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Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Posted: Tue Feb 08, 2011 10:24 pm
by Commander McLane
In this country we have Gummibären, since 1922.

The treatment is roughly the same. Head first or feet first. Or chew them wholesale.

Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Posted: Tue Feb 08, 2011 10:25 pm
by Cody
The purple ones were the best.

Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Posted: Tue Feb 08, 2011 10:44 pm
by Smivs
Jellybabies! Who hijacked my thread with jellybabies? :shock:

Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Posted: Tue Feb 08, 2011 10:47 pm
by Commander McLane
It doesn't matter with what it was hijacked, only the fact that it was hijacked is what counts on these boards. :wink:

Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Posted: Tue Feb 08, 2011 11:01 pm
by Commander McLane
By the way: "Hijacked by Jellybabies" would be a good name for a Rock band.

Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Posted: Tue Feb 08, 2011 11:08 pm
by Cody
The 'silver spacer' hijacked this thread... and Bonanza Jellybean was a character in Even Cowgirls get the Blues.

Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Posted: Wed Feb 09, 2011 12:26 pm
by Smivs
NO MORE JELLYBABIES!

Seriously, there is something really weird happening with TG2 for Griff's. It could also be happening for those using the standard TG2 with some of Griff's individual downloads.
El_Viejo has had several sightings of twin lasers on the Gecko and possibly others. The reason for this is because Griff adds gun sub-entities to some of his ships, and I was unaware of this when I coded TG2. In a nutshell I was adding a gun to the ship while leaving the gun sub-entity un-touched.
Easy to sort out in theory, by adding the sub-entity to the shipdata-overrides.plist in TG2, and NOT specifying any laser details in the 'ship' part of the plist.
We've gone from this

Code: Select all

"griff_normalmapped_gecko_NPC" = 
        { 
                energy_recharge_rate = 7.2;
		forward_weapon_type = "WEAPON_MILITARY_LASER";
                "laser_color" = orangeColor;
		has_scoop = yes;
		has_shield_booster = yes;
                has_ecm = yes;
                missile_role = "EQ_HARDENED_MISSILE";
		name = "Gecko";
        }; 
        "griff_normalmapped_gecko_sharkteeth_decal" = 
        { 
                energy_recharge_rate = 7.2;
		forward_weapon_type = "WEAPON_MILITARY_LASER";
                "laser_color" = orangeColor;
		has_scoop = yes;
		has_shield_booster = yes;
                has_ecm = yes;
                missile_role = "EQ_HARDENED_MISSILE";
		name = "Gecko";
         }; 
to this

Code: Select all

 "griff_normalmapped_gecko_NPC" = 
        { 
                energy_recharge_rate = 7.2;
		has_scoop = yes;
		has_shield_booster = yes;
                has_ecm = yes;
                missile_role = "EQ_HARDENED_MISSILE";
		name = "Gecko"; 
        };
        "griff_normalmapped_gecko_sharkteeth_decal" = 
        { 
                energy_recharge_rate = 7.2;
		has_scoop = yes;
		has_shield_booster = yes;
                has_ecm = yes;
                missile_role = "EQ_HARDENED_MISSILE";
		name = "Gecko";
         }; 
         "griff_normalmapped_gecko_gun_NPC" =
         {
         forward_weapon_type = "WEAPON_MILITARY_LASER";
         "laser_color" = orangecolor;
         }; 
However this does not seem to be working. E_V is still reporting twin beams, and red ones at that, when they should be orange.

So two questions.
1) Has anybody else seen this effect?
2) Does anyone have any idea what's going on here?

Edit:- OK, I've spotted the small 'c' in orangecolor...it should be orangeColor. There seems to be some confusion about quotes here. should it be

Code: Select all

"laser_color" = "orangeColor"
as it's worked fine for me in the past with only the "laser_color" in quotes, not the color specifier.

Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Posted: Wed Feb 09, 2011 7:25 pm
by Fatleaf
This may sound very stupid but isn't it - colour - or is it all american spelling for code?

Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Posted: Wed Feb 09, 2011 7:28 pm
by Cody
From the Wiki: Example:

"laser_color" = "cyanColor"

Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Posted: Wed Feb 09, 2011 7:29 pm
by Smivs
Certainly not stupid, as typos are probably the most common source of angst for coders. I'm afraid all computers are American, or at least they think we should be. :roll:

Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Posted: Wed Feb 09, 2011 7:31 pm
by JensAyton
The general rule is American spelling, although I think there are exceptions and a few cases that accept both. Trying to use British spelling in code tends to lead to inconsistencies. For instance, in the case of laser_color = "cyanColor", Oolite controls the spelling of the left side but not the right side.

Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Posted: Thu Feb 10, 2011 12:12 am
by TGHC
It's a great shame that the best space game ever, devised by two Brits gets its code spellings hijacked by the Yanks

@Smivs Good work identifying an issue with lasers and sub entities (what ever they are)
Sorry about hijacking the thread, I won't mention Marmite either!

Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Posted: Thu Feb 10, 2011 12:47 am
by CheeseRedux
Now there's a thought: Jellybabies with Marmite. :mrgreen:

Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Posted: Thu Feb 10, 2011 8:02 am
by Gimi
CheeseRedux wrote:
Now there's a thought: Jellybabies with Marmite. :mrgreen:
Auch!, feel ill now. :mrgreen: (Need a Mr Green with a sad face to describe my current situation)

Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Posted: Thu Feb 10, 2011 8:46 am
by Smivs
Can't stand Marmite. :(

@ TGHC, clever spotting the problem maybe, but not clever doing zero research and making the problem for myself in the first place. :cry: