Page 3 of 9

Posted: Tue Apr 06, 2010 3:17 pm
by Gimi
Quick question, does this OXP replace the original Behemoth. More to the point, will it work with BehemothSpacewar 1.2.3 and any other OXP they requires the original Behemoth.oxp.

If not, I assume that there are no conflicts between these and your version.

Posted: Tue Apr 06, 2010 3:23 pm
by ADCK
Q: Quick question, does this OXP replace the original Behemoth.
Answer: Yes.

Q: Will it work with BehemothSpacewar 1.2.3 and any other OXP they requires the original Behemoth.oxp.
Answer: I don't have behemoth spacewar and since the wikis down cant grab it so I can;t 100% guarantee it will work...
but since my shader version uses the same dictionary entry names as the original it should work with any oxp that uses the original behemoths.oxp

See the first post on the first page for more info.

And for those that missed it, Version 1.1 is out now, see the first page for more info.

Posted: Tue Apr 06, 2010 3:38 pm
by Gimi
ADCK wrote:
Q: Quick question, does this OXP replace the original Behemoth.
Answer: Yes.

Q: Will it work with BehemothSpacewar 1.2.3 and any other OXP they requires the original Behemoth.oxp.
Answer: I don't have behemoth spacewar and since the wikis down cant grab it, but since my shader version uses the same dictionary entry names as the original it should work with any oxp that uses the original behemoths.oxp
It's just finished downloading, so I got a lot of answers from your read-me. Thank you.

I have uploaded "BehemothSpacewar 1.2.3.zip" in case you want to have a look at it. To avoid confusion with future versions etc. when the Wiki is back up, I will remove it in a couple of days.
http://www.box.net/shared/sdq7ed5u82

Posted: Tue Apr 06, 2010 3:44 pm
by ADCK
Thanks, from the brief look I had at the files, I can't see anything that would conflict.

Posted: Tue Apr 06, 2010 3:53 pm
by Gimi
ADCK wrote:
Thanks, from the brief look I had at the files, I can't see anything that would conflict.
Since I'm already pestering you with stupid questions. :oops:

I am correct in assuming that ADCK's Behemoths does not replace Galctic_Navy.oxp and thargoidcarrier.oxp, but rather enhances these, since you are not asking us to remove them in the read me.

Posted: Tue Apr 06, 2010 4:12 pm
by Eric Walch
ADCK wrote:
Q: Will it work with BehemothSpacewar 1.2.3 and any other OXP they requires the original Behemoth.oxp.
Answer: I don't have behemoth spacewar and since the wikis down cant grab it so I can;t 100% guarantee it will work...
but since my shader version uses the same dictionary entry names as the original it should work with any oxp that uses the original behemoths.oxp
BehemothSpacewar looks is a certain script is installed. If not he adds generic police instead of behemoths. The ADCK version uses the same script name as the original Behemoth.oxp, so it should work. And it does with me.

Posted: Tue Apr 06, 2010 4:20 pm
by ADCK
Gimi wrote:
ADCK wrote:
Thanks, from the brief look I had at the files, I can't see anything that would conflict.
Since I'm already pestering you with stupid questions. :oops:

I am correct in assuming that ADCK's Behemoths does not replace Galctic_Navy.oxp and thargoidcarrier.oxp, but rather enhances these, since you are not asking us to remove them in the read me.
Correct.

Posted: Wed Apr 07, 2010 8:31 am
by Diziet Sma
ADCK wrote:
Updated First Page's post with new info.

Version 1.1 released.

http://www.mediafire.com/?nzm22jnhbnd

it's 36Mb so I can't use box.net, Which means I have to use mediafire, which may be a problem since mediafire has an annoying rule of:
Uploaded files will be stored as long as the user logs-in into his/her account at least once every 60 days or at least one of the files is downloaded every 30 days
So If anyone else wan't to mirror it, feel free to.
Here you are, ADCK.. it's now mirrored at Dizzy's Oolite Downloads: http://s248731467.onlinehome.us/adcks_b ... .1.oxp.zip

Posted: Wed Apr 07, 2010 9:02 am
by ADCK
Thanks :)

Posted: Wed Apr 07, 2010 11:19 am
by JazHaz
It doesn't say in the readme, but is this new v1.1, the Galactic Navy OXP compatible version?

