(TEST RELEASE)CustomLasersv0.21 WIP for 1.77trunk/may31,2012
Posted: Sat May 05, 2012 5:11 pm
May 31, 2012
CustomLasersv0.21 WIP test version is now available for download. Requires oolite1.77trunk revision 4975.
https://www.box.com/s/c4204065566e3003fc80
What's new:
-Now works excellent with extended shipyards and ship storage helper oxps.
-Original lasers are now replaced by the virtual ones automatically when starting a new game or buying a new ship.(Not yet compatible with extended shipyards)
-8 new lasers including 2 dual mode mining/combat lasers.
-various code tweeks.
Playtest results may be reported here and are greatly appreciated.
Have fun with this!
================================
May 30, 2012
CustomLasersv0.2 WIP test version is now available for download. Requires oolite1.77trunk.
https://www.box.com/s/239c4936de4a870bf940
What's new:
-Original lasers are now replaced by the virtual ones automatically when starting a new game or buying a new ship.(Not yet compatible with extended shipyards)
-8 new lasers including 2 dual mode mining/combat lasers.
-various code tweeks.
Playtest results may be reported here and are greatly appreciated.
Have fun with this!
================================
May 17, 2012
Now available for testing CustomLasersv0.1
Requires 1.77trunk to work. Download here.
https://www.box.com/s/ddc5a83a4c923ff1261a
This oxp is about a third complete and has reached a stage where testing by many other people may be of great benefit. Things like damaged laser effects, setting damage probability and how much cargo space is taken, at least 10 more weapons, some other parts of the main code and a part of the menu are not yet complete. However there is enough here to be useable for playtesting and in this way many other eyes can see potential issues/problems that I may not be able to see.
BEFORE adding this oxp to your AddOns folder you must do the following:
SELL YOUR LASERS, preferably by using the sensible lasers oxp or if not then at least reduce your laser down to the basic pulse laser. Currently the original lasers will just disappear so just warning you. Will remedy this in the future.
Also SAVE your game first and use a different save file for testing. Just a precaution. And when you are finished testing, if you want to keep this save game for use, sell the custom lasers using the built in sell feature BEFORE you save and then remove the oxp from your AddOns Folder.
All feedback from testing is very much appreciated.
As I mentioned it is very much a work in progress so please excuse the scaffolding and watch for open manholes.
Have fun with this!
================================
Ideas for custom lasers have been on my hard drive since last summer but an inspiration hit me last night after a few shots of vodka while watching some classic Tom Baker Dr Who. I was up till the wee hours tweaking but now have a couple of different laser characteristics/mechanics that can be used to create laser variants and I have a couple more ideas that if they pan out will allow a real selection of laser weapons with pluses and minuses and possibly(I hope) the npc's might also equip them too. The focus will be to create Elite type lasers from elite canon but I think it might also be possible to do maaarcooose's R-Type idea(The charging laser-I have some ideas on this). And if that pans out then custom weapons might also be a possibility.
Discussion, ideas, requests for custom lasers and even custom weapons are welcome here and encouraged as there is no telling what might inspire myself and others for some cool or crazy oxp concept.
CustomLasersv0.21 WIP test version is now available for download. Requires oolite1.77trunk revision 4975.
https://www.box.com/s/c4204065566e3003fc80
What's new:
-Now works excellent with extended shipyards and ship storage helper oxps.
-Original lasers are now replaced by the virtual ones automatically when starting a new game or buying a new ship.(Not yet compatible with extended shipyards)
-8 new lasers including 2 dual mode mining/combat lasers.
-various code tweeks.
Playtest results may be reported here and are greatly appreciated.
Have fun with this!
================================
May 30, 2012
CustomLasersv0.2 WIP test version is now available for download. Requires oolite1.77trunk.
https://www.box.com/s/239c4936de4a870bf940
What's new:
-Original lasers are now replaced by the virtual ones automatically when starting a new game or buying a new ship.(Not yet compatible with extended shipyards)
-8 new lasers including 2 dual mode mining/combat lasers.
-various code tweeks.
Playtest results may be reported here and are greatly appreciated.
Have fun with this!
================================
May 17, 2012
Now available for testing CustomLasersv0.1
Requires 1.77trunk to work. Download here.
https://www.box.com/s/ddc5a83a4c923ff1261a
This oxp is about a third complete and has reached a stage where testing by many other people may be of great benefit. Things like damaged laser effects, setting damage probability and how much cargo space is taken, at least 10 more weapons, some other parts of the main code and a part of the menu are not yet complete. However there is enough here to be useable for playtesting and in this way many other eyes can see potential issues/problems that I may not be able to see.
BEFORE adding this oxp to your AddOns folder you must do the following:
SELL YOUR LASERS, preferably by using the sensible lasers oxp or if not then at least reduce your laser down to the basic pulse laser. Currently the original lasers will just disappear so just warning you. Will remedy this in the future.
Also SAVE your game first and use a different save file for testing. Just a precaution. And when you are finished testing, if you want to keep this save game for use, sell the custom lasers using the built in sell feature BEFORE you save and then remove the oxp from your AddOns Folder.
All feedback from testing is very much appreciated.
As I mentioned it is very much a work in progress so please excuse the scaffolding and watch for open manholes.
Have fun with this!
================================
Ideas for custom lasers have been on my hard drive since last summer but an inspiration hit me last night after a few shots of vodka while watching some classic Tom Baker Dr Who. I was up till the wee hours tweaking but now have a couple of different laser characteristics/mechanics that can be used to create laser variants and I have a couple more ideas that if they pan out will allow a real selection of laser weapons with pluses and minuses and possibly(I hope) the npc's might also equip them too. The focus will be to create Elite type lasers from elite canon but I think it might also be possible to do maaarcooose's R-Type idea(The charging laser-I have some ideas on this). And if that pans out then custom weapons might also be a possibility.
Discussion, ideas, requests for custom lasers and even custom weapons are welcome here and encouraged as there is no telling what might inspire myself and others for some cool or crazy oxp concept.