stuff shows up as THARGOID.
</SPOILER>

Maybe I've put a litttle too much thought into this .oxp :roll: :lol:

Posted: Sat Mar 17, 2007 7:57 pm
by Charlie
@Arexack_Heretic:

Now THAT is intersting stuff - flying, circling balls of light fired as weapons!

very Orb-like!

Oh-well - next update pushed even further back! :D

Posted: Sat Mar 17, 2007 7:58 pm
by Uncle Reno
@Charlie.

Yeah, figured the reason was something along those lines. 8)
I hadn't spotted the second effect yet though.

Posted: Sat Mar 17, 2007 10:48 pm
by Arexack_Heretic
@charles:

You want the current code, do it yourself, or wait a bit untill I perfectr the orby weapon?

In case of 3: post some specifications:
fire rate / powerlevel / etc.
Do I need to reduce launch frequency?

special effects?
Tried having them warp out when they had travelled 15Km. seemed like a fun effect. ;)

Posted: Mon Mar 19, 2007 12:05 am
by Charlie
@Arexack_Heretic:

More-is-better in my book ( esp if pretty lights are involved )

If you've had a look inside my Orb.oxp you'll have probably noticed individual Orb are pretty cr*p & rely on speed + numbers. ( mostly!! :wink: )

If ( WHEN ) I nab your idea I'll probably go for a high fire rate but low power & poss not too quick either...
That way the lights will hang about ( look pretty ) scare the whatsits out of players, but not do stupid amounts of damage.
( A player version may need a somewhat different ballance )

Ooo:-
A few days off work, new Pc nearly ready to go, lots of 8) new suggestions to add to the updates I've already made. ( but not released yet )

& OS x86 to let me play with the Mac version of Oolite too - I presume the binary isn't PPC only?

I'm posting in the wrong thread... :roll: :lol:

New B.inc stuff on way too...

Posted: Mon Mar 19, 2007 12:14 am
by Charlie
No, it's the correct thread...

B.inc mentioned - d*mn!

Oh no it's not!

Loosing my marbles.., where's Dr H.Z. when you need him?

Lost his password & can't get in!
( Or maybe GalCop have silenced him. He knows too much about the Orb )

Posted: Mon Mar 19, 2007 9:22 am
by Arexack_Heretic
okey.
Then possibly orb will work as they are.
(were: I changed the AI quite a bit to reduce the frequency of deployment.)
I need to check whether they do damage at all,
but otherwise they look pretty.
a max_speed of 600-700 is optimal to have them just missing the player and trailing him in very pretty patterns.

I also need to check why they are not hyperspacing out...probably there is a 10sec delay built-in in the method (and I have them detonate after 3)

I'll have them decide when ECMed to 1/6: hyperspaceout/ detonate/ switchAITo: HardMissileAI.plist/ pauseAI:5/ nothing /nothing.

added more lights.
(they are blue/cyan by the way.

Posted: Mon Mar 19, 2007 12:04 pm
by Charlie
Hmmmm, tasty...

My dilemma:
Do I wait for your release? ( & 'borrow' your hard work! :D )
or.
Do I re-invent the wheel myself now you've kindly let slip enough info for me to have a go?

I think I'll finish the bits I am doing & then see where you are up to.

Quick question:
I know on this BB the general habit has been to 'borrow' clever bits of others code. ( Fine by me if anyone thinks any of my output is worth borrowing ) But as I'm considering 'borrowing' something you haven't released yet are you ok about this?

Regards

Posted: Mon Mar 19, 2007 12:53 pm
by Arexack_Heretic
The original effort was for the deathburger in assassins_oxp, but as I have let L_B down by letting things lie&docompose, he has contracted someone else to build a dreadnought to replace the DB.

So this effort I'm doing now is for your benefit only, feel free to copy anything or everything as you see fit.
I got a nice buckyball model, I use as the shell entity. (called Cartridge.dat)
I think it looks pretty rotating with the glowing lights inside, and flashing bright ones outside, but you may feel it is too corporeal for the Orb.

Currently orb-lightning-missile textures are all standard metal-textures, but they may be replaced by blue crystaline stuff if You require such.

