[RELEASE] Hyperspace Hangar OXP

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

Post Reply
User avatar
Ramen
Deadly
Deadly
Posts: 138
Joined: Sat Apr 18, 2015 5:36 pm
Location: Mountain View, CA, USA
Contact:

Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

*sound of devouring cookies* ...Do you guys have any milk?
That is not my desk.
I find this lack of milk... disturbing.
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [RELEASE] Hyperspace Hangar OXP

Post by Norby »

User avatar
Ramen
Deadly
Deadly
Posts: 138
Joined: Sat Apr 18, 2015 5:36 pm
Location: Mountain View, CA, USA
Contact:

Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

That's a good idea. I'm not very familiar with images though. Also, it would be cool if the ships were shown in the hangar.
That is not my desk.
I find this lack of milk... disturbing.
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [RELEASE] Hyperspace Hangar OXP

Post by Norby »

Insert an extra confirmation screen when select a ship, use Sure/Nope choices and these:

Code: Select all

mission.runScreen({
    	model: "["+this._shipsStored[choice][1]+"]", //dataKey of the selected ship
    	spinModel: true,
    	background: {name: "Image_by_Author.png", height: 480}, //always 480, not the height of the image
    	title: "Hyperspace Hangar",
    	...
Rename the selected png to contain the original image title and author name - I follow this mode in my HD pack to avoid plagiarism.
A jpg must be converted to png first, like save as png with xnview.
Put into the Images subfolder within your oxz and write a credit about the author, source url and license into the readme.
All of your screens should get the same background line.
User avatar
Ramen
Deadly
Deadly
Posts: 138
Joined: Sat Apr 18, 2015 5:36 pm
Location: Mountain View, CA, USA
Contact:

Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

Thanks for the information! :)
That is not my desk.
I find this lack of milk... disturbing.
User avatar
Ramen
Deadly
Deadly
Posts: 138
Joined: Sat Apr 18, 2015 5:36 pm
Location: Mountain View, CA, USA
Contact:

Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

Norby wrote:
How about to show the image of your hangar in F4?
These have licenses:
http://kheng.deviantart.com/art/Launch- ... -449525179
I cannot find the license for this one. Could you tell me where to find it?
That is not my desk.
I find this lack of milk... disturbing.
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [RELEASE] Hyperspace Hangar OXP

Post by Norby »

Ramen wrote:
Could you tell me where to find it?
Here, a special one. ;)
User avatar
Ramen
Deadly
Deadly
Posts: 138
Joined: Sat Apr 18, 2015 5:36 pm
Location: Mountain View, CA, USA
Contact:

Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

Alright, I have created a new version using Kheng's image, as well as a bugfix.
You can find version 1.9.0 here: http://wiki.alioth.net/img_auth.php/3/3 ... _1.9.0.oxz or using the expansion manager.
As I am being grabbed by real life, features description will have to wait. Sorry. :(
That is not my desk.
I find this lack of milk... disturbing.
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [RELEASE] Hyperspace Hangar OXP

Post by Norby »

Nice work!

Here with Xenon UI there was no background until I added

Code: Select all

    var w = worldScripts.XenonUI;
    if (w) w.$addMissionScreenException("HyperspaceHangar");
into the startUp and a

Code: Select all

    screenID: "HyperspaceHangar",
and the sometimes missing background into all mission.runScreen, but now good. ;)

Image
User avatar
Ramen
Deadly
Deadly
Posts: 138
Joined: Sat Apr 18, 2015 5:36 pm
Location: Mountain View, CA, USA
Contact:

Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

Thanks for the info! By the way, when you say "sometimes missing background screen" do you mean the non-storage screens? It had been my intention to keep those blank, but I may change that if the users demand.
That is not my desk.
I find this lack of milk... disturbing.
User avatar
Ramen
Deadly
Deadly
Posts: 138
Joined: Sat Apr 18, 2015 5:36 pm
Location: Mountain View, CA, USA
Contact:

Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

Alright! ANOTHER update!
Version 1.9.1 is out. New features (and also old features not yet described) include:
-GRAPHICS!
-bugfix for ship-won't-sell situation when trying to sell-then-switch.
-thanks to Norby's mind, an image for every hangar-related screen.
-also thanks to the Norbmind, compatibility with Xenon UI.

