Page 26 of 31
Posted: Fri Oct 28, 2005 8:25 pm
by Star Gazer
...ouch...
...you brave mad fool!!
Posted: Thu Dec 29, 2005 8:02 pm
by jonnycuba
Do Murgh's new Tugs have the ability to tow monuments about?
Posted: Thu Dec 29, 2005 8:25 pm
by Murgh
well they'll
tug anything, but they can't very well come to an object and pick it up, or drop it off. they'd just perpetually drag the thing around..
and their attitude isn't really suitable for a graveyard.
Posted: Fri Jan 13, 2006 8:51 am
by Star Gazer
What's the state of play on the graveyard these days - is it likely to appear as a 'genwooine' oxp?
Posted: Fri Jan 13, 2006 9:43 am
by Selezen
Once I get some time to play with the AIs, and especially now that V1.61 is working on PCs, I should be able to sort out the AI problems.
I have been doing some testing on 1.61-PC, and the AIs are actually behaving better but still erratic. The patrol Kraits are still crashing into beacons and whatever gets in thier way.
My plan is to change the waypoints so that they are not exactly on the beacon co-ordinates. Once that's done, I will start popping some new grave markers in instead of the rusty adders that currently populate it. At that point it should be ready for a Beta release, which I will pop onto Oosat if Giles feels it is ready.
Following testing of that, I need to work on the Station's ability to launch the Lancet fighters to deal with nutters in the yard, and then enable the patrol ships to deal with hostiles too. Currently the station will not launch anything other than Vipers, even though I have used every trick I know to set the defence ships to Lancets...
Posted: Fri Jan 13, 2006 2:57 pm
by Star Gazer
Thanks Selezen, it already looks so awe-inspiring that it will be truly amazing when all the components behave themselves as you intended.
Posted: Fri Jan 13, 2006 4:41 pm
by Arexack_Heretic
feel free to reuse any wrecks that are used in wreckage_oxp.
I know I did
A testing, beta version will be made available by Murgh as soon as I pester him out of his sickbed.
That 'll teach him pointing a metal tube at me, while saying something about cocking...
[/sillymode]
Posted: Fri Jan 13, 2006 5:22 pm
by Murgh
how sick would I be if all the incentive I needed to get out of bed was you cracking your whip, eh?
and I need your solemn oath that you've held your groundwork to the highest standard. otherwise you'll say hello to my little friend.
Posted: Fri Jan 13, 2006 5:58 pm
by Arexack_Heretic
I'm happy you're not BBS moderator, or you'd be wiggling your banstick at me, I´m sure.
I'll check if all is there in the folders. then check the plist ONE more time.
I'm not Santa, only santanic.
edit: little friend? you gave birth to a trumble?
Posted: Fri Jan 13, 2006 8:33 pm
by Murgh
Arexack_Heretic wrote: little friend? you gave birth to a trumble?
don't want to go into that on this fine thread.
I was infact quoting Tony Montana.
the pressure of gracefully whipping up a working plist for your deck of space-litter may be getting to me, arresting my recovery.
Posted: Thu Jan 19, 2006 8:53 pm
by Arexack_Heretic
About space litter:
Maybe there should be a TOGY billboard at Lave?
For that matter: any planetbound-OXP should have a bit of advertising strewn around it's native galaxy.
Has anybody had any great ideas for a TOGY-mission combo?
Posted: Thu Jan 19, 2006 9:36 pm
by Murgh
Arexack_Heretic wrote:Has anybody had any great ideas for a TOGY-mission combo?
ok
first you have to assassinate an Ophidian at Lave, and then at the TOGY, you have to find the ship owned by Starpilot Fleischer, and approach it, ..and destroy it. then face the Kraits or bolt out of there
Posted: Thu Jan 19, 2006 10:19 pm
by Arexack_Heretic
hmmm...interesting.
Can we somehow create the 'station-hyperspace-interdiction field' inside the GY ?
(or around all gravemarkers however it works)
That would make it even more exciting, racing away, dodging monuments. Kraits: giving chase! but colliding with the buoys, spiralling off and exploding in a puff of golden sparks. Finally you reach the perimeter, you already started up the engines only 5 more seconds....4...a nearby buoy launches a missile volley...3... they are hardheads...2....1...a new tomb rotates majestically along with the graveyard, replacing Fleishers-Egonument.
The surviving Kraits resume their patroll and collide with the buoy.
I should remodel Fleisher's monument this time with spikey SE's.
Posted: Thu Jan 19, 2006 11:07 pm
by Rxke
Arexack_Heretic wrote:hmmm...interesting.
Can we somehow create the 'station-hyperspace-interdiction field' inside the GY ?
(or around all gravemarkers however it works).
Should be possible, then... But it'll probably involve Giles' cooperation? A variant of the 'too-close to station', but with a much bigger radius... Around a centre-object...
Posted: Wed Feb 15, 2006 11:36 am
by JensAyton
Hey, when’s the next dev release of the TOGY coming out? This one’s ancient. :-)
Incidentally, the current smallmonument9_tdw.dat is flipped, i.e. its textures show up backwards. I’ve uploaded a fixed version to TionislaGY as smallmonument9_tdw-flipped.dat.