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[UPDATED RELEASE] Furball 1.8

Posted: Mon Jun 06, 2011 11:22 am
by m4r35n357
NEW RELEASE

Furball OXP by m4r35n357, Version 1.8

Dependencies:

* Oolite 1.77 or later
* Cabal Common Library v1.6+ or later (for random integer fuction)

Optional:
* OXPCOnfig

Changes:

Version 1.8
- Changed activation conditions, should be much rarer at higher TL systems
- Brawlers now have escape pods, and will bail out if they can ;)
- Accuracy set to 5, not yet sure how much effect this has on the way I use the AI

Re: Furball

Posted: Mon Jun 06, 2011 12:39 pm
by Fatleaf
Thanks for releasing this updated version. Most entertaining! :D

Re: Furball

Posted: Mon Jun 06, 2011 12:56 pm
by Cody
Yes... 'most entertaining', certainly... a very good OXP.

Re: Furball

Posted: Mon Jun 06, 2011 3:06 pm
by Staer9
now to change chance to 1.0 and kill some things :twisted:

one typo in the readme, it says at the top version 1.2 but further down says 1.3, you should probably change that before someone else notices :wink:

Re: Furball

Posted: Mon Jun 06, 2011 3:23 pm
by m4r35n357
Staer9 wrote:
now to change chance to 1.0 and kill some things :twisted:

one typo in the readme, it says at the top version 1.2 but further down says 1.3, you should probably change that before someone else notices :wink:
yeah that was a mistake, but the 1.3 is in the changelog, so I'm hoping no-one else notices ;)

Re: Furball

Posted: Mon Jul 11, 2011 7:52 pm
by m4r35n357
New version 1.4

Changes:
- tweak activation probabilities (re. gov type)
- slash bounties

http://www.box.net/shared/zljfisgtmit0ngyqu05h

Re: Furball (updated to 1.4)

Posted: Mon Jul 11, 2011 8:40 pm
by Oathbreaker
Does Furball still need the Cabal Common Library?

And are the prior wiki instructions for setting the "Chance to Furball" still valid? I like my random crazy events to be fairly notable, i.e. very uncommon...

Re: Furball (updated to 1.4)

Posted: Mon Jul 11, 2011 9:17 pm
by m4r35n357
Oathbreaker wrote:
Does Furball still need the Cabal Common Library?
Yes, it uses the real-valued random number generator
Oathbreaker wrote:
And are the prior wiki instructions for setting the "Chance to Furball" still valid? I like my random crazy events to be fairly notable, i.e. very uncommon...
No, not any more, but I think it's easy to change if you are used to modifying the original versions. If you look in the this.$active function in Config/script.js, you will see a probability assigned to each government type, so you can either change it at that granularity, or just rewrite the this.$active function to return a single global probability, depending on your skillz level.

BTW since updating the activation method I've realised the probability code is "backwards", this is a historical thing and I will change it to make more sense in the next release

Re: Furball (updated to 1.4)

Posted: Thu Jul 21, 2011 4:17 am
by Oathbreaker
I'm really loving this addon. As a newbie it's nice to be able to 'get some' right next to the station.

Problem though: on my 5-year-old iMac (with 4GB Ram) I'm seeing some serious FPS lag during furballs. Zooming in the radar may help, but honestly I'm guessing it's the graphics I've got going on with all of Griff's fancy paintjobs and updated models.

Gonna try Neolite to see if there's a positive difference, if not I might just go back to stock models since Furballs > eyecandy imo.

Re: Furball (updated to 1.4)

Posted: Thu Jul 21, 2011 6:27 am
by Gimi
Oathbreaker wrote:
I'm really loving this addon. As a newbie it's nice to be able to 'get some' right next to the station.
Problem though: on my 5-year-old iMac (with 4GB Ram) I'm seeing some serious FPS lag during furballs. Zooming in the radar may help, but honestly I'm guessing it's the graphics I've got going on with all of Griff's fancy paintjobs and updated models.
Gonna try Neolite to see if there's a positive difference, if not I might just go back to stock models since Furballs > eyecandy imo.
I play on a laptop with all the Griff bells and whistles. Now, if I need to play on battery (On a train ride for example) I have a quick change to a Smivs Ooniverse ready. Much easier on resources and so on. Totally different look, clean and sharp, but worth a look if your computer struggles with Griffs.

Re: Furball (updated to 1.4)

Posted: Thu Jul 21, 2011 8:59 am
by m4r35n357
Gimi wrote:
I play on a laptop with all the Griff bells and whistles. Now, if I need to play on battery (On a train ride for example) I have a quick change to a Smivs Ooniverse ready. Much easier on resources and so on. Totally different look, clean and sharp, but worth a look if your computer struggles with Griffs.
Good point Gimi. I run Oolite and develop my OXPs on a 1.6GHz Atom 230 PC, so I would consider this the "minimum requirement" for my multi-ship OXPs. I also use Smivs' ships, and my frame rates are 20-25 in relatively clear space.

Re: Furball (updated to 1.4)

Posted: Fri Nov 18, 2011 10:04 pm
by Capt. Murphy
Updated Furball's wiki page with link to download version 1.4.

Re: [UPDATED RELEASE] Furball 1.5

Posted: Tue Dec 20, 2011 9:40 am
by m4r35n357
Update, bumping thread to top . . .

Re: [UPDATED RELEASE] Furball 1.5

Posted: Wed Jan 25, 2012 3:52 pm
by snork
hej,

all of the d/l links on the wiki other than for Caracal's version 1.0.1 (for Oolite 1.74.1) are dead.

So, is there anything wrong with that version 1.0.1 combined with Oolite 1.76 ?
If so, would someone have an alternative d/l link for a Oolite 1.76 compatible version, please ?

Re: [UPDATED RELEASE] Furball 1.5

Posted: Wed Jan 25, 2012 5:02 pm
by Eric Walch
snork wrote:
hej,

all of the d/l links on the wiki other than for Caracal's version 1.0.1 (for Oolite 1.74.1) are dead.
I think they are dead because they were replaced witch newer versions. The highest on the wiki was 1.4 but the current version is 1.5. (link was in the first page of this topic.) Updated the wiki page now with the correct link.