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Re: New ships under developemnt

Posted: Sun May 20, 2012 10:14 am
by Shipbuilder
I'm in the process of putting together the readme file in preparation for releasing the Colonial Viper (I am looking through some oxps that I have downloaded to get an idea of what I need to include and how to organise it.

I intend to put some information on the following in: -

1) A creative commons licence.
2) Info about the oxp.
3) Info on how to install the oxp.
4) Credits (One to the makers of BSG and a general credit to those who have assisted).

Does anyone know of a good example that can be used as a initial template ?

Re: New ships under developemnt

Posted: Sun May 20, 2012 11:26 am
by Smivs
It sounds like you are including all the usual info, so I'd just type it up in a text editor and go for it. There is no 'standard' template as such for readmes. Normally I'd put the OXP info first, then the installation instructions followed by the licence, then author and credits.
Remember that Macs see OXPs as a single file, so if you put the readme inside the .oxp folder it won't be seen, but having said that including it in the .oxp folder means it can't get lost, so maybe do both. One readme in the .oxp folder, then a copy in the .zip download alongside the .oxp folder and that will cover all the bases.
<cynic mode> Most people don't bother to read the readme anyway! </cynic mode> :roll:

Re: New ships under developemnt

Posted: Sun May 20, 2012 11:30 am
by Capt. Murphy
Smivs wrote:
<cynic mode> Most people don't bother to read the readme anyway! </cynic mode> :roll:
I wonder if it's technically difficult to make a self-extracting archive that will work across platforms, and with the self extracting function automatically opening the readme... :wink:

Re: New ships under developemnt

Posted: Sun May 20, 2012 11:33 am
by Smivs
A couple of my recent releases haven't had a 'readme' at all...they have a 'Notes and Instructions' document instead :D

Re: New ships under developemnt

Posted: Sun May 20, 2012 11:36 am
by Shipbuilder
Ok - below is my first attempt at writing the content of the readme file to be included in my up-and-coming release (Based on Thargoid’s version in his Aquatics oxp but amended to suit - Hope you don't mind Thargoid !).

Also see The Honourable Guild of Test Pilots thread if you are interested in play testing the pre-release version.

Readme

Colonial Viper Mark 1 OXP by Shipbuilder.

A new ship from the GalTech Industries Corporation.
--------------------------------------------------------------
Ship:

Colonial Viper Mark 1 (From the original 1970's Battlestar Galactica Film) is the first ship released by the GalTech Industries Corporation - It is basically a one man fighter designed specifically for ship to ship combat. Its combination of small size, speed and manoeuvrability make it an ideal choice for a carrier or station based fighter but it is also able to provide a more general defence and escort role.
The lack of cargo carrying capacity or fuel scopes makes it, however, an unattractive ship choice for pirates and for this reason they are only rarely found amongst pirate groups. The ship is made available to players however due to the lack of cargo capacity or fuel scoops it is not suited to players wishing to trade goods between systems.

Specification: -

Size (metres WxHxL) 19 x 12.5 x 30
Standard cargo capacity None
Cargo Bay Extension N/A
Maximum speed 0.375 LM
Thrust 50
Manoeuvrability Roll 2.3
Pitch 2.1
Hyperspace capable Yes
Energy 250
Energy recharge rate 3.0
Gun mounts 1No (Fore)
Missile slots 0
Fuel scoops available No
Tech level 7
Base price 140,000cr

--------------------------------------------------------------
Requirements -

This OXP does not need any additional oxp to be installed in order to run.
The oxp has been developed for Oolite V1.76 however it should also be upward compatible with future releases.

--------------------------------------------------------------
License:

This OXP is released under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with the following clauses:

* Whilst you are free (and encouraged) to re-use any of the scripting, models or texturing in this OXP, the usage must be distinct from that within this OXP. Unique identifiers such as (but not limited to) unique shipdata.plist entity keys, mission variables, script names (this.name), equipment identity strings (EQ_), description list arrays and entity roles must not be re-used without prior agreement.
* rebundling of this OXP within another distribution is permitted as long as it is unchanged. The following derivates however are permitted and except from the above:
* the conversion of files between XML and openStep.
* the merging of files with other files of the same type from other OXPs.
* Even though it is not compulsory, if you are re-using any sizable or recognisable piece of this OXP, please let me know :)

--------------------------------------------------------------
Instructions:

Unzip the file, and then move the folder "Colonial Viper Mark 1 - V1.00" to the AddOns directory of your Oolite installation. Then start the game up and the ships should be added.

