CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)

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

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cim
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Re: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)

Post by cim »

You can get the same effect in a plain 1.76, but it's much less noticeable there. The laser beam is just a pair of very long very thin rectangles, at right angles, with its length set to the distance between the source and the impact point. The length gets set at the time of impact, but the beam persists visually for a few frames after that, and depending on the shape of your ship and your relative velocities, can end up running a little short in subsequent frames, so you see the cross-shaped end of the beam.
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Re: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)

Post by Commander McLane »

So you have to be exactly at the end of your opponent's laser range in order to see it?

That should be fairly rare, shouldn't it? Although perhaps less rare in 1.77 than in previous versions, where NPCs were less likely to attack you from the edge of their range.
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Re: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)

Post by cim »

Commander McLane wrote:
So you have to be exactly at the end of your opponent's laser range in order to see it?
No - the laser object gets set to the actual distance between the two ships once a hit is confirmed (or the beam object would go straight through most targets). But that distance isn't constant from frame to frame, and isn't re-calculated either.
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Re: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)

Post by spara »

00:22:08.539 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (oolite-default-ship-script 1.76.1): TypeError: shieldflareup is undefined
00:22:08.539 [script.javaScript.exception.unexpectedType]: /home/spara/.Oolite/AddOns/CustomShieldsv083.oxp/Scripts/customshields.js, line 1757.
00:22:10.739 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (oolite-default-ship-script 1.76.1): TypeError: shieldflareup is undefined
00:22:10.739 [script.javaScript.exception.unexpectedType]: /home/spara/.Oolite/AddOns/CustomShieldsv083.oxp/Scripts/customshields.js, line 1757.
I was trying to induce a misjump by pulling back the stick while hyperspace countdown was on and this appeared to the log. I was able to reproduce it.
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Re: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)

Post by ioannis »

Looks great!
Scratchbuilding miniatures:
http://miniaturesandstuff.wordpress.com/
the picture in my avatar is a Dwarf Berserker.
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Re: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)

Post by ioannis »

I used it this morning, and it is great!!! It really enhances the feeling of firing upon another ship.
Scratchbuilding miniatures:
http://miniaturesandstuff.wordpress.com/
the picture in my avatar is a Dwarf Berserker.
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Re: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)

Post by Commander McLane »

BTW: [wiki]Fireworks OXP[/wiki] isn't really compatible with CustomShields OXP. I tried it yesterday, and the additional explosion effects slowed the game down to 4FPS.
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Re: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)

Post by Zireael »

Loving it, especially now that I discovered the customizable stuff.
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Re: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)

Post by Solonar »

Has anyone else been killed by the custom shield sparks generated by this OXP? I took crazy damage from one and was instantly exploded.

Code: Select all

22:42:58.637 [LogEvents]: Player targeted Escape Capsule 26309 who has 25 energy
22:43:04.197 [Telescope]: Delta Long-Range Escort 88km 14° <v
22:43:04.251 [Telescope]: filteredEntities: 1, 11, 6, 54 list:54 allShips:248
22:43:05.774 [LogEvents]: Player collided with Metal fragment 12876
22:43:05.802 [LogEvents]: Player collided with customshieldssparksblownpanels 11218
22:43:05.803 [LogEvents]: Player killed customshieldssparks 10534 with scrape damage
22:43:05.803 [LogEvents]: Player collided with customshieldssparks 10534
22:43:05.804 [LogEvents]: Player collided with customshieldsshieldflasherflareupJ1 23055
22:43:05.890 [LogEvents]: Player collided with customshieldssparks 23243
22:43:05.891 [LogEvents]: Player killed customshieldssparks 21780 with scrape damage
22:43:05.892 [LogEvents]: Player collided with customshieldssparks 21780
22:43:05.892 [LogEvents]: Player killed customshieldssparks 8358 with scrape damage
22:43:05.912 [LogEvents]: Player taking 58097 scrape damage from customshieldssparks 8358 384+0 shield and -57572 energy left
22:43:05.914 [LogEvents]: Player got scrape damage from customshieldssparks 8358 and died!
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SolarTech proudly presents the Plasma Turret Regulator Device Apparatus, aka the Turret Toggler
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Re: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)

Post by Diziet Sma »

:shock:

No.. can't say that's ever happened to me..
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)

Post by Commander McLane »

Solonar, which Oolite version are you using, and which version of CustomShields?
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Re: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)

Post by Solonar »

I am using oolite-trunk-1.79.0.10a5886-dev.x86 on Windows 7 64 bit.