--
Will post a few screenshots later tonight.

Posted: Mon Mar 19, 2007 10:29 pm
by Arexack_Heretic
Image

8)
Not so many plasmaballs, but that is mostly due to my short lifespan at the hands of Lave's finest and the red plasma spewed forth by the PPC_RD.

They still inflict no damage. (?)

Posted: Mon Mar 19, 2007 11:46 pm
by Charlie
@Arexack_Heretic:

Call me stupid if you like - I'd deserve it! :roll:
I've only just realised what you're doing is with Orb.oxp in mind - I really appreciate it - Thanks :D

Screenshot looks very promising...

Not doing damage? Hmmm could be an Oolite thing...
( from previous posts I know both LB & myself have made attempts @ doing unusual / intersting things with AI-driven objects / sub-ents, only to be foiled by the game engine saying 'no I don't do it like that'. )

If this is the case I can still use these balls to great effect a-la Close Encounters. ( the film )

Once again - many thanks.

buckyball model? - hmmm more thoughts comming to mind... 8)

For your info:
<SPOILER>
Two new ships: Orb-miner & Orb-sunskimmer - with custom AI.
The biggie: An Orb city - A sort of mini Dyson sphere located near the star . Big enough to enter ( though not as massive as I intended - Oolite again ) with it's own star inside. My intention is to have lots of animated stuff flying about to give it the illusion of busyness - your plama balls would be a big help even if not working as a weapon. The more alien-looking stuff is flying about the better.
The 'star' inside the Dyson Sphere is a space-station that can be docked with - maybe even a few special gizmos for sale. The kicker ( if I can get it to work ) is that it's also a wormhole transport device to other parts of the galaxy(s)! - Yep, you enter the Orb-Station in one system & end up somewhere else when you leave!!! ( How the Orb are spreading so fast ) The Orb also use the local star as a direct power source - with amusing consequences if you manage to blow up one of their cities ;)
I think I may also have sussed a way of making docks out of spheres! Useful for event-horizon type things. Both the OrbCity, the WhiteHoles in Orb.oxp and other projects would benefit from that.

In the future I hope I'll finally crack the troubles I've had with making HUGE objects in Oolite. I have a blackhole.oxp which I've never released because I can't get it big enough. I also want to have a go @ making a ring-world for the occ star system!

In the mean-time I'll content myself with B.inc releases - I also have some ideas for 'space-creatures'. Stuff that lives out there, not just beings in tin-boxes... Oh, and some BIG-BIG Thargoid ships on the way @ some point.
</SPOILER>[/b]

Kind Regards

Posted: Sun Apr 08, 2007 5:37 pm
by LittleBear
Hi Charlie,

Just upgraded to 1.68 and it crashes if Orb.oxp is intsalled. I did the take all OXPs out, put one back in reload and afraid it was just Orb that was crashing it. I do have an old version though, but thought you ought to know. The sstdr is also reporting a lot of OXPs are being fixed by the homebrew phaser, but it fatally objects to Orb.