Version history:

20/05/2012 - Version 1.00 - Pre-release test version.

--------------------------------------------------------------

Acknowledgements:

V1.00 - With thanks to El Viejo, Smivs and Thargoid for their assistance via the Oolite Bulletin forum and Universal Studios for producing the original movie in the first place.

Re: New ships under developemnt

Posted: Sun May 20, 2012 11:49 am
by Cody
Shipbuilder wrote:
Unzip the file, and then move the folder "Colonial Viper Mark 1 - V1.00" to the AddOns directory of your Oolite installation.
Suggest you make that Colonial Viper Mark 1 - V1.00.oxp! I think either .rtf or .txt format for the readme is best.
Is this a typo: Gun mounts 1No (Fore)?

Re: New ships under developemnt

Posted: Sun May 20, 2012 12:06 pm
by Thargoid
No problem to take the Aquatics as a template, nor to mirror the license terms.

EV has an important point above - you need to be clear to put the .oxp folder and not the extract one which probably contains it or else the OXP won't be visible to the game.

Re: New ships under developemnt

Posted: Sun May 20, 2012 11:52 pm
by Shipbuilder
Hi Guys

El Viejo has very kindly being play testing a pre-release version of the Colonial Viper Mark 1 and thankfully it seems to be working well. The only potential issue seems to be with regard to legal status though to be honest I do not know what the issue may be.

Could it be the space between pirate and (0.05) in the shipdata script below where i am defining the roles ? (I have corrected this now).

Can anyone offer any advice ?

I have copied El Viejo's comments/screenshots below and also the shipdata script. I think once this is sorted out I can make an official release.

El Viejo's comments/Screenshots: -
Tracked a few npc variants down, and they too work fine in-game (no log errors). I came across these two jousting (click on the thumbnails for large pics):

Image

The 'white-hat', namely Starboat Random III, lacks any legal status from what I can see:

Image

I presume that if it's a GalCop wingman, it should show 'System Vessel', like the Vipers (or at least 'Clean'). The 'black-hat' shows 'Fugitive' nicely. I probably know how to fix that, somewhere in my frazzled old brain, but I'd likely get it wrong. You'll need to figure it out, or ask the forum, I'm afraid.

They look great in-game though, and are quite tricky to splash - but I did atomise a couple!


Shipdata script: -

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">

<dict>
<key>colonialvipermk1</key>
<dict>
<key>aft_eject_position</key>
<string>0.0 0.0 -1.0</string>
<key>auto_ai</key>
<string>yes</string>
<key>bounty</key>
<string>40</string>
<key>cargo_type</key>
<string>CARGO_NOT_CARGO</string>
<key>energy_recharge_rate</key>
<real>3.0</real>

<key>exhaust</key>
<array>
<string>4.0 0.0 -4.0 1.1 1.1 5.0</string>
<string>-4.0 0.0 -4.0 1.1 1.1 5.0</string>
<string>-0.0 4.0 -4.0 1.1 1.1 5.0</string>
</array>

<key>subentities</key>
<array>
<string>*FLASHER* 0.0 4.2 -10.0 175 0 1 3.5</string>
<string>*FLASHER* 4.0 0.2 -10.0 175 0 1 3.5</string>
<string>*FLASHER* -4.0 0.2 -10.0 175 0 1 3.5</string>
</array>

<key>forward_weapon_type</key>
<string>WEAPON_BEAM_LASER</string>
<key>has_ecm</key>
<real>0.9</real>
<key>laser_color</key>
<string>orangeColor</string>
<key>likely_cargo</key>
<integer>0</integer>
<key>max_cargo</key>
<string>0</string>
<key>max_energy</key>
<real>250</real>
<key>max_flight_pitch</key>
<real>2.1</real>
<key>max_flight_roll</key>
<real>2.3</real>
<key>max_flight_speed</key>
<real>375</real>
<key>max_missiles</key>
<integer>0</integer>
<key>missile_launch_position</key>
<string>0.0 -11.0 -17.0</string>
<key>missiles</key>
<integer>0</integer>
<key>model</key>
<string>colonialvipermk1.dat</string>
<key>name</key>
<string>Colonial Viper Mark 1</string>
<key>roles</key>
<string>escort police wingman pirate (0.05) hunter(0.5)</string>
<key>thrust</key>
<real>50</real>

