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[Release] GalNavy additions (was Adck's Behemoths Redux)

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

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cim
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Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Post by cim »

spara wrote:
Originally I was doing this:

Code: Select all

5.0 * CalcSpecularLight(lightVector, eyeVector, exponent, normal, gl_LightSource[1].specular)
Are you absolutely sure you were doing that (which should I think be absolutely fine: vectors may be multiplied by scalars) and not

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5 * CalcSpecularLight(lightVector, eyeVector, exponent, normal, gl_LightSource[1].specular)
From the original error message I think that's more likely: the distinction between "5" (const int) and "5.0" (const float) is important, as there's no automatic conversion between the types (at least, not on every graphics driver - it works on some)
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Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Post by spara »

cim wrote:
spara wrote:
Originally I was doing this:

Code: Select all

5.0 * CalcSpecularLight(lightVector, eyeVector, exponent, normal, gl_LightSource[1].specular)
Are you absolutely sure you were doing that (which should I think be absolutely fine: vectors may be multiplied by scalars) and not

Code: Select all

5 * CalcSpecularLight(lightVector, eyeVector, exponent, normal, gl_LightSource[1].specular)
From the original error message I think that's more likely: the distinction between "5" (const int) and "5.0" (const float) is important, as there's no automatic conversion between the types (at least, not on every graphics driver - it works on some)
Ah. Yes. Now that you mention it, I was doing multiplying with an int, not with a float. Thanks for correcting. And yes, it seems that my graphics card does the conversion automatically.

EDIT: Since no one has downloaded the new version yet, I changed the multiplier in the shader file from vec4 to float as I think it's simpler that way. Don't know about performance or anything.
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Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Post by Keeper »

No errors now, and it looks like they do have their nameplates showing now (the angle on the ship spinner makes them impossible to read, but there's clearly something there, and the ships have lights that they didn't before).
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Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Post by spara »

Small update on the Navy Class Carrier. Fixed the materials of the Navy Sidewinder to work with non-shader systems too. I've been really sloppy with these, it seems :oops: .
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Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Post by spara »

Because Behemoth 3.0 now includes behemoth types 3-4 and navy class carrier, I have updated the galnavy_facelift oxp to version 1.4.

In short:
* If Behemoth 3.0 is used, don't use behemoth_3-4.oxp or behemoth_ncc.oxp.
* If Behemoth 3.0 is used with GalNavy, use galnavy_facelift 1.4.
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Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Post by mossfoot »

I can't seem to get the Gal Navy to work. Ships and stations show up, but just sit there. I am pretty sure I DLed all the needed OXPs, mind you.

GalNavy 5.4.3
adcks Navy Destroyer 1.0
Behemoth 2.6.1 and 3-4.1.1.1
Behemoth ncc 1.0.3
galactic navy facelift 1.3.4
galactic navy light destroyer 1.0

I think that's all the ones I have. Running Linux

Actually running Oolite on an Acer Chromebook c720 if anyone is curious. Amazed how well this works on it! I dual-booted the system so I have Ubuntu on it and upped the SSD to 32 Gigs. :)
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Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Post by spara »

After installing the oxps you should see the stations and the guarding forces just standing there near the stations. In the same systems there should be guarding forces at the witchpoint too. Then you should occationally spot a patrol flying about. But the beef of the oxp are the missions you can take when you dock at the Navy stations. And that's about it.
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Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Post by mossfoot »

Ooooh, so they're supposed to just be sitting there? I would have thought they should be doing a patrol around the witchpoint or the space stations in question. From a visual standpoint it makes the universe more alive (even if they're just going in a wide circle). Heck, I'd even have it so the fighters escorting the big ships change their formations every few minutes (as if they're practicing combat maneuvers)
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Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Post by Norby »

mossfoot wrote:
Ooooh, so they're supposed to just be sitting there?
An idea: you should see them moving only if there is a Thargoid raid in the system. So if you follow them then you will be in danger soon. ;)
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Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Post by mossfoot »

Norby wrote:
mossfoot wrote:
Ooooh, so they're supposed to just be sitting there?
An idea: you should see them moving only if there is a Thargoid raid in the system. So if you follow them then you will be in danger soon. ;)
So keep them in your rearview mirror, got it ;)

But honestly, they should be moving around a little. Something for the next update?
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Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Post by spara »

mossfoot wrote:
But honestly, they should be moving around a little. Something for the next update?
Sadly, it's a dead end for the main GalNavy oxp :( . It lacks the proper licence for updating. I've been working with Behemoth oxp, ADCK's Behemoths and SimonB's ships here. Behemoth has a proper licence, ACDK has given all his oxp work for others to use and SimonB has given permission to finish his unfinished navy ships. But that's about it.