Can you do a version history please, so we can see what is new?

Posted: Wed Apr 07, 2010 11:32 am
by ADCK
JazHaz wrote:
It doesn't say in the readme, but is this new v1.1, the Galactic Navy OXP compatible version?

Can you do a version history please, so we can see what is new?
Yes, this one does add the GalNavy Compatibility.

As for keeping a version history... Most of the changes I made I did over 2 months ago, I've forgotten most of what I've added,
But here's what I remember:
*Version 1.0 was mainly just a retexture with shaders of the original with around 80 new named ships, earlier posts in this thread should have more info.
Version 1.1
Added:
*Two versions of Aegidian's "Type 1" Behemoth, retextured by PAGroove.
(Each with 8 diff names, using hi-res textures)
*Two versions of Nemoricus's Galactic Navy's Frigate, remodelled slightly.
(Used by Galactic Navy)
*Nine versions of ADCK's Thargoid.
(Random Thargoid Encounter, also used by Galactic Navy)
*A new retexture of Selezen's Thargoid Carrier.
(Random Thargoid Encounter, also used by Galactic Navy)
*A new thargoid carrier by ADCK.
(Random Thargoid Encounter, also used by Galactic Navy)
*A new Military Station by ADCK.
(Used by Galactic Navy)
*A new class of ship "Destroyer" with a massive cannon on the front. by ADCK.
(Used by Galactic Navy)
*New viper and asp defense ships, "medship", "shuttle", "transport", "transporter" using Simon B's models from neolites.
(Used by Galactic Navy, and some used as defence ships on standard behemoths)
*Retextured versions of Nemoricus' Military Station Type 1, Minesweeper, Radar. With Shaders.
(Used by Galactic Navy)
*Retextured versions of Simon B's Thargoid and Thargon.
(Random Thargoid Encounter, just a retexture)

It doesn't overwrite anything in Galactic Navy (I hope, there may be something I overlooked), just works along-side it, I might make an override.plist for those that want them all to use the new content only at a later date.
Note: I should test it with a standard version of Galactic Navy, as The version I have of Galactic Navy is heavily customised... (Eg: I've replaced every single ship, altered the spawn rates, done a whole buch of stuff)

Posted: Wed Apr 07, 2010 12:09 pm
by ADCK
Just realised I forgot to do new versions of the pirate ships/reserve ships featured in Gal Navy, although since these are like_ships of standard oolite ships any ship pack that overwrites the standard ships will also replace them...

I might make some custom version of those ships one day.

Posted: Wed Apr 07, 2010 12:16 pm
by JazHaz
ADCK wrote:
The version I have of Galactic Navy is heavily customised... (Eg: I've replaced every single ship, altered the spawn rates, done a whole buch of stuff)
This might be an opportunity to make ADCK's Galactic Navy OXP? :D

Posted: Wed Apr 07, 2010 12:24 pm
by ADCK
JazHaz wrote:
ADCK wrote:
The version I have of Galactic Navy is heavily customised... (Eg: I've replaced every single ship, altered the spawn rates, done a whole buch of stuff)
This might be an opportunity to make ADCK's Galactic Navy OXP? :D
Hmm, not really needed I think.
Other than a few minor script changes and increasing the amount of navy ships and thargoids that spawn, most of the changes are just an earlier attempt making the OXP this thread is about (Updating all the ships in behemoths and Gal Navy) and I could get that done with a small "shipdata-overrides.plist" file instead.

Posted: Thu Apr 08, 2010 1:05 am
by Cows
Along with behemoths.oxp, so far it hasn't gone well for me with the neolite-megaships oxp.

Image

However, it worked fine when I removed neolite-megaships.
Am I just being stupid? :|