<key>view_position_aft</key>
<string>0.0 5.0 -5.0</string>
<key>view_position_forward</key>
<string>0.0 -1.3 19.0</string>
<key>view_position_port</key>
<string>-4.0 0.0 0.0</string>
<key>view_position_starboard</key>
<string>4.0 0.0 0.0</string>

<key>weapon_position_forward</key>
<string>0.0 -1.3 17.0</string>

<key>death_actions</key>
<array>
<string>commsMessage: [colonialvipermk1-plea]</string>
</array>

</dict>
<key>colonialvipermk1-player</key>
<dict>
<key>forward_weapon_type</key>
<string>WEAPON_PULSE_LASER</string>
<key>aft_eject_position</key>
<string>0.0 0.0 -5.0</string>
<key>cargo_type</key>
<string>CARGO_NOT_CARGO</string>
<key>energy_recharge_rate</key>
<real>3.0</real>

<key>exhaust</key>
<array>
<string>4.0 0.0 -4.0 1.1 1.1 5.0</string>
<string>-4.0 0.0 -4.0 1.1 1.1 5.0</string>
<string>-0.0 4.0 -4.0 1.1 1.1 5.0</string>
</array>

<key>subentities</key>
<array>
<string>*FLASHER* 0.0 4.2 -10.0 175 0 1 3.5</string>
<string>*FLASHER* 4.0 0.2 -10.0 175 0 1 3.5</string>
<string>*FLASHER* -4.0 0.2 -10.0 175 0 1 3.5</string>
</array>

<key>laser_color</key>
<string>orangeColor</string>
<key>max_cargo</key>
<string>0</string>
<key>max_energy</key>
<real>250</real>
<key>max_flight_pitch</key>
<real>2.1</real>
<key>max_flight_roll</key>
<real>2.3</real>
<key>max_flight_speed</key>
<real>375</real>
<key>max_missiles</key>
<integer>0</integer>
<key>missile_launch_position</key>
<string>0.0 -11.0 -17.0</string>
<key>model</key>
<string>colonialvipermk1.dat</string>
<key>name</key>
<string>Colonial Viper Mark 1</string>
<key>roles</key>
<string>player</string>
<key>thrust</key>
<real>50</real>
<key>view_position_aft</key>
<string>0.0 9.0 -10.0</string>
<key>view_position_forward</key>
<string>0.0 1.0 22.0</string>
<key>view_position_port</key>
<string>-0.0 0.0 9.0</string>
<key>view_position_starboard</key>
<string>0.0 0.0 9.0</string>

<key>weapon_position_forward</key>
<string>0.0 -1.3 17.0</string>

<key>custom_views</key>
<array>
<dict>
<key>view_description</key>
<string>Rear View</string>
<key>view_position</key>
<string>0.0 10.0 -100.0</string>
<key>view_orientation</key>
<string>1.0 0.0 0.0 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Rear Right View</string>
<key>view_position</key>
<string>75 10.0 -75</string>
<key>view_orientation</key>
<string>0.9239 0.0 0.3827 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Right View</string>
<key>view_position</key>
<string>100.0 10.0 0.0</string>
<key>view_orientation</key>
<string>0.7071 0.0 0.7071 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Front Right View</string>
<key>view_position</key>
<string>75 10.0 75</string>
<key>view_orientation</key>
<string>0.3827 0.0 0.9239 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Front View</string>
<key>view_position</key>
<string>0.0 10.0 100.0</string>
<key>view_orientation</key>
<string>0.0 0.0 1.0 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Front Left View</string>
<key>view_position</key>
<string>-75 10.0 75</string>
<key>view_orientation</key>
<string>0.3827 0.0 -0.9239 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Left View</string>
<key>view_position</key>
<string>-100.0 10.0 0.0</string>
<key>view_orientation</key>
<string>0.7071 0.0 -0.7071 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Rear Left View</string>
<key>view_position</key>
<string>-75 10.0 -75</string>
<key>view_orientation</key>
<string>0.9239 0.0 -0.3827 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Top View</string>
<key>view_position</key>
<string>0.0 100.0 0.0</string>
<key>view_orientation</key>
<string>-0.7071 0.7071 0.0 0.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>Bottom View</string>
<key>view_position</key>
<string>0.0 -100.0 0.0</string>
<key>view_orientation</key>
<string>0.0 0.0 0.7071 0.7071</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
</array>
</dict>


