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TG 2 OXP

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

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

Post by Kaks »

Smivs wrote:
Can't stand Marmite. :(
But, but... think of the B12, man! :)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Post by Gimi »

Kaks wrote:
Smivs wrote:
Can't stand Marmite. :(
But, but... think of the B12, man! :)
There is B12 in beer!
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime."
(Gold Medal Award, Zzap!64 May 1985).
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Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Post by Smivs »

Thank you Gimi, a sensible comment at last! :D
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Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Post by Smivs »

Just briefly dragging this thread back to the OXP, I've sort of solved the twin laser issue on the Griff ships.
The problem (to recap) was that some of Griff's ships were apparently showing two lasers. The main reason for this, as Commander McLane spotted, was because I had specified the laser details in the ship's part of the shipdata.plist, not realising that on some of Griff's ships the laser is on a sub-entity and not the ship itself.
This was easy to fix, by adding the sub-entity to the plist. However there were then further problems of the laser not appearing at all, and eventually this was found to be because I had specified Orange as the laser colour.
Red and green worked fine, but not orange although it is a recognised colour.
Solution. Make the laser Red again.
Within the next couple of days I will release a bugfix for this, although anyone using TG2forGriff's will find their current install works fine, other than some of the ships are even tougher than they should be, and may appear to have two lasers!

Does anybody have any idea at all why Orange won't work where other colours do? The non-Griff editions of TG2 use the Orange laser with no problems at all.
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Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Post by Eric Walch »

Smivs wrote:
Just briefly dragging this thread back to the OXP, I've sort of solved the twin laser issue on the Griff ships.
The problem (toDoes anybody have any idea at all why Orange won't work where other colours do? The non-Griff editions of TG2 use the Orange laser with no problems at all.
I assume some sort of typo, however I would expect it to default to red than. When I define the laser_color of the laser subentity of griff his gecko to orangeColor, it fires orange with me. (Both 1.74 as trunk).

And you can specify any custom color by using numbered colors:

Code: Select all

        "laser_color" =    ( 1, 0.5, 0, 1);
That way you could also create orange :)
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Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Post by Cody »

Eric Walch wrote:

Code: Select all

        "laser_color" =    ( 1, 0.5, 0, 1);
That way you could also create orange :)
I'll try that.
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!
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Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Post by Smivs »

Early on there was a typo inasmuch as I used a lower case 'c' instead of upper case in orangecolor.
The corrected code (which still didn't work) was

Code: Select all

"laser_color" = orangeColor;
As you will be aware 'orangeColor is one of the specified colours listed on the Wiki, so i would expect it to work.

Edit:- As mentioned elsewhere this works fine with default ships and Smivs'Shipset editions. It only seems to be a problem with Griff's ships.
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Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Post by Cody »

Smivs wrote:
It only seems to be a problem with Griff's ships.
Unless it's only on my machine... which would be odd, but no-one else has reported it.
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!
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Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Post by Cody »

In the ready-room, the pilots are quaffing Riedquatian ale again…

‘Boff’s started that cackling again.’
‘Yeah… a bit ominous, that.’
‘I thought we were done… time for a vacation or something.’
‘Not in this game, son… besides, you’ve already got a suntan.’
‘Oh don’t bring that nova thing up, please… I’m still havin’ flashbacks.’
‘Ha! As long as they ain’t flashforwards.’
‘Ooh… hark at him… he’s a comedian, all of a sudden.’

The klaxon begins to wail…
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!
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Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Post by Smivs »

Release v1.1

v1.1 of TG2 is now available.
The twin-laser effect on some of Griff's ships has been corrected. Both standard and 'forGriff's' editions have been updated.
The Blockade script has been improved, so rather than a permanent police presence at the witchpoint, one GalCop Constrictor (with two wingmen) are now positioned just outside scanner range en-route to the witchpoint.
The Boa 'War Dogs' now have Cobra Mk 1 escorts. This avoids the problem of the 'dog injecting away when attacked but leaving it's escorts behind. This left them too vulnerable, but as the Cobra Mk 1 escorts have injectors, they can keep up and continue to protect their 'Mother'.
The OXP now includes a 'requires.plist'.
Also, after seeing the horrible things Notepad was doing to the readme, this has now been provided as both .txt and .pdf files.
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Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Post by Cody »

Thanks Smivs… got it. Also, many thanks for taking the time to produce a different version for different shipsets... Right on, Boff.
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!
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Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Post by Zireael »

What laser colors might I see in the TG2?
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Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Post by Smivs »

Red, Orange, Brown, Magenta and Cyan
And of course the Thargoids which are not affected by TG2 are Green.

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

Post by CaptSolo »

Just installed and in my Ooniverse. Holy Harassment TG2 Anarchy! Barely enough time to breathe on the more lawless systems. Nice to see the bad guys even badder and firing aft lasers. Very well done Smivs.

Edit: By the by I found reading this entire thread very amusing, especially El Viego's bits.
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Re: [RELEASE] - ToughGuys 2 - the road to Armageddon

Post by Smivs »

Glad you like it Solo. Welcome to the Aces Club!
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