ssdr:-

Code: Select all

8 18:28:29.000 oolite.exe[3600] [searchPaths.dumpAll]: ---> OXP search paths:
(oolite.app/Resources, AddOns, "AddOns/a-wing.oxp", "AddOns/aegidian-special.oxp", AddOns/aphidv2.oxp, AddOns/AssassinsV24.oxp, AddOns/AsteroidStorm.oxp, AddOns/att1.oxp, "AddOns/b-wing.oxp", AddOns/bandersnatch.oxp, AddOns/behemoth.oxp, AddOns/BlackMonks28.oxp, AddOns/black_baron.oxp, AddOns/boomslang.oxp, AddOns/boyracers.oxp, AddOns/Cargo_wrecks_teaser.oxp, AddOns/cobra35.oxp, AddOns/cobra3njx.oxp, AddOns/cobraclipperPC.oxp, AddOns/Commies.oxp, AddOns/Condor.oxp, AddOns/Constrictor_morehints.oxp, AddOns/custpaint1.oxp, AddOns/custsounds.oxp, AddOns/deposed.oxp, "AddOns/Dictators v1.1.oxp", AddOns/Diso.oxp, AddOns/Dredger.oxp, AddOns/dwcobra3.oxp, AddOns/eagle2.oxp, AddOns/ettBeaconLauncher.oxp, "AddOns/Executive Spaceways v2.oxp", AddOns/externalviews.oxp, AddOns/Falcon.oxp, AddOns/farstar.oxp, AddOns/ferdelance_ng.oxp, AddOns/ferdepai.oxp, AddOns/Firewasp.oxp, AddOns/fsr.oxp, AddOns/genship.oxp, AddOns/genship.oxp/genship.oxp, AddOns/globestations.oxp, AddOns/grass_snake.oxp, AddOns/greekshipset1.oxp, AddOns/griffin2.oxp, AddOns/griff_krait.oxp, AddOns/GrittyCoriolis.oxp, AddOns/gwxstations.oxp, AddOns/Herald.oxp, AddOns/hOopyCasino.oxp, AddOns/illicit_unlock_FIX1.56.oxp, AddOns/impcourier.oxp, AddOns/Interceptor.oxp, "AddOns/ionics-1.2.1.oxp", AddOns/isisinterstellar.oxp, AddOns/ixian_omnibus.oxp, AddOns/jabberwocky.oxp, AddOns/Kestrel.oxp, AddOns/lambda.oxp, AddOns/Lave.oxp, AddOns/Llama.oxp, AddOns/longshot.oxp, AddOns/longway.oxp, AddOns/lovecats.oxp, AddOns/manta.oxp, AddOns/marett_vol1_b.oxp, AddOns/marett_vol2.oxp, AddOns/Merlin.oxp, AddOns/MildAudio.oxp, AddOns/military.oxp, AddOns/Missionaries.oxp, AddOns/monument.oxp, AddOns/morrigan.oxp, AddOns/mPak.oxp, AddOns/murgh_Xships.oxp, AddOns/newships.oxp, AddOns/nuke.oxp, AddOns/nuvipers.oxp, AddOns/oldships.oxp, AddOns/Ore_processor.oxp, AddOns/outrider.oxp, AddOns/Pallas.oxp, AddOns/pccv25.oxp, AddOns/pelamis.oxp, AddOns/phoenix.oxp, AddOns/piratetraps.oxp, AddOns/Pirate_coves.oxp, AddOns/PTI.oxp, AddOns/racers.oxp, AddOns/renegades.oxp, AddOns/renegade_viper.oxp, AddOns/ringpod.oxp, AddOns/RoC.oxp, "AddOns/s-ships1.oxp", "AddOns/Saleza v2.oxp", AddOns/santa.oxp, AddOns/seosu.oxp, "AddOns/Shady Cobra.oxp", "AddOns/Shield-tail.oxp", AddOns/snark.oxp, AddOns/spearhead_1.oxp, AddOns/spyhunter.oxp, AddOns/Stingray.oxp, AddOns/sunskimmers.oxp, AddOns/supercobra.oxp, AddOns/Swift.oxp, AddOns/taranis.oxp, AddOns/terrapin.oxp, AddOns/tesoura.oxp, AddOns/testship.oxp, AddOns/tgy_dev.oxp, AddOns/Thorgorn_Threat.oxp, AddOns/tianve.oxp, AddOns/TIE.oxp, AddOns/tiger.oxp, AddOns/tori.oxp, AddOns/transhab.oxp, AddOns/transports.oxp, AddOns/tugs.oxp, AddOns/UrutuMKIII.oxp, AddOns/urutu_IV.oxp, "AddOns/weeviloid2-PC.oxp", AddOns/weeviloid2.oxp, AddOns/wolfmk2.oxp, AddOns/wolfwoods_variants.oxp, "AddOns/x-ships.oxp", "AddOns/X-Wing.oxp", "AddOns/y-wing.oxp", AddOns/YOUR_AD_HERE.oxp)
2007-04-08 18:28:29.000 oolite.exe[3600] [dataCache.notFound]: No data cache found, starting from scratch.
2007-04-08 18:28:30.000 oolite.exe[3600] [plist.parse.foundation.failed]: Failed to parse AddOns/Llama.oxp/Config/shipdata.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
Parse failed at line 1 (char 2) - extra data after parsed string
2007-04-08 18:28:30.000 oolite.exe[3600]   [plist.homebrew.success]: Successfully interpreted property list... for now.
at line: 1028 column: 1 ... Extra content at the end of the document
2007-04-08 18:28:30.000 oolite.exe[3600] [plist.parse.foundation.failed]: Failed to parse AddOns/Swift.oxp/Config/shipdata.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
failed to parse as valid XML matching DTD
