I just updated my ATI Radeon drivers to 9.9.
To test it I unloaded Griff's Ship Set and flew with just these OXP's:
Fighter HUD
System Redux
Target Autolock
Target Reticle
No problems.
Then I loaded Griff's set. All appeared well, but this error message was in the Latest.log when I checked:
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[strings.conversion.vector]: ***** ERROR: cannot make vector from '0.0 -9.5 - 48.5': could not scan a float value.
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[gameController.exitApp]: .GNUstepDefaults synchronized.
Any thoughts?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
hmm, there's a little bit about the alertcondition error in the last few posts of this thread https://bb.oolite.space/viewtopic.php?t=6581
are you running Oolite on a windows PC El Viejo? i am and i get the error in the log but the shader runs OK and the alertCondition behaves as it should (it makes the lights on the player ship pulse red when you're under attack, and 'switches the lights off' (colours them black in reality) when your viewing ships in the shipyard/ commander loading screen
the "[strings.conversion.vector]: ***** ERROR: cannot make vector from '0.0 -9.5 - 48.5': could not scan a float value. " error is in griff_ferdelance_normalmapped.oxp, in the shipdata.plist file
lines 5 and 166 read
Sorry if I'm being thick, but how do I override my ship in my save game file?
I've tried various strings such as griff_normal, griff_cobra3_normalmapped_scuffed_texture etc but it doesn't work.
Thanks!
Ah, got it - griff_normalmapped_cobra_mkIII_player as defined in shipyard.plist
i forgot to mention in the readme's for the oxp's but you can change the paint colour on the player ships by editing the shipdata.plist file in the oxp's config folder.
look for lines like these in the player version of the ship
PaintColor1 = { type = vector; value = "0.0 0.0 0.0"; };
PaintColor2 = { type = vector; value = "0.0 0.0 0.0"; };
DecalColor = { type = vector; value = "1.0 0.3945 0.0"; };
the numbers in the value = "" bit are Red, Green and Blue values, in the range 0.0 - 1.0
you can also choose between four different decals by editing the value in the line uDecalSelect = { type = "float"; value = 0.3; };
0.0 - 0.24 is decal1, 0.25 - 0.49 is decal 2, 0.50 - 0.74 is decal 3 and 0.75 - 1.0 is decal 4.
au usual, if you edit anything in an oxp remember to hold down shift after starting oolite untill the spinning cobraIII appears go get oolite to notice the changes you've made
Incidentally, Griff, in the trunk entityPersonality/entityPersonalityInt is stored in saved games. It isn’t transferred from the display model when you buy ships, but that should be simple to implement.
I've added a Python to the links on the first page of the thread, in the screenshot i was suprised to see how much it looks like my fer-de-lance remake - they do look different in game honest!
@ Ahruman - Does that mean that decals could be randomly selected (like they are for NPC ships) when browsing the shipyard, then saved into the players save file when the ship is bought?
Does that mean that decals could be randomly selected (like they are for NPC ships) when browsing the shipyard, then saved into the players save file when the ship is bought?
I've added a Python to the links on the first page of the thread, in the screenshot i was suprised to see how much it looks like my fer-de-lance remake - they do look different in game honest!
Nice addition. I wanted to kill one but they were all friendly and I didn't want to fire the first shot.
I noticed you did set "auto_ai = no". Do you have a reason for that? Now all ships take the AI from the template. And that is a trader-AI, even when added as pirates. You should set it to auto_ai = yes, so that the system chooses the right AI for the added role.
And the internal "black dog" has escorts. I would give this "black dog" also 2 escorts like the original. And to make sure it only gets stylish correct escorts you should also define "escort-role = shader-escort". You already included that role in your sidewinder. And if the player has not installed any oxp with those shader-escorts, it will default to a regular escort.
Last edited by Eric Walch on Sun Sep 27, 2009 8:46 pm, edited 1 time in total.
the auto ai = no is a mistake, i had a lot of problems writing out the shipdata.plist, syntax errors and stuff even though i couldn't spot them, i must have changed that line for some reason and forgotten to change it back once i got the oxp working.
i'll make one of the current variations in the oxp a blackdog and give it some escorts, i need to get around to doing some proper pirate themed decals too
edit: thanks for the bug fixes eric, i've updated the oxp!