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Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Tue Dec 16, 2014 5:23 pm
by Amah
cleaned up the shipdata.plist of Staer9's Salamander and made the texture a bit gloomier yet again. Hope it's not too dark now, but I thought it might fit its primary role as a Hunter ship:

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/e1: simple decal and alternate paintscheme based on the Oolite Sidewinder_escort added.

/e2: currently updating a couple of individual OXPs to make Oolite v1.81+ happy:
accessories_asteroids, accessories_cargopods, station_fullres, alternate_stations, staer9_salamander, ocpc_base, z_groovy_variety_pack_yelloocab, z_groovy_variety_pack_cobra1, z_groovy_variety_pack_cobra3, z_groovy_variety_pack_sidewinder, noshaders_alternate cobra_Mk3, noshaders_missingcoreships_cobra_Mk3, z_groovy_viperraider

OXZs will be seen after I have finished, so work on converting new ships are on hold, until I'm done. Most changes are trivial fixes like a missing manifest.plist or old style shipdata syntax, but I need to look through all packages.

If you don't use the nightly or developer builts you won't need these updates:
* oolite.oxp.amah.noshaders_missingcoreships.oxz (old style subents fixed)
* oolite.oxp.amah.noshaders_alternateships.oxz (old style subents fixed, use strict added)
* oolite.oxp.amah.noshaders_ZGrOovy_varietypacks.oxz (old style subents fixed)
* oolite.oxp.amah.noshaders_accessories.oxz (use strict added)
* oolite.oxp.amah.noshaders_ZGrOovy_stations_replace (lame spawning conditions scripts added)
* oolite.oxp.amah.noshaders_ZGrOovy_stations_addon (lame spawning conditions scripts added)
* oolite.oxp.amah.noshaders_ZGrOovy_extraships.oxz (conditions changed to a condition_script for ViperRaider)

... updates (hopefully) done!

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Sun Dec 21, 2014 7:51 pm
by Amah
Hej,

now I'm (hopefully) through with updating the oxz to be Oolite v1.81+ compatible, I'm looking into another Staer9 ship: the Python ET Special. I put up a first oxp online in case you are interested in test flying it:

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you can find it on the box.com repository in the staer9 section.

have fun and I hope there's not too much stress in your christmas preparations.

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Tue Dec 23, 2014 6:06 pm
by Amah
Uploaded a first version of Staer's Python Class Cruiser. Though it's not boxing day yet, but if you like head over to my box account, unwrap the zip file and have a test flight with it.

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two paintschemes available (first from Staer9 shipset 1.0 and second from 1.2)

wishing everyone a very merry christmas.

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Wed Dec 24, 2014 12:55 am
by Diziet Sma
Looks good! 8)

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Sun Jan 04, 2015 10:17 am
by Amah
Thanks Diziet Sma and wishing everyone all the best for 2015!

I updated the Python Class Cruiser with a paintscheme based on the default griff python and changed the sharkteeth decal for all three paintschemes for a closer resemblance to the sketches/Neolite ship you can find on the wiki for it:

ImageImageImage

For downloading the oxp head over to the staer9 folder in the noshaders section of my box.com repository.

have fun.

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Mon Jan 05, 2015 11:16 pm
by Amah
Just uploaded a first version of Staer9's Iguana(s), a pirate's favourite: the oxp contains one variant with the v1.0 paintscheme and another one with the 1.2 look. I removed the twin lasers, for the sake of rebalancing it (not sure about it tho):

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hope you like it, have fun with it...

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Tue Jan 06, 2015 1:14 am
by Wildeblood
Amah wrote:
I removed the twin lasers, for the sake of rebalancing it (not sure about it tho)
Put it back.

Tip for new players: don't attack iguanas, they (should) have twin lasers.

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Tue Jan 06, 2015 10:13 am
by Amah
hmmh, as I said I wasn't sure about it in the first place, but I thought it to be too strong. And what's giving me some headaches is the fact the player version has "just" a single laser, so isn't on par. Does it make sense limiting the NPCs to pulse lasers to balance it out?

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Tue Jan 06, 2015 10:51 am
by Venator Dha
Simply produce two versions: 1 with one laser and the other with two, people can then decide which they want. Every one should be happy and stops it being your problem :D

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Tue Jan 06, 2015 12:08 pm
by Amah
Thanks for the feedback to you both.

reuploaded the Iguana now, split the packages into resourses and the config files for either twin lasers (two Pulse) or single laser (one Beam) ships. Pick you poison.

I'd be happy on some feedback on the two pulse lasers befor makin it v1.81+ ready... Maybe it makes sense according to the roles to have some rare heave pirate fighters with twin beam lasers.

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Tue Jan 06, 2015 12:29 pm
by Norby
We discussed earlier and I asked Staer9 in PM about the dual lasers of Cat and Iguana and the consensus is to keep the dual configuration but downgrade the lasers: the Cat with dual Pulse and Iguana with dual Beam lasers (and the last with smaller occurence in roles).

I can imagine single laser variants in different packages to be selectable within the manager. These need different dataKeys and names to cover the situation if somebody wants both variants. Plus this is a nice opportunity to make different artworks for the single variants.

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Tue Jan 06, 2015 12:56 pm
by Amah
Norby wrote:
We discussed earlier and I asked Staer9 in PM about the dual lasers of Cat and Iguana and the consensus is to keep the dual configuration but downgrade the lasers: the Cat with dual Pulse and Iguana with dual Beam lasers (and the last with smaller occurence in roles).

I can imagine single laser variants in different packages to be selectable within the manager. These need different dataKeys and names to cover the situation if somebody wants both variants. Plus this is a nice opportunity to make different artworks for the single variants.
Thanks for the reply Norby. I upgraded the twin model now to Beam Lasers as well. Both configs (single and dual) should already be installable alongside (not tested though).

As for the Artwork... Iirc the base texture is based on Griff's Krait, so it should be possible without too much hassle. Other than that using colourize always works too ;-)

What about MFLS for player ships?

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Sat Jan 10, 2015 11:35 am
by Amah
Hej,

just some small updates for the weekend. I fixed a minor bug in Python Class cruiser, updated the Iguana's subent definitions to be v1.81 compatible and uploaded yet another ship: Staer9's [EliteWiki] Bushmaster Miner

It's an NPC only ship, roles as Miner and Hermit ship.
stay safe where ever you are,

Amah
--
Je suis Charlie aussi.

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Sat Jan 10, 2015 1:06 pm
by Smivs
Amah wrote:
Je suis Charlie aussi.
I'd like to think we all are.

Re: [Wip] No shaders Griff's extra and alternative ships...

Posted: Sat Jan 10, 2015 10:17 pm
by Amah
@Smivs <fading smile> yes.

Updated the bushmasters lightmap. Now it should be correct. And here's the usual screenshot:

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