Eric Walch wrote:Simon B wrote:What does the name mess up? Probably a dependent oxp which looks to see if behemoths is installed? I can fix that when I modify them.
The original Behemoth was also designed to show scripters you can change part of the texture for different ships without replacing the whole texture. It happens by only changing a nameplate so all the behemoths have an unique name.
That's not actually something that depends on the oxp name though is it?
The oxps that depend on the behemoth will have to be modified anyway, as the nameplate would end up in the wrong place even if everything else worked properly.
There are also other methods for getting names on ships.
For the interim, you may want to go through the megaships shipdata.plist and change all instances of "behemoth" to "megaship" and
then behe to mega. Then it won't replace any ships. Should be doable from a text editor find and replace.
Trouble is - you'll still have to modify the scripts.
If you think that a production oxp should not need such tweaking, you are right. megaships is not a production oxp.
OTOH - you could locate the contrary code in navy and change it - and tell me what you did ;) That
is the point of producing the megaships the way I did after all.
And about the scripts: you used old scripts for the behemoth. Yours are legacy while the behemoth has JS. This results that both stay active and both oxp's add behemoth ships when both oxp's are installed.
I used the scripts that came with the behemoth oxp I got off the wiki. If you know an up to date one, point me to it.
To be plain, the neolite editions of ships should not be run with the standard edition. Wierd stuff will happen. The megaships oxp is not obviously a replacement behemoth oxp though - the different name is because these designs are so completely different I did not expect them to be accepted as behemoths at all.
A proper neolite edition behemoth would actually look quite different.
However, they turn out to have been liked so go figure.
I only can repeat: the best way to avoid conflicts is using unique names for your ships.
I was not trying to avoid conflicts - and this way I don't have to be psychic about which oxps it will affect - people will shout about it.
The duplication of names worked for the simper craft so that other oxps did not need to be modified to use the neolite editions. This seems to be proving cumbersome for the more complex craft.
I'll have proper compatible behemoth/navy set soonish. Perhaps I should put "testing" in the oxp name to alert people.
I will be assisted by a list of dependent oxps. At the moment I am analyzing the ship roles and capabilities.
I know about:
behemoth
behemoth spacewar
navy
If there are issues with any oxps or compatabilities - for goodness sakes tell me. Or better yet, fix it, and show me the fix.
I know about lovecats and black monks. Random hits works well, but uses only core neolite ships (for now). I have an unnofficial modification which will use all neolite editions - mostly.
The big issues right now will be the wiki - making sure the two production-level oxps don't mess up too much (neolite and companion), and figuring out how far to go in de-star-trekking the navy.