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Re: W.I.P Liners OXP

Posted: Sat May 07, 2011 7:44 am
by Smivs
Mine (based on the ADCK battleship) are mostly ready, but just need a bit of tidying up. Three versions of the same liner, just different colour schemes and names. I'll try to get them finished ASAP. They come with custom Adder escorts.

Re: W.I.P Liners OXP

Posted: Mon May 09, 2011 4:57 pm
by pagroove
I made a trailer on Youtube for the Emerald:

View here:
http://youtu.be/sI04ZLqwaU0

Re: W.I.P Liners OXP

Posted: Mon May 09, 2011 6:32 pm
by Gibbon
That's slick. In fact it's slicker than a greased beaver sliding on ermine sheets. Excellent!

Re: W.I.P Liners OXP

Posted: Mon May 09, 2011 6:50 pm
by Smivs
Well done PAG, that is awesome.
(Smivs thinks his own contribution definitely needs to be worked on some more)

Re: W.I.P Liners OXP

Posted: Mon May 09, 2011 7:16 pm
by DaddyHoggy
Beautiful - a true sense of scale. Beautiful lighting model - my only concern is it looks a little flat with the close fly by (needs a normal map, it really does!)

Gorgeous soundtrack too - I love the little homage to Star Trek at the beginning (or did I imagine that?)

Re: W.I.P Liners OXP

Posted: Mon May 09, 2011 8:16 pm
by Mauiby de Fug
DaddyHoggy wrote:
Gorgeous soundtrack too - I love the little homage to Star Trek at the beginning (or did I imagine that?)
I thought I heard it too, don't worry!

Re: W.I.P Liners OXP

Posted: Mon May 09, 2011 8:30 pm
by Thargoid
DaddyHoggy wrote:
Beautiful - a true sense of scale. Beautiful lighting model - my only concern is it looks a little flat with the close fly by (needs a normal map, it really does!)
Patience, oh feathered one ;) Normal maps are the one thing that none of us can do, but we know a man who can...

Re: W.I.P Liners OXP

Posted: Mon May 09, 2011 10:17 pm
by pagroove
An annoying thing is that big ships also tend to turn due to their collision detection. A commander of a cruiser of 2 to 4 kilometers does not have to fear much in a sense of collisions except for the biggest asteroids. Is there a way to let the ai of such big ships only steer in case of emergency?

Does anyone know?

Re: W.I.P Liners OXP

Posted: Tue May 10, 2011 6:25 am
by Commander McLane
pagroove wrote:
An annoying thing is that big ships also tend to turn due to their collision detection. A commander of a cruiser of 2 to 4 kilometers does not have to fear much in a sense of collisions except for the biggest asteroids. Is there a way to let the ai of such big ships only steer in case of emergency?

Does anyone know?
A custom AI? According to the Wiki there is the HAZARD_CAN_BE_DESTROYED message together with the WAYPOINT_SET message. It's just not utilized in the standard AIs. HAZARD_CAN_BE_DESTROYED is a priority message, so it is reacted upon before the WAYPOINT_SET message. Therefore I think it should be sufficient to insert

Code: Select all

        "HAZARD_CAN_BE_DESTROYED" =         (
            "dropMessages: WAYPOINT_SET"
        );
into all AI-states which have a checkCourseToDestination somewhere.

Re: W.I.P Liners OXP

Posted: Tue May 10, 2011 6:53 am
by Thargoid
Yes, custom AI's (which are still under fine tuning).

I had also spotted that message in another OXP's AIs, which I think will do the trick. It's used in a different way there iirc, but it's something that can be put in to make things better. I'll test it later and see.

Re: W.I.P Liners OXP

Posted: Tue May 10, 2011 1:33 pm
by drew
Can I borrow one of these for Incursio...?

Cheers,

Drew.

Re: W.I.P Liners OXP

Posted: Tue May 10, 2011 3:48 pm
by pagroove
Yes, But see the comment on youtube. :)

Re: W.I.P Liners OXP

Posted: Tue May 10, 2011 3:48 pm
by pagroove
Commander McLane wrote:
pagroove wrote:
An annoying thing is that big ships also tend to turn due to their collision detection. A commander of a cruiser of 2 to 4 kilometers does not have to fear much in a sense of collisions except for the biggest asteroids. Is there a way to let the ai of such big ships only steer in case of emergency?

Does anyone know?
A custom AI? According to the Wiki there is the HAZARD_CAN_BE_DESTROYED message together with the WAYPOINT_SET message. It's just not utilized in the standard AIs. HAZARD_CAN_BE_DESTROYED is a priority message, so it is reacted upon before the WAYPOINT_SET message. Therefore I think it should be sufficient to insert

Code: Select all

        "HAZARD_CAN_BE_DESTROYED" =         (
            "dropMessages: WAYPOINT_SET"
        );
into all AI-states which have a checkCourseToDestination somewhere.
Thanks Cmndr!

Re: W.I.P Liners OXP

Posted: Tue May 10, 2011 4:00 pm
by Commander McLane
Note that I haven't tested this and am only assuming that it would work.

Re: W.I.P Liners OXP

Posted: Tue May 10, 2011 4:51 pm
by Thargoid
I've got it in the revised AI I'm working on - will test it plus a few other things over the next night or two. Although I'm using it in a slightly extended manner, but the basic principle is the same.