YellOo Cabs OXZ

Discussion and information relevant to creating special missions, new ships, skins etc.

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Eric Walch
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Eric Walch »

Smivs wrote:
How's this looking, pleb?
What happened with the yellow colour from the title. :lol: :lol: :lol:

Now I see the different colour, I remember that cabs in Holland are never yellow. Probably it would be nice to see only cabs of one colour in any particular system. Could be done with a ship script. And than, based on a scrambled random number, give the cab a certain texture by script when spawned. :wink:
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Smivs »

Eric Walch wrote:
What happened with the yellow colour from the title. :lol: :lol: :lol:
Hehe, I've derailed my own thread! :P

It gets confusing - the ship in question is officially called the Contract-a-cab and is the product of the Rollyjoger Taxiworks, a legitimate business owned by the not so legit Retila Shipyard Co-operative. The Retila Shipyard Co-operative is the shady company which brought the Contractor to the Ooniverse, and they needed a legit company to facilitate such activities as money-laundering, so they set up Rollyjoger Taxiworks to build taxis based on the Contractor space-frame.
Their first contract was with the YellOo Cab Co who ordered several hundred Contract-a-cabs in their distinctive yellow livery, and as the Contract-a-cab proved so good, Taxi Galactica have also approached Rollyjoger Taxiworks to supply them. The ship pictured above is the Taxi Galactica version.
:D
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Pleb »

Smivs wrote:
How's this looking, pleb?

Image
This looks great Smivs! If you can PM me the textures I will see to it this is incorporated into the next release of Taxi Galactica and that full credit is given, as well as the wiki page explaining about RSC/Rollyjoger Taxiworks supplying new taxis to supplement Taxi Galactica's fleet. :mrgreen:
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Griff »

Lovely Texture work Smivs! Really nice and sharp designs :D
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Smivs »

Thanks Griff, from you that's a real compliment :)
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Re: YellOo Cabs OXP

Post by GGShinobi »

Smivs wrote:
Version 2.1 is now available. Improved graphics for those with Simple and Full shaders, and Oolite v1.77 compliant.

Image
Hi Smivs,
thanks for the oxp!!

I just downloaded the new version 2.1, but I was a little bit confused because your download page still says it's version 2.0 :!: :? :?: :idea: :D
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Re: YellOo Cabs OXP

Post by Smivs »

GGShinobi wrote:
I just downloaded the new version 2.1, but I was a little bit confused because your download page still says it's version 2.0 :!: :? :?: :idea: :D
:oops: My bad. Corrected now. Thanks. :)

On an unrelated note, Eric has alerted me to a minor error in the OXP. The cabs have a custom AI which is not used as I have set auto_AI to yes, and the cabs use default roles of trader, sunskim trader and shuttle, so in fact they will be given the default AIs for those roles. The OXP is working fine but not quite as intended. I will tidy it up at the next update.
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Re: [UPDATE RELEASE] YellOo Cabs OXP

Post by Smivs »

Minor update:- v2.2 now available.
As you will have read above, Eric pointed out a slight hiccup regarding the custom AI for this OXP - it wasn't used due to a shipdata bug. This has now been sorted out, so the regular taxis use a custom AI which is based on pared-down version of the route1TraderAI, and the sunskimmer and shuttle versions now use the core AIs for those roles.
It was working OK before (if not quite as intended) so only update if you want to - it is not essential.
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Re: YellOo Cabs OXP/OXZ

Post by Smivs »

v2.3 now available - OXZ only, via the Expansions Manager or the wiki.
Minor alterations to adapt to Oolite v1.79/1.80
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Re: YellOo Cabs OXP/OXZ

Post by Smivs »

Update release - v2.4

Version 2.4 is now available. This is an overhaul to bring the Expansion up to date and ready for Oolite v1.81.

Changelog:-
1) Code and script changes. Special passenger berth now controlled by using 'oolite_barred_equipment'. shipdata.plist and script updated to allow ship to go derelict when pilot ejects - strobes and lights switch off, ship tumbles, engine glow fades away. Roles updated.
2) Second escape capsule added (for passenger)
3) Graphics overhauled and updated to current standards.
4) Engine sub-entity added.

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Re: [UPDATE RELEASE] YellOo Cabs OXZ

Post by Smivs »

v2.5 now available

Changelog:-
Minor bugfix to the shipdata.plist to avoid parsing errors on Macs.
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Re: YellOo Cabs OXZ

Post by Smivs »

UPDATE RELEASE v2.6 - 3rd march, 2018

v2.6 is now available via the Manager. Minor bugfix - a couple of missing ';' in shipdata.pilist added.
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Re: YellOo Cabs OXZ

Post by Smivs »

Update release - v2.7

more semi-colonic irrigation :)
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