2007-04-08 18:28:30.000 oolite.exe[3600]   [plist.homebrew.parseWarning]: ----- Bad property list: <key> element (ship_desc) found when expecting a value, treating as <string>.
2007-04-08 18:28:30.000 oolite.exe[3600]   [plist.homebrew.parseWarning]: ----- Bad property list: <key> element (missiles) found when expecting a value, treating as <string>.
2007-04-08 18:28:30.000 oolite.exe[3600]   [plist.homebrew.parseWarning]: ----- Bad property list: <key> element (weapon_facings) found when expecting a value, treating as <string>.
2007-04-08 18:28:30.000 oolite.exe[3600]   [plist.homebrew.parseWarning]: ----- Bad property list: <key> element (ship_desc) found when expecting a value, treating as <string>.
2007-04-08 18:28:30.000 oolite.exe[3600]   [plist.homebrew.parseWarning]: ----- Bad property list: <key> element (missiles) found when expecting a value, treating as <string>.
2007-04-08 18:28:30.000 oolite.exe[3600]   [plist.homebrew.success]: Successfully interpreted property list... for now.
2007-04-08 18:28:30.000 oolite.exe[3600] [plist.parse.foundation.failed]: Failed to parse AddOns/Thorgorn_Threat.oxp/Config/shipdata.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
Parse failed at line 1 (char 1) - extra data after parsed string
2007-04-08 18:28:30.000 oolite.exe[3600]   [plist.homebrew.success]: Successfully interpreted property list... for now.
at line: 66 column: 9 ... Opening and ending tag mismatch: dict line 0 and plist
2007-04-08 18:28:30.000 oolite.exe[3600] [plist.parse.foundation.failed]: Failed to parse AddOns/Condor.oxp/Config/shipyard.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
failed to parse as valid XML matching DTD
2007-04-08 18:28:30.000 oolite.exe[3600]   [plist.homebrew.parseError]: ***** Property list error: closing tag </plist> with no opening tag (expected </dict>).
2007-04-08 18:28:30.000 oolite.exe[3600]   [plist.homebrew.parseError]: ***** Property list parser error: expected root element tokenization to be NSArray, but got (nil).
at line: 105 column: 9 ... Opening and ending tag mismatch: dict line 0 and plist
2007-04-08 18:28:30.000 oolite.exe[3600] [plist.parse.foundation.failed]: Failed to parse AddOns/Falcon.oxp/Config/shipyard.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
failed to parse as valid XML matching DTD
2007-04-08 18:28:30.000 oolite.exe[3600]   [plist.homebrew.parseError]: ***** Property list error: closing tag </plist> with no opening tag (expected </dict>).
2007-04-08 18:28:30.000 oolite.exe[3600]   [plist.homebrew.parseError]: ***** Property list parser error: expected root element tokenization to be NSArray, but got (nil).
2007-04-08 18:28:30.000 oolite.exe[3600] [plist.parse.foundation.failed]: Failed to parse AddOns/Firewasp.oxp/Config/shipyard.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
Parse failed at line 1 (char 1) - extra data after parsed string
2007-04-08 18:28:30.000 oolite.exe[3600]   [plist.homebrew.success]: Successfully interpreted property list... for now.
at line: 57 column: 9 ... Opening and ending tag mismatch: dict line 0 and plist
2007-04-08 18:28:30.000 oolite.exe[3600] [plist.parse.foundation.failed]: Failed to parse AddOns/Pallas.oxp/Config/shipyard.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
failed to parse as valid XML matching DTD
2007-04-08 18:28:30.000 oolite.exe[3600]   [plist.homebrew.parseError]: ***** Property list error: closing tag </plist> with no opening tag (expected </dict>).
2007-04-08 18:28:30.000 oolite.exe[3600]   [plist.homebrew.parseError]: ***** Property list parser error: expected root element tokenization to be NSArray, but got (nil).
at line: 7 column: 26 ... xmlParseEntityRef: no name
