Moar trunk stuffffff (or drunk?)

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Svengali
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Moar trunk stuffffff (or drunk?)

Post by Svengali »

I've put together some Betas for trunk users (r5603+), because v1.77 will change quite a few things and we (OXPers) will need time to alter our OXPs. So pushing Betas out early is probably a good thing, although some finetuning will be necessary.

In the last weeks Thargoid and I had some quite valuable sessions with quite interesting ideas floating around. Thanks for some really nice additions, Thargoid .-)

Cabal_Common_Library:
- A few more options for the CCL_Briefings (documented).
- Added in CCL_Functions.moreInfo a property 'connected' which holds the connected systems from the players starting point in the current galaxy.
- New script to handle overlays via shaders. It ships as start a few Character and Notification overlays. Let's see what Rese249er can add.-)
- Thargoid send some functions for string handling on screens - strAddAlignedText, strAddEdgeText, strAddIndentedText, strAdd2Columns and strAdd3Columns.
- CCL_Music handles now shipScoopedFuel.

BGS (BGS-A only):
- VisualEffect for the jump sequence with a new shader. The new effect is handled through CCL.
- Added cleaned pics for long_range_chart_mission and short_range_chart_mission.
- Uses the new interface structure (4 new pics and 2 new sounds).
- Added effect for wormhole exit.
- Got rid of the used overlays.
Requires the CCL Beta.

The patches for Customsounds, Halsis and Hawksound are available.
I've send Corny the patch for his Captain Berf Pilot.

Snoopers:
- Changed the images - the planet in the upper right corner is gone.
- New models/shaders/textures for all 4 news agencies.
- Uses setInterface instead of accessing it via F7.
- Adapted the new string expansion (see https://bb.oolite.space/viewtopic.php?f=4&t=12615).
- The new aegis notification is handled through CCL.
Requires the CCL Beta.

For inserted messages nothing should change, but you might get warnings in some special cases.

OXPConfig
- Added cims 'Skilled NPCs'.
Requires the CCL Beta.

Hyperradio
- Switched behaviour to new mode key (b) for playing. Station selection remains on the same key as before (n).
Requires the CCL Beta.

https://www.box.com/s/9352f739b609a2b3f41a - Developers Edge folder.


More trunk OXPs can be found:
- Thargoids Betas -> Beta OXPs for Trunk 1.77
Last edited by Svengali on Sat Jan 05, 2013 12:52 am, edited 5 times in total.
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Re: Moar trunk stuffffff (or drunk?)

Post by Cody »

Svengali wrote:
VisualEffect for the jump sequence with a new shader.
This is simply beautiful... very cool, amigo!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Moar trunk stuffffff (or drunk?)

Post by DaddyHoggy »

Is there a video anywhere of this new effect?
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
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Re: Moar trunk stuffffff (or drunk?)

Post by Cody »

Svengali may have something - I haven't ventured into vid-capture (I don't dare - I may become too distracted/obsessed by it).
It's best seen live, though - well worth the ten minutes it takes to install trunk, and Svengali's beta OXPs.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Moar trunk stuffffff (or drunk?)

Post by Svengali »

My box allows only recording of small sized videos, so no vid.
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Re: Moar trunk stuffffff (or drunk?)

Post by Thargoid »

I'll try and grab one soon and upload it you youTube.
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Re: Moar trunk stuffffff (or drunk?)

Post by Svengali »

Thargoid wrote:
I'll try and grab one soon and upload it you youTube.
Rock'n'Roll - muchas gracias :D
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Re: Moar trunk stuffffff (or drunk?)

Post by Thargoid »

OK, there's a link to a capture here on my youTube channel.

With apologies for the slight glitchiness but it was done on my little netbook, which ain't the most muscular of machines...
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Re: Moar trunk stuffffff (or drunk?)

Post by Cody »

On one occasion this afternoon, the new jump sequence was abruptly shortened - emergence and the game continued as normal.
There was nothing in the log, and I haven't been able to reproduce it - just thought I'd mention it (r5427).
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Moar trunk stuffffff (or drunk?)

Post by Svengali »

After some very valuable sessions with Thargoid and cim it's time to push out some new versions (see first post), resulting in some new features and lots of tweaks - muchas gracias for your great input and work .-)

Thargoid is also now co-author for BGS. The new effect is the result :D
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Re: Moar trunk stuffffff (or drunk?)

Post by Cody »

Sweet stuff, Svengali... especially that wormhole exit cloud! Very cool!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Moar trunk stuffffff (or drunk?)

Post by Thargoid »

Indeed - nice to see it after the full works of magic on it.
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Re: Moar trunk stuffffff (or drunk?)

Post by Cody »

As you may already know, Svengali, I'm not a fan of cut-scenes in games - but I have to admit that the animation demo interests the fictioneer in me. I've had to disable it though, as I really don't need the distraction of trying to think of ways to use something like that in an OXP right now. One fine day - maybe!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Moar trunk stuffffff (or drunk?)

Post by Svengali »

El Viejo wrote:
As you may already know, Svengali, I'm not a fan of cut-scenes in games - but I have to admit that the animation demo interests the fictioneer in me.
*grins* Mission complete .-)

And yes, cutscenes can push story driven OXPs a lot...
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Re: Moar trunk stuffffff (or drunk?)

Post by Cody »

It must be my evening for log errors - a whole bunch of these (r5505):

Code: Select all

19:50:35.980 [script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (<unidentified script>): Error: Cannot set property orientation of instance of VisualEffect to invalid value undefined.
19:50:35.980 [script.javaScript.exception.ooliteDefined]:       ../AddOns/BGS-A1.6_r66.oxp/Scripts/bgs_exitWormhole_effect.js, line 19.
Probably due to the fact that I was ruthlessly gunned-down as I emerged from the wormhole!

Further to that, a couple of jumps later the hyperspace effect failed completely - just the sounds, then I emerged (no log errors, though).
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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