We'll just have to patiently wait for HIMSN.
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Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Post by Cody »

spara wrote:
We'll just have to patiently wait for HIMSN.
Which is currently stalled, due to RL issues with one or two of the crew.
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And any survivors, their debts I will certainly pay. There's always a way!
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Re: [Release] GalNavy additions (Navy Light Destroyer)

Post by Cholmondely »

Spara wrote: Mon Oct 14, 2013 6:28 pm
Navy Light Destroyer, a beautiful ship modelled and textured by SimonB, is now released. Download link in the first post and wiki. See image a couple of posts above.

The ship has been toned down a bit to not tilt the balance too much. It's a little tougher than Transport but only a little. This ship replaces about 1/3 of the Transport ships.

Enjoy.
This does not work on the AppleMac.

An AppleMac-friendly shipdata.plist is available here.
So is a shiplibrary.plist! It introduces a Galactic Navy category which will need this somewhere in a descriptions.plist

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{
	"oolite-ship-library-category-galactic_navy"		= "Galactic Navy";
	"oolite-ship-library-category-plural-galactic_navy"	= "Galactic Navy";
}
Image
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Post by Switeck »

mossfoot wrote: Sat Jun 07, 2014 4:05 pm
Ooooh, so they're supposed to just be sitting there? I would have thought they should be doing a patrol around the witchpoint or the space stations in question. From a visual standpoint it makes the universe more alive (even if they're just going in a wide circle). Heck, I'd even have it so the fighters escorting the big ships change their formations every few minutes (as if they're practicing combat maneuvers)
The real activity of Galactic Navy is the small-to-HUGE fights in interstellar space.

They were WAY too often...almost guaranteed to be something there.

One of the complaints is Galactic Navy puts Navy and Thargoid ships everywhere...diluting any flavor/theme any other OXP/OXZ tries to add.
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Re: [Release] GalNavy additions (was Adck's Behemoths Redux)

Post by Cholmondely »

To the jaundiced eye of this writer, the current Navy Destroyer (GalNavy AddOns) looks rather clunky.

Image



But Amaranth came up with this WIP in 2013:

Image

Download: Acclamator (Star Wars - based on existing .oxp Star Destroyer - 1.9Mb) https://app.box.com/s/oejio4rhxelw87ttb80v

Am I correct in presuming that almost all of the work has been done between 2 oxp's:
1) Amaranth's here (with Star Destroyer.oxp .plists and presumably SD's massive dimensions too)
2) and the original Navy Destroyer (by ADCK, 2010: https://app.box.com/s/5k2t5l1nizzr9vrrvx13 - needs Railgun.oxp and has special torpedoes)?

License: Amaranth wrote this:
Amaranth wrote: Sun Apr 07, 2013 7:38 pm
Although I enjoy constructing starship models, I still have problems with compiling a workable oxp, and have got frustrated and lost interest. Therefore, unfortunately I am going to give it a break for a bit. When I had posted previews of what I was intending, the response seemed positive so it would be a shame to simply disappear and take these models with me. For anyone with blender, I am making available a set of models for onward use, should anyone wish to do anything with these. The 3D models are complete and the textures are mostly finished. the ones with plists in them, these have simply been borrowed from another oxp of a similar sort of craft, with the hope of modifying it to suit. No plagiarism intended.

Acclamator (Star Wars - based on existing oxp star destroyer) https://www.box.com/s/oejio4rhxelw87ttb80v

.....

Thanks for all your help with my questions. Hopefully I will be able to come back to this at a later date.

Putting the Mk3 Cobra into storage and retiring planetside. Till next time, signing off, Cmdr Amaranth.
He also wrote this for his Commies retextures:
Amaranth wrote: Fri Apr 06, 2012 3:31 pm
Released under the standard GNU Fair use non commercial license.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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