Page 4 of 5

Posted: Thu Dec 13, 2007 6:35 pm
by davcefai
You need to rename the file to whatever the game is looking for. Linux is case sensitive and Little Bear's system isn't.

If you do not rename the consequences can vary from trivial, as in this case, to serious, as in, say, a planet not appearing.

Posted: Thu Dec 13, 2007 6:44 pm
by Ark
My system is not case sensitive (PC). The whole name of the png is wrong. I have to rename it from guntext to guntex.
Thanks anyway !!!!!!!!!!

Posted: Thu Dec 13, 2007 7:42 pm
by LittleBear
Yeah. Sorry about that. I play with Murgh's Wolf Mk II OXP installed, which does have a file called guntext, so I didn't notice the typo before I released it. The bug is harmless and doesn't effect how the OXP plays, but I really should get round to updating it. The texture is just goes on a tiny little bump where the laser beam for each gun is emitted, so with the texture not being there hardly effects the appearance of the ship - It just makes the three bumps grey rather than black. (You'd have to be about a meter away from the Ships Tri-Laser Mounting to see it, which might be a terminally unhealthy place to be!):wink:

Posted: Wed Dec 26, 2007 8:16 pm
by Ark
Hi little bear

I have renamed the guntext.png into guntex.png but I had an unpleasant surprise in the demo screen.

First of all the bumps are not as tiny as I thought (actually they are huge). Moreover in some ships this bump is far away from the ship (not attached to the hull).
Also in 1.65 the ships had a very nice black color (how you did that at the first place??) but now in 1.70 that black color is gone.

I think i need you help (since i am lost)

Re: Short Renegade Story

Posted: Thu Dec 27, 2007 12:05 am
by Cmdr. Maegil
***Derailing the topic***

drumz wrote:
Boy am I good.

Or so I thought.

I had only one last resort - eject.

You've earned my fear.

I'm coming back.

I want a rematch.
Now, THIS is a Commander of ELITE mettle!

Posted: Thu Dec 27, 2007 11:46 am
by LittleBear
You'd also have to search and replace the model file (gun.dat) to give it the new texture (guntext.png) so that it also points to the renamed texture. However, I don't think it is a problem with 1.70, as I have it running without this error on 1.70. I suspect the problem is that another OXP also uses the name "gun.dat" for guns, so the guns for another ship are being stuck on the renegades. This is my own fault for using a name like "gun" rather than somthing unique like "renagade_gun.dat"!. I only have a few OXPs installed on 1.70 ATM witch would explain why I'm not hitting the bug. To fix it:-

rename the model "gun.dat" "renegade_gun.dat".

Now open shipdata and do a search and replace "gun.dat" with "renegade_gun.dat".

I wrote this OXP quite a while ago and meant to update it (the AIs could be a lot better, and as they never flee they never use pods!), but got side-tracked with other projects. Maybe in the new year!

Posted: Thu Dec 27, 2007 4:17 pm
by Ark
LittleBear wrote:
I suspect the problem is that another OXP also uses the name "gun.dat" for guns, so the guns for another ship are being stuck on the renegades.
Thanks LB :)
By the way the only other gun.dat that i can find is in the Black Monks OXP :twisted:
LittleBear wrote:
I wrote this OXP quite a while ago and meant to update it (the AIs could be a lot better, and as they never flee they never use pods!), but got side-tracked with other projects. Maybe in the new year!
:D :D

Posted: Mon Jul 27, 2009 8:13 am
by saint
One beginner question about laser colors. May I use some custom hue somehow ?

I have to find something that matches nicely my psychedelic tie fighter...

Posted: Mon Jul 27, 2009 12:49 pm
by Eric Walch
saint wrote:
One beginner question about laser colors. May I use some custom hue somehow ?

I have to find something that matches nicely my psychedelic tie fighter...
I am not sure, but I think you can use an array of four numbers instead of a colour name. Look here for the colour definitions.

Posted: Mon Jul 27, 2009 3:09 pm
by saint
Eric Walch wrote:
saint wrote:
One beginner question about laser colors. May I use some custom hue somehow ?

I have to find something that matches nicely my psychedelic tie fighter...
I am not sure, but I think you can use an array of four numbers instead of a colour name. Look here for the colour definitions.
The same documet I tried to follow... No help.

I tried to add double gun in front of the ship borrowing some renegade code and model (guns), but did not work. Is there a primer for tinkering beginners that explains the objects ?

A couple of guns could be handy with those renegades... too bad that the program lost its window while dogfighting, so i removed the renegades :( (the program was there running -i heard them chopping my TIE- but there was no window - very Steppish, but requires a visit to the Linux chapter)

Posted: Mon Jul 27, 2009 3:45 pm
by Eric Walch
saint wrote:
The same documet I tried to follow... No help.
:?: I tried:

Code: Select all

		<key>laser_color</key>
		<array>
			<integer>1</integer>
			<real>0.5</real>
			<integer>0</integer>
			<integer>1</integer>
		</array>
Definition of orange colour. It worked in a second try. In my first tries I used a ship with shaders and there the colour stayed red. No idea if this is a shader bug or that I should do it different than? However, with the old regenerades it should work.

Posted: Mon Jul 27, 2009 3:56 pm
by saint
Eric Walch wrote:
:?: I tried:

Code: Select all

		<key>laser_color</key>
		<array>
			<integer>1</integer>
			<real>0.5</real>
			<integer>0</integer>
			<integer>1</integer>
		</array>
Definition of orange colour. It worked in a second try. In my first tries I used a ship with shaders and there the colour stayed red.
I will try again. Maybe the TIE uses shaders... I like the tincan look of the TIE while it is a nice ship to fly... for a compulsive killer :)

Posted: Mon Jul 27, 2009 4:11 pm
by Eric Walch
saint wrote:
I will try again. Maybe the TIE uses shaders... I like the tincan look of the TIE while it is a nice ship to fly... for a compulsive killer :)
I just looked better. With a shaderified ship, only the front laser stays red, the back laser does use the defined colour so this must be a bug with shaders here.

Posted: Mon Jul 27, 2009 4:24 pm
by saint
Eric Walch wrote:
saint wrote:
I will try again. Maybe the TIE uses shaders... I like the tincan look of the TIE while it is a nice ship to fly... for a compulsive killer :)
I just looked better. With a shaderified ship, only the front laser stays red, the back laser does use the defined colour so this must be a bug with shaders here.
Yeah, that could be an alternative way of fighting :)...

"DOods, take a look at my psychedelic TIE"
"Wow, cosmic!"
"It fires backward with this peculiar shade"
"Wow, cosmic! Wanna some more peyotl ?"

Seriously, I have to wait for the bugfix...

Posted: Mon Jul 27, 2009 4:31 pm
by Eric Walch
saint wrote:
Seriously, I have to wait for the bugfix...
There is no bug it was just that neolite stuff that makes other stuff not working. My testships are all like_ships from the originals. I tested with a boa, but the neolite boa has no front laser, so colouring didn't work. The neolite boa uses a boa-skiff as subentity and that one has the laser. So basically it should work.

Could be the case with you also, as a ship can only have one front laser. When there are more, there are subentities where you must define the colour.