I am using Custom Shields version 0.83.
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Re: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)

Post by Commander McLane »

Okay, I can't say anything about behaviour in trunk, except that trunk will cause unexpected and weird behaviour. Trunk is not meant for playing, only for testing. Thus, while testing with trunk and encountering a problem, you should always make clear which trunk version you're using, and probably post in the Testing and Bug reports forum, because the problem could indicate a bug in trunk.
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Re: CustomShieldsv083.oxp(NEW RELEASE)(Sept. 24, 2012)

Post by Solonar »

So done and thanks for the pro tip.

https://bb.oolite.space/viewtopic.php?f=3&t=16085
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Re: CustomShields

Post by Cholmondely »

Does anybody have much of a feel for the differences between this oxp and Smiv's BattleDamage?

It seems more sophisticated but I'm not sure as to how! It might just be CSOTB's salesmanship.


Edited to add:

BattleDamage seems to focus on damage to the player's hull, Custom shields on damage to the NPC's shields.

BattleDamage supposedly adds:
Further damage caused by hull damage (eg fuel leaks)
Quickie repairs or proper repairs
Possible fines for docking dangerously damaged ships
Physical damage to ships shown if Smivs' Shipset is loaded (needed a second version of this oxp included with the first)

Custom Shields supposedly adds:
Visible impact of laser on shields - and shows shields getting weaker
NPC's awarded distinct front and rear shields which can be differently damaged in battle (as for the player)
More realistic impact of missiles/bombs
Visible impact of laser on unshielded hulls (sparks/blown panels/fuel leaks)
Leaking fuel is scoopable


Is this correct? Have I missed anything?

And while Battle Damage is rated as orange (makes the game a bit more difficult) - Custom Shields has no such rating. Does anybody have any ideas as to what would make sense?


Image

CommonSenseOTB wrote: Mon Sep 10, 2012 3:57 pm
Sept. 24, 2012
changelog: version 0.83

-blown panels redone as a separate scripted cargo entity to resolve many issues.
-full cloaking device compatibility, shield effects now work for the victim of any cloaked attacker, including the player.

Enjoy! Now back to working on the advanced damage routines for 0.9. :D

================================

changelog: version 0.82

-one poly model now in use for the markers with a small black texture
-a few script tweaks to try to ensure most markers aren't destroyed prematurely
-changes on shipTakingDamage routines to eliminate whom is null and also the-->
-variable speedcollisionradiusadjustment added to prevent shield flashers from colliding with ship while under injector power
-transferred velocity to missile/mine explosion effects and adjusted effect size
-made standard one poly model really small to eliminate core game white explosion flare to restore sparks to just like it was before and added larger models for a white flare effect for blown panels and damage
-added velocity for blown panels and the accompanying sparks as they are blown off the hull in the direction of the impact


This one works really well for 1.76 and 1.77trunk. It is recommended that if you have version 0.8 or 0.81 to discard it in favor of this new version 0.82.

Enjoy! I look forward to further playtest results and comments and barring any major bugfixes being needed, the next version will be 0.9 with the completed damage routines. :D

================================

CustomShieldsv081.oxp is now available for download.

