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Posted: Mon Jan 14, 2008 9:36 pm
by pagroove
Because for I made this texture for the standard Coriolis Station.
It looks also good on the other station, rock hermits etc... I tested it. But it could look better if the Coriolis Station was up to Grif's standards

Image

I could make these textures public if anyone is interested. 8)

Posted: Mon Jan 14, 2008 9:37 pm
by pagroove
Supplement:

Only the outside textures are from me in this model!. Not the docking bay itself

*raises hand*

Posted: Mon Jan 14, 2008 10:01 pm
by Lestradae
Interested! :)

Posted: Thu Jan 31, 2008 3:46 pm
by LittleBear
I've uploaded a new (1.1) Version. This should fix the bugs and also has quite a few new features:-

List of Updates from Version 1.0:-

- Bug with Characters in Asp Explorers not appearing fixed.
- Bug with clones of dead Characters sometimes appearing fixed.
- Java Script added to check who killed or scooped Characters.
- Problem with low frame rate whist fighting a Character fixed.
- A lot of recursion bugs in the AIs fixed.
- Requires.plist added (ie the OXP won’t run on a version lower than 1.70)
- Prices of goods at a Bar will now not be quite the same as the prices of goods at the Main Station, some being cheaper or having greater quantities in stock, some will be more expensive or have less in stock.
- More depth added to the random generator (5,000 extra words added).
- Some Characters now have escorts and henchmen.
- Space Bars are now armed with Plasma Turrets.
- The Rank held by an NPC bounty hunter is now shown in brackets after the name of his ship when targeted with the Identification Computer.

Following the link on my sig will take you to the download page.

Posted: Thu Jan 31, 2008 6:03 pm
by Kaiserspike
Great stuff,can't wait to try it.
any chance of letting us access the galaxy map when deciding to pick a hit? Or is that madness....? probably is!
have a list of planet names in the general vicinity but keep losing it.

Posted: Thu Jan 31, 2008 6:17 pm
by LittleBear
Trouble is because each hit is generated by about 100 'dice roles' by the time you'd looked at the map and the board was re-generated it would generally be a different hit. You can exit check the map and redock, but there's no guarantee that the hit you were interested in will be there again. There's no time pressure on a hit though (and the Random Hits missions will run quite happly at the same time as other missions), so you can take one and just do it when you happen to be in that neck of the woods. By the law of averages, on average a hit will involve a trip of 20 lys (so not too bad). The high number of credits paid out is to reflect the fact that you may well have to do some travelling, often off the trade routes. Although the Passenger contracts and give you a distance to the system (which is what I'd idealy like to do on the Bullitin Board), this seems to be hard-coded rather than somthing thats OXPable.

Due to the way Oolite's dice work (a random seed), hits will repeat in system (a jump always clears them). If you want to take a hit on page 1, exit the board and then launch flip over and redock, page 1 will be different. However if you fick though the whole board a few times the same hit on page 1 will generally repeat (as the sequence of numbers produced by the seed is repeated after about 500 rolls, so if rolls one, two and three produced 7, 200, 5 then so will roll 501, 502, 503). But you can't always bank on this as "landing" on certain phases tells Oolite to roll the dice again and so the sequence gets broken.

Eg: if a character is decribed as "an irritating luminious solicitor" this was produced by rolling a 150 sided dice 3 times. The odds of hitting that combination again as obviosuly pretty small! And its the whole message thats generated this way.

Posted: Fri Feb 01, 2008 1:31 pm
by Kaks
Nice!

<drops jaw>

And it's so... vast... !

Almost a whole new game just by itself.... wow!

<picking jaw debris from floor>
I see I've still got 'a few' things to learn, sensei. :D

Posted: Fri Feb 01, 2008 11:55 pm
by TGHC
No glass ceilings for LB, have a look at the readme of assassins.........

Posted: Sat Feb 02, 2008 9:03 am
by The Dreamcatcher
The only thing that I'd like to see in this oxp now is the ability to accept more than one hit at a time. For me now, the rest of the game has gone out of the window as all of my game time now is taken up with tracking down and liquidating naughty people for lots of money. I freakin love this oxp. Cheers LB.

Posted: Sun Feb 03, 2008 12:09 am
by Kaiserspike
bloody hell! that was some answer LB!
thanks and keep up the good work!

Posted: Sun Feb 03, 2008 4:56 pm
by davcefai
Today I noticed that the Gin Palaces are not spinning. I visited 3 and on all of them I had to have my drink from a closed bottle with a straw.

Is this deliberate?

Posted: Sun Feb 03, 2008 5:08 pm
by LittleBear
Yeah, its to make docking a bit easier. As they are giant hollowed out rocks (like hermits), its seemed approprate for them not to rotate. The Bars are of course equipped with the lastest Gav-O-Gen artifical gravity generators, obviating the need to rely on centrfugal forces.

Posted: Sun Feb 03, 2008 10:11 pm
by Captain Hesperus
LittleBear wrote:
The Bars are of course equipped with the lastest Gav-O-Gen artifical gravity generators, obviating the need to rely on centrfugal forces.
Except the ones that operate a 'Zed-Gee' zone for recreational fun. Try chasing a Tibediedian Arma brandy across the room. It's a real laugh, especially if it 'docks' in an attractive young queen's (it's the feline female name, honest) lap.

Captain Hesperus

Posted: Mon Feb 04, 2008 5:02 am
by davcefai
Yeah, its to make docking a bit easier.
Since I posted my moan about the difficulty of docking with the bars I have worked out why I had such problems.

You need to make a substantial parallax correction in an Imperial Courier. The large wings don't help either.

Posted: Mon Feb 04, 2008 8:02 am
by Commander McLane
davcefai wrote:
Yeah, its to make docking a bit easier.
Since I posted my moan about the difficulty of docking with the bars I have worked out why I had such problems.

You need to make a substantial parallax correction in an Imperial Courier. The large wings don't help either.
Oh, you didn't know that? It should be pretty obvious that the IC's cockpit is pretty off-centered (at least after you crashed your nacelles for the 10th time). :wink:

I mean, honestly, how do you drive your car into a garage? With the driver's seat centered? Your left (or right, depending on the country you're in) fender must look awful. :shock: