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[RELEASE] Cylon Raider Mark 1

Posted: Thu Jul 05, 2012 11:04 pm
by Shipbuilder
The GalTech Industries Corporation proudly announces the release of the third ship off their production lines - The Cylon Raider Mark 1.

Note - This OXP consists of 2 versions (A lower and a higher detail version). The lower detail version consists of a less detailed model and should be more suitable for less powerful systems.

Image

This OXP introduces a new hostile 'Alien' race in to Oolite.

Download it here:
https://www.box.com/s/9761140e06680776ab9d

Re: [RELEASE] Cylon Raider Mark 1

Posted: Thu Jul 05, 2012 11:24 pm
by marcusrg
Wow! Downloading it!

Re: [RELEASE] Cylon Raider Mark 1

Posted: Thu Jul 05, 2012 11:25 pm
by Fatleaf
Great looking ship, Shipbuilder.

Re: [RELEASE] Cylon Raider Mark 1

Posted: Fri Jul 06, 2012 5:06 am
by Wildeblood
Engines.png "is wrong on so many levels."

Re: [RELEASE] Cylon Raider Mark 1

Posted: Fri Jul 06, 2012 10:31 am
by Griff
Yes, as Wildeblood suggests it might be worth going through the model & texture filenames to add in your forum tag or something to make them specific to this oxp (make sure to update the names in shipdata.plist too), - this helps prevent another oxp with the same texture/model name confusing oolite and mixing it into your ship when it appears in game.
Fantastic bit of modeling & texture work there though by the way, it looks stunning, like it's a screenshot taken straight off the tv series!

Re: [RELEASE] Cylon Raider Mark 1

Posted: Fri Jul 06, 2012 11:44 am
by Shipbuilder
@Wildeblood and Griff - Thanks for pointing this oversight out it wasn't something that I had considered/realised was an issue but now you point it out it seems obvious. :oops: Still I keep learning a little more each day.

I'll amend the emission_map file name in the Textures folder and references in the shipdata.plist to cylon_raider_mk1_engines (Hopefully over the weekend – If not it will definitely be done on Monday). I will then reissue.

Hope you all like it and it adds a little extra spice in to what is already a great game.

Re: [RELEASE] Cylon Raider Mark 1

Posted: Fri Jul 06, 2012 3:32 pm
by Geraldine
Ah, the Cylon Raider 8) I've been waiting for this since I first saw the Colonial Viper. Looks great Shipbuilder! :D

Re: [RELEASE] Cylon Raider Mark 1

Posted: Fri Jul 06, 2012 4:26 pm
by Shipbuilder
Geraldine wrote:
Ah, the Cylon Raider 8) I've been waiting for this since I first saw the Colonial Viper. Looks great Shipbuilder! :D
Glad you like it :D

Re: [RELEASE] Cylon Raider Mark 1

Posted: Sat Jul 07, 2012 10:26 pm
by Amaranth
Wow. you are making some awesome ships there!

Re: [RELEASE] Cylon Raider Mark 1

Posted: Mon Jul 09, 2012 5:39 pm
by Shipbuilder
UPDATE This OXP has now been updated and can be downloaded using the link on the first page or via the link on my signature strip.

The only change to the updated version is that it now incorporates a revised emission_map folder name and update to the shipdata.plist as per Wildeblood's and Griff's comments.

This is to prevent possible confusion when used with other oxps regarding which emission map folder Oolite should use.

Re: [RELEASE] Cylon Raider Mark 1

Posted: Thu Jul 12, 2012 7:32 pm
by Shipbuilder
I was just wondering if anyone who has installed this oxp has come across a Cylon patrol during the game and if so what were your thoughts on how the oxp worked.

Re: [RELEASE] Cylon Raider Mark 1

Posted: Thu Jul 12, 2012 10:58 pm
by Solonar
I installed it and had several random encounters with cylons already. The OXP works well.

Re: [RELEASE] Cylon Raider Mark 1

Posted: Fri Jul 13, 2012 11:41 am
by Shipbuilder
Thanks for the feedback Solonar. :)

Re: [RELEASE] Cylon Raider Mark 1

Posted: Sat Jul 14, 2012 4:16 pm
by fronclynne
They're pretty aggressive, & they're small. I mean, they'd have made pretty short work of me, but there was a Naval Raptor nearby to take some of the heat.

Re: [RELEASE] Cylon Raider Mark 1

Posted: Sat Jul 14, 2012 7:56 pm
by BuggyBY
I've encountered several patrols, which I was usually able to dispatch using only the lasers on my SmallBlimpy. Only once so far was I forced to use a Quirium Cascade mine. The low bounties on most of them confused me; are those deliberate?