</dict>

</plist>

Re: New ships under developemnt

Posted: Mon May 21, 2012 4:31 am
by Capt. Murphy
Maybe try it with the bounty set to 0 rather than 40. The games populater should handle applying an appropriate bounty to the pirate role, and if it works to the same logic as the autoAI function posted by Ahruman here - https://bb.oolite.space/viewtopic.ph ... 00#p171625 - it doesn't look like it necessarily clears a shipdata defined bounty when spawned as police.

Re: New ships under developemnt

Posted: Mon May 21, 2012 6:58 am
by Commander McLane
Because of some quirks with the automated assignment of AIs and scanClasses up to Oolite 1.76 it is generally advisable to not give a ship police and civilian roles together. This should be sorted out in trunk, but that doesn't help players who are using the current official release of the game.

Therefore you should create another clone of the ship. Just duplicate your shipdata and name the new clone something with "police" in it (for instance "colonialvipermk1-police"). Then take out its bounty definition and all roles except "police" and "wingman". Lastly you should explicitly set its scan_class to "CLASS_POLICE".

Then take the "police" and "wingman" roles out of your original. While you're at it, also remove the space between "pirate" and the parenthesis. You should also explicitly set its scan_class to "CLASS_NEUTRAL". Finally get rid of the bounty definition in this version as well. If your ship is spawned as a trader it doesn't need a bounty, and if it's spawned as a pirate, the game engine will give it a random bounty and disregard the value in shipdata anyway. If it's spawned as an escort, it'll get a bounty depending on whether its mother has one.

Note to ship designers: the entry <key>scan_class</key> should never be missing from a shipdata.


One final remark on formatting: If you post code like a shipdata, please include it in "code"-tags. This will make it eminently better readable, and increase your chances of getting answers.

Re: New ships under developemnt

Posted: Mon May 21, 2012 8:21 am
by cim
Commander McLane wrote:
Note to ship designers: the entry <key>scan_class</key> should never be missing from a shipdata.
It should be safe to omit (at least, that's what the Wiki has been documenting for years). It defaults to CLASS_NOT_SET, which will be automatically changed to CLASS_NEUTRAL in most cases.

Re: New ships under developemnt

Posted: Mon May 21, 2012 9:53 am
by Eric Walch
The problem with police ships (and also thargoids) is, that when added by script, the default (CLASS_NEUTRAL) scan class is used. So these special scan classes must be explicitly set in shipData.plist. And for police that works only when putting them in a special entry. As with current trunk, script added (police, wingman, interceptor and thargoid) will get the scanclass the player would expect when they were not defined.

This problem does not arise when the populator itself adds them, but sometimes also scripts call these roles.

One thing about police hat is often done not correct. The game explicit differentiates between 'police' and 'interceptor'. The later being a high-tech version of police ships. Try to never assign both roles to viper ships and if its a high tech ship, use preferably the 'interceptor' role (and omit the 'police'). That way the ships are only added as police in high tech systems.

Re: New ships under developemnt

Posted: Mon May 21, 2012 12:03 pm
by Shipbuilder
Thanks for your advice gents I’ll get on to this when I get home (I also note the note about inserting code into code tags).

Commander McLane – Just one query. When I create and amend a clone of the original ship is it just the shipdata script for the non-player ship that I clone i.e. I will end up with a shipdata script containing the following: -

1) Non-player ships (Excluding police).
2) Non-player ships (Police only).
3) Player ship.

Thanks again for your help I could have spent forever trying to work out what the issues were.

Re: New ships under developemnt

Posted: Mon May 21, 2012 12:10 pm
by Cody
Shipbuilder wrote:
I will end up with a shipdata script containing the following: -

1) Non-player ships (Excluding police).
2) Non-player ships (Police only).
3) Player ship.
<scratches his head, then nods tentatively - awaits confirmation from a boffin>

Re: New ships under developemnt

Posted: Mon May 21, 2012 12:50 pm
by Staer9
Shipbuilder wrote:
I will end up with a shipdata script containing the following: -

1) Non-player ships (Excluding police).
2) Non-player ships (Police only).
3) Player ship.
Yes