2007-04-08 18:28:30.000 oolite.exe[3600] [plist.parse.foundation.failed]: Failed to parse AddOns/Pallas.oxp/Config/descriptions.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
failed to parse as valid XML matching DTD
2007-04-08 18:28:30.000 oolite.exe[3600]   [plist.homebrew.success]: Successfully interpreted property list... for now.
at line: 10 column: 14 ... EntityRef: expecting ';'
2007-04-08 18:28:31.000 oolite.exe[3600] [plist.parse.foundation.failed]: Failed to parse AddOns/nuke.oxp/Config/equipment.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
failed to parse as valid XML matching DTD
2007-04-08 18:28:31.000 oolite.exe[3600]   [plist.homebrew.success]: Successfully interpreted property list... for now.
2007-04-08 18:28:32.000 oolite.exe[3600] [plist.parse.foundation.failed]: Failed to parse AddOns/boomslang.oxp/Config/script.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
Parse failed at line 5 (char 67) - unexpected character (wanted '=')
2007-04-08 18:28:32.000 oolite.exe[3600]   [plist.homebrew.parseError]: Property list isn't in XML format, homebrew parser can't help you.
at line: 20 column: 9 ... Extra content at the end of the document
2007-04-08 18:28:32.000 oolite.exe[3600] [plist.parse.foundation.failed]: Failed to parse AddOns/boyracers.oxp/Config/script.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
failed to parse as valid XML matching DTD
2007-04-08 18:28:32.000 oolite.exe[3600]   [plist.homebrew.success]: Successfully interpreted property list... for now.
2007-04-08 18:28:32.000 oolite.exe[3600] [plist.parse.foundation.failed]: Failed to parse AddOns/Constrictor_morehints.oxp/Config/script.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
Parse failed at line 15 (char 274) - unexpected character (wanted '=')
2007-04-08 18:28:32.000 oolite.exe[3600]   [plist.homebrew.parseError]: Property list isn't in XML format, homebrew parser can't help you.
at line: 21 column: 9 ... Extra content at the end of the document
2007-04-08 18:28:32.000 oolite.exe[3600] [plist.parse.foundation.failed]: Failed to parse AddOns/fsr.oxp/Config/script.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
failed to parse as valid XML matching DTD
2007-04-08 18:28:32.000 oolite.exe[3600]   [plist.homebrew.success]: Successfully interpreted property list... for now.
at line: 20 column: 9 ... Extra content at the end of the document
2007-04-08 18:28:32.000 oolite.exe[3600] [plist.parse.foundation.failed]: Failed to parse AddOns/Missionaries.oxp/Config/script.plist as a property list using Foundation. Retrying using homebrew parser. WARNING: the homebrew parser is deprecated and will be removed in a future version of Oolite.
failed to parse as valid XML matching DTD
2007-04-08 18:28:32.000 oolite.exe[3600]   [plist.homebrew.success]: Successfully interpreted property list... for now.

Posted: Tue Apr 10, 2007 8:21 am
by Charlie
Thanks LB:
Yes, in the process of discussing the subleties of what I'm attempting with this .oxp on another thread a lot of bugs turned up that I wasn't aware of... :oops:

Ahruman has warned me that later releases of Oolite will be MUCH less tollerant of 'dodgy code'. We'll have to see if it's just my stuff that will be found out by this!

There is a version 2 of Orb.oxp on the way ( with lots more stuff & lower system requirements ) but it's release has been delayed buy some much-needed 'bug hunting'.
-Sadly not Thargoids-

My thanks for the dump - I'm also glad to see there may be more than two people ( inc me! ) giving this one a go, hopefully you'll have more sucess with the next release. :)

Regards.

PS
There is a very early demo version inside the folder: 'For Ahruman' if you want a preview.
( With luck enough bugs have been squashed in that version that it will run. )