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OK... I [i]have[/i] to talk about this...

General discussion for players of Oolite.

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LittleBear
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Post by LittleBear »

Downloaded the new 1.72. Confirmed bug. Its because the player now needs to be refered to as "player.ship" in JS. To fix you'd have to S&R all the Script files. Search for "== player" and replace with "== player.ship"

I'll make the change for a V1.3BETA in a few days but for now you either have to fix the Scripts or use 1.71.2
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
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Simon B
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Post by Simon B »

LittleBear wrote:
Downloaded the new 1.72. Confirmed bug. Its because the player now needs to be refered to as "player.ship" in JS. To fix you'd have to S&R all the Script files. Search for "== player" and replace with "== player.ship"

I'll make the change for a V1.3BETA in a few days but for now you either have to fix the Scripts or use 1.71.2
Thanks

For gnu/linux this is:

find ~/.Oolite/AddOns -type f | xargs perl -pi~ -e 's/== player/== player.ship/g;'


... and a couple of seconds. Now to find out if there are any instances of == player which mustn't be == player.ship ;)

possibly:
grep -Rl "== player" . | xargs sed -i~ s/== player/==player.ship/
... is more linuxy. But the perl method should work with win-grep vis:

grep -Rl "== player" . | xargs perl -pi~ -e 's/== player/== player.ship/g;'

provided you also have perl of course.
Last edited by Simon B on Mon Nov 03, 2008 1:11 am, edited 1 time in total.
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Lestradae
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Post by Lestradae »

Hi Simon,

when attempting to download ships from your interesting Oolite resources homepage, the "Typhoon class Ships" and the "Viper III" links were broken.

I would like to see them, though. Just reporting.

Interesting stuff 8)

L
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Simon B
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Re: ...

Post by Simon B »

Lestradae wrote:
Hi Simon,

when attempting to download ships from your interesting Oolite resources homepage, the "Typhoon class Ships" and the "Viper III" links were broken.

I would like to see them, though. Just reporting.

Interesting stuff 8)

L
Yikes - OK, fixed now. Enjoy.

I was laid low by my normal dyslexia - a terrible burden on a coder ... practically everything is a syntax error and I'm pathologically incapable of seeing them :(

Be warned - I have not updated the typhoon size - the tarball is over a meg. I have to update this one... it's next target for shaders after the Arachnid.

The ViperIII pack just uses different models for the standard viper roles - though there is an extra one. However - these viper proposals are bigger, so they should be more robust in combat, and I think I juiced up the weapons on one.

They are *intended* to become hi-tech vipers to enforce the spacelanes against the tougher pirates. Though, technically, a galcop version of the Typhoon Cruiser would fit my ooniverse better - it would have regular vipers as escort.

Right now I am going bald over converting to Open Step.
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Lestradae
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Post by Lestradae »

Hi again!
OK, fixed now. Enjoy.
Thanks for fixing the link! As you might notice if you follow the link in my signature, I am somewhat fascinated by Oolite`s ships and such ... so your actually quite distinct new ships immediately drew my attention :)
I was laid low by my normal dyslexia - a terrible burden on a coder ... practically everything is a syntax error and I'm pathologically incapable of seeing them
You know, I manage the same quite often without dyslexia :lol:
Right now I am going bald over converting to Open Step
I also have plans in that direction. There seems to be an automated converter into OpenStep, Ahruman said. It seems to work on Macs only :(

Hope it doesn`t get too bad ...

Your ships are really fascinating ... will have a look at them these days, when I can start playing Oolite and scripting again - for now, my holidays are over :(

8)

L
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JensAyton
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Post by JensAyton »

LittleBear wrote:
Downloaded the new 1.72. Confirmed bug. Its because the player now needs to be refered to as "player.ship" in JS. To fix you'd have to S&R all the Script files. Search for "== player" and replace with "== player.ship"
I recommend foo.isPlayer rather than foo == player.ship, though. it’s more in line with other types of test, and will port more easily when some mad nutter other than me makes Oolite multiplayer. ;-)
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Simon B
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Post by Simon B »

Realistic Shipyards looks great - just about worth ressurecting the canon ships for ;)

How much interest is there in all those ship designs which I have replacing the original ships? Most are little more than different models and a couple have weird irregularities - like, cannot figure why the flashers don't show on some ships or why one of them has a cargo cap of -8TC (that's negative eight)!

Ho hum - I've had a go adding shaders to the typhoons. Using the identical code to the arachnid shaders - different maps - does nothing. Nose to the grindstone... I'll start a thread for this.

----------
Multiplayer Oolite: Judging by how many times this comes up, it would be really popular. I too have looked at it. Has there ever been a serious technical discussion of the challenges?

How separate, right now, is the main game engine from the player interface? This would be the fundamental obsticle. Most of the other issues I can see are related to game mechanics - like the way game time works in relation to saved games.

One of the approaches to a MMPOolite would be to adopt an existing engine and adapt the current models and gameplay to it. (Quake-engine Oolite - QOlite - anybody?) But would that be Oolite?
Simon Bridge
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Lestradae
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Post by Lestradae »

Hi Simon,

thanks for the praise! :oops: :D

I, for one, would like it better if your new ships would be that - new and additional ships, not replacements. That way you see more different versions of Viper in the game, including yours :wink:

My personal thrill I get of my own merger (RS) is to see so many so different ships in the same roles. Someone told me once, that those ships were so different as if from different worlds, and I said: They are! 2048 worlds, to be precise ...

So I would suggest adding your ships instead of letting them replace, just my 0.2 CR 8)

L
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Simon B
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Post by Simon B »

I started replacing ships when I decided I didn't like some of the models. many of the classic ships don't fit the styles of the replacements - however, none of the oxps use the same names in the shipdata, so they all run alongside the existing vessels quite happily.

When I was still trying my wings ;) I named them all for the original ships adding "SB" to the end. Then, when one showed up in the game I could tell to zip in for a closer look.

Have a look at these:
Image
I used the cobra mk1 as a size/volume standard. That and the typhoon are about the same volume as their classic counterparts. That anaconda class cruiser looks too small there... it's half-again as wide as it is tall, but you don't get that in the profile shown.

That was the one I wanted to put turrets on.

I live on a clifftop overlooking one of the main sea routes into Auckland NZ. Each day I see a range of containership cruise past. There's this one kind which looks like a huge wall just ambled into the middle of the view. That's the effect I wanted for the anaconda.

Image
This is a shot of the "Cobra mk4 KB", another made up ship. It is designed to sit between the mk3 and the supercobra in impact, and was an early pronged design.

I have this livery for the supercobra as well - that worthy features a portrait of a human female, in white, holding a katana...
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Simon B
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Post by Simon B »

Similarly - you liked the Vipers?
I called them Viper IIIs for a reason (there are already two viper models) and they work well alongside the others. They also provide a note of continuity with the other police ships out there.

They are bigger and more robust than the original vipers - to take the hits. I have *plans* for these.

Curiously, perhaps, they started out as my attempt to reproduce the longshot model on a smaller scale. They originally had a cylindrical profile - which was ugly - but the overhead looked promising so I squashed the model. Then I had a must-have look, but no role.

Police seems to work well - there is also a military version. The "civilian" edition sports the game anarchy symbol and the motto "Do as thou wilt". The flashers are always on - well, wouldn't you ;)
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