Sept. 12, 2012
Changelog: version 0.81

-removed zero poly marker and replaced with a regular poly model
-script tweaks related to the regular model compatibility
-selectability for damage effects added
-selectability for missile and mine explosion effects added
-attempts to squash the whom is null error, mostly resolved, still a few errors

There is now total compatibility in 1.76 as the zero poly model is not used, so no ghosts or seeing through things or flying through things or unscoopable cargo. If those are happening to you, it is NOT caused by this version and if you have the old version 0.8, please discard it infavor of this new one, especially if you use 1.76. Whom is null errors happen occasionally and have no effect except to write a message in the log file. 1.77trunk seems not to have had any problem with version 0.8 in the first place, but it may still cause unseen problems as cim indicated. Also, it may run a smidge slower after replacing the zero poly model with a regular one, but I can't confirm this as it seems to have the same frame rate for my slow netbook as far as I can tell. There is selectability now for damage effects and missile/mine explosions so it is now fully tweakable and will probably become more so with each new version. Enjoy, thanks for trying this oxp, and it is really appreciated to have players report any errors and results of playtesting and comments. Thanks!

================================

Shield flasher effects at last!!! :D


CommonSense 'Outside-the-Box' Design Studios Ltd. is happy to bring you the long awaited realization of shield flasher and damage effects to Oolite. As well, in this oxp is the first realistic forward/aft shield simulation for the npcs that works nearly identical to that found on the players own ship and which offers a new mix of balance and strategy to player ship combat, dogfighting in particular. The oxp is customizable for both eye candy and game mechanics. Compatibility and balance with other oxps is therefore insured. Have it your way and enjoy.

Screenshots:
Image
#1 a solid hit on a cobra3 by CommonSenseOTB, on Flickr

Image
#2 lasers tunnelling into a cobra3's forward shield by CommonSenseOTB, on Flickr

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#3 this cobra3's forward shield is getting low by CommonSenseOTB, on Flickr

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#4 a cobra1 about to lose the forward shield by CommonSenseOTB, on Flickr

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#5 a cobra1 taking unshielded hits by CommonSenseOTB, on Flickr

Image
#6 a glancing blow on a gecko by CommonSenseOTB, on Flickr

Image
#7 a gecko losing a panel in a shower of sparks by CommonSenseOTB, on Flickr

Image
#8 player shield taking hits from a Fer-de-lance by CommonSenseOTB, on Flickr

Image
#9 the greenish glow of thargoid shields by CommonSenseOTB, on Flickr

Image
#10 this cobra1 has a fuel leak by CommonSenseOTB, on Flickr


THIS OXP IS A PRODUCTION OF COMMONSENSE 'OUTSIDE-THE-BOX' DESIGN STUDIOS LTD.
Author: CommonSenseOTB
CustomShieldsv08.oxp
Completed: Sept. 10, 2012 first release of version 0.8



In this oxp you will find:

-shield flasher size based on ship's mass.
-shield tunneling effect to show various degrees of laser damage penetrating the shield as the shield grows weaker.
-collision shield flare-up effects for massive and high velocity objects.
-shields react to collisions just as they do for lasers.
-unshielded damage effects like sparks and blown panels.
-prototype fuel leak damage effect that is scoopable by and can happen to both npc and player.
-player shield effects from inside the ship showing impact tunneling effect and shield flash.
-enhanced missile/mine explosions.
-simulated green thargoid shields based on energy level.
-basic main npc shielding routines using only energy level to control the shield and damage effects.
-advanced main npc shielding routines using realistic forward and aft virtual shields to control the shield and damage effects.
-advanced npcs can use shield equalizers, shield capacitors and shield cyclers when those oxps are installed.
-advanced shield impact routines accurate enough to be able to target specifically either the forward or aft shield while in combat, adding a new strategic element to combat and dogfighting in particular.
-customizable settings for the player in the startUp function of the script "customshields" to allow selection of different colors of shields and disable advanced shield game mechanics or other effects for 100% compatibility with most oxps and mission oxps and enabling exactly what the player wants to have in the game.
-works with Oolite versions 1.76+(including 1.77trunk) and future versions for 1.77 will take advantage of many new features.
-SHADERS CAPABLE COMPUTER NOT NEEDED-->works with ALL computers, uses flashers, NOT shaders.
-for more information and specifics on customization options see this oxp's readme.
Last edited by Cholmondely on Tue Nov 08, 2022 2:01 pm, edited 4 times in total.
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