You can get it here http://wiki.alioth.net/img_auth.php/1/1 ... _1.9.1.oxz or in the good old, oft mentioned, seriously-I'm-really-getting-tired-of-typing-this, expansion manager. (I've had to type a lot of version updates recently ;))
That is not my desk.
I find this lack of milk... disturbing.
User avatar
Ramen
Deadly
Deadly
Posts: 138
Joined: Sat Apr 18, 2015 5:36 pm
Location: Mountain View, CA, USA
Contact:

Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

VERSION 1.9.1 HAS HAD 1 HOUR AND14 MINUTES TO LIVE. CLEARLY, IT'S TIME FOR AN UPDATE.
VERSION 1.10.0 IS OUT. THAT'S RIGHT 1.10.0. BECAUSE I DON'T MAKE VERY MANY BACKWARDS-INCOMPATIBLE CHANGES.
YOU CAN GET IT HERE (I'M NOT SURE FOR HOW LONG THOUGH.): http://wiki.alioth.net/img_auth.php/f/f ... 1.10.0.oxz
YOU CAN ALSO GET IT FROM THE F$#@ING EXPANSION MANAGER. GOD I'M TIRED. WHERE I LIVE IT'S 12:20 A.M. I'M GOING TO BED.
And also, Cody: I find your lack of milk... disturbing.
That is not my desk.
I find this lack of milk... disturbing.
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [RELEASE] Hyperspace Hangar OXP

Post by Norby »

Ramen wrote:
when you say "sometimes missing background screen" do you mean the non-storage screens?
Yes, I think when I select a line in Interfaces then I step into the selected room in the station. Exactly as you implemented while I slept. :)
User avatar
Ramen
Deadly
Deadly
Posts: 138
Joined: Sat Apr 18, 2015 5:36 pm
Location: Mountain View, CA, USA
Contact:

Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

Alright. New post. First of all, changelog:
-fixed bugs with switching, selling, and purging yes/no prompts.
-added feedback text, so you actually know it's working.
-added border spiffy lines in the changelog file.
-there's a typo in there somewhere, but whatever.

Next, question time:
I feel that the hangar has reached a point of stability. What do you guys (still) want to see in the next version?

Finally, a thanks to everyone who continually helps with this project, including:
-Norby, thanks for your immense help with this project. May the Norbmind remain active! (And if you want to ask about the Norbmind, I'm not really sure. I was pretty tired when I first wrote it.)
-Day (for finding all those bugs)
-Kheng (If you perchance read this.) for providing the hangar background image.
-Anyone else who I forgot. (If so, sorry. :( )

If this makes it sound like I'm done, I'm not. So don't worry. :wink:
That is not my desk.
I find this lack of milk... disturbing.
User avatar
Day
---- E L I T E ----
---- E L I T E ----
Posts: 545
Joined: Tue Mar 03, 2015 11:35 am
Location: Paris

Re: [RELEASE] Hyperspace Hangar OXP

Post by Day »

Ramen wrote:
I feel that the hangar has reached a point of stability. What do you guys (still) want to see in the next version?
First, I'll say that this oxp is very interesting to make the player spend a lot more money. So it's a solution to the "too much money too early" problem :-)

This oxp is a solution to the "different game styles in different savegames" too. Now we can have different game styles in the same savegame, increasing the immersion.

I think it would be great to use my new "ships owner" ability in-story.

One first way to do this would be to condition this multi-ship ability to a mission success. Not necessarily a new mission. A lot of mission already exist, and some seem abandoned. So it could be done with minimal work.
Ramen wrote:
Finally, a thanks to everyone who continually helps with this project, including:
-Day (for finding all those bugs)
Thanks to you for such an interesting oxp!
Post Reply