[Release] Rescue Stations

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Commander McLane
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Re: [WIP] Rescue Stations Facelift 0.3

Post by Commander McLane »

Keeper wrote:
Note that half the station is black because of a typo in the shipdata-overrides.plist on line 296. You have "wight_wing" instead of "right_wing".
Seems like a case of Elmuh Fudd Syndwome. :mrgreen:
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spara
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Re: [WIP] Rescue Stations Facelift 0.3

Post by spara »

Keeper wrote:
Note that half the station is black because of a typo in the shipdata-overrides.plist on line 296. You have "wight_wing" instead of "right_wing".
:shock: Thanks. Fixed.
Commander McLane wrote:
Seems like a case of Elmuh Fudd Syndwome. :mrgreen:
:lol:

New version (0.4).

* Bugfixed station texture, thanks to Keeper.
* Tweaked some of the textures.
* Added references to Staer9's shipset, sb-faves shipset and Griff's Wolf mk 2, so if installed those ships might appear in oxp missions or in convoys added by the oxp.
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Re: [WIP] Rescue Stations Facelift 0.3

Post by Keeper »

Seems like a case of Elmuh Fudd Syndwome. :mrgreen:
You know, I have -- twice -- sung the "Red Rose Rag" as Elmer Fudd, on stage in front of hundreds of people...
* Added references to Staer9's shipset, ...
Ah, I had previously done that in my own installation. It was when looking through the Rescue Stations shipdata that I first saw reference to a Monitor II, and is why I made a Monitor II in my overhaul of the Staer9 shipset!
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Re: [WIP] Rescue Stations Facelift 0.4.1

Post by spara »

Fix one typo and introduce another :( . Thanks go to Captain Beatnik for spotting this one out. Version 0.4.1 fixes the typo.
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Re: [WIP] Rescue Stations 1.3 wip1

Post by spara »

I have integrated my previous facelift into the rescue stations oxp and added a bunch of tweaks, fixes and enhancements. Download (1.3 wip1) from the first post.

This took me quite a bit longer than I anticipated... I sort of got carried away, tweaked all around and did quite a bit more than I originally intended. But I'm quite happy with the result :D . I've tested it quite extensively, but there just might be some inconsistencies and tiny errors left. That's why I'll keep it as a wip for a while.

Special thanks to Dertien for giving me a special sidewinder model to be textured for this oxp.

Full change log (1.2.4 -> 1.3 wip1):

* New model and texture for RSS Arafura (model by Dertien)
* New Sidewinder model, texture and scripting (model by Dertien, texture has bit's from work by Dertien and Griff)
* Hires texture && BGS tunnel texture for RSS station
* Hires texture && BGS tunnel texture for RSS HQ station (Rock texture modified from Griff's)
* References Griff's Wolf 2 and ships from Staer9 shipset and sb-faves shipset.
* New solar probe texture
* Integration for Skilled NPCs oxp
* Fixed rescue_govname errors
* Added backgrounds to all mission screens without models
* Removed work around from pylon equiment removal
* Added station interface (f4)
* Station validator support
* Ship naming retouched, random shipnames integration.
+ Civilian arafuras named with random ship names oxp
+ Rss arafuras & escorts named with wing names
+ Rss defenders named with random ship names
+ Mission ships named with random shipnames oxp when appropriate
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Re: [WIP] Rescue Stations 1.3 wip1

Post by Keeper »

Just watched a few RRS ships launch from the main system station, turn around to meet up with their mothership, and crash into the station. As I was running 1.79 I got some comms messages from them as they died.
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Re: [WIP] Rescue Stations 1.3 wip1

Post by spara »

Keeper wrote:
Just watched a few RRS ships launch from the main system station, turn around to meet up with their mothership, and crash into the station. As I was running 1.79 I got some comms messages from them as they died.
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Wasn't this something that happened to your constore escots too? Is it a core game problem, trunk problem or custom ai problem? Haven't touched the AIs of this oxp.

EDIT: Got around to test this a bit with 1.77.1. Made some RRS ships to launch from the main station at Lave and all was fine and dandy. Go figure.
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Re: [WIP] Rescue Stations 1.3 wip1

Post by cim »

Escorts running into the station seems to be a problem in 1.79. It's on my list to look at.
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Re: [WIP] Rescue Stations 1.3 wip1

Post by JD »

Thanks for this update Spara, just installed. I think the ReadMe is out of step with the oxp, as it states that cim's original Rescue Stations oxp is a requirement, whereas your posts now describe it as a full replacement.
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Re: [WIP] Rescue Stations 1.3 wip1

Post by Keeper »

spara wrote:
Wasn't this something that happened to your constore escots too? Is it a core game problem, trunk problem or custom ai problem?
Looks like it's a trunk problem, as cim mentioned, and it was just a coincidence that I only saw it with an RRS group. It isn't the same as the suicidal constore hauler I experienced, as that was heading toward the station and smashed into it rather than begin the docking procedure. That seems to have been a fluke as I haven't seen it happen again, though I am now adjusting range values to try to mitigate it (I saw one hauler stop just seconds before hitting a constore). (While I'm at it, I'm adding support for cim's Escort Formations OXP and a few other things too.)
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Re: [WIP] Rescue Stations 1.3 wip1

Post by Stormrider »

21:36:12.892 [shipData.load.begin]: Loading ship data.
21:36:13.392 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "rrsfl_asteroid_sidewinder_lights" specifies no roles.
21:36:13.394 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "rrsfl_asteroid_sidewinder_shaders" specifies no roles.
21:36:14.437 [script.javascript.init]: JavaScript reset successful.
21:36:14.828 [script.load.world.listAll]: Loaded 128 world scripts:
hey i just saw this in my latest log thought you'd like to know
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Re: [WIP] Rescue Stations 1.3 wip1

Post by spara »

JD wrote:
I think the ReadMe is out of step with the oxp...
Thanks for reporting, corrected now :) .
Stormrider wrote:
21:36:12.892 [shipData.load.begin]: Loading ship data.
21:36:13.392 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "rrsfl_asteroid_sidewinder_lights" specifies no roles.
21:36:13.394 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "rrsfl_asteroid_sidewinder_shaders" specifies no roles.
21:36:14.437 [script.javascript.init]: JavaScript reset successful.
21:36:14.828 [script.load.world.listAll]: Loaded 128 world scripts:
hey i just saw this in my latest log thought you'd like to know
And thanks for these too, don't really see how I have missed these :roll: . Fixed now.

Fixed these and updated to 1.3 wip2. Download link in the first post is updated.
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Re: [WIP] Rescue Stations 1.3 wip3

Post by spara »

A new version (1.3wip3).

* Keeper's been really busy with this one and thanks to him, Arafura has been shaderified to better fit a Griffified game. It has never looked better. Player and civilian versions now have some color variation. And if that's not enough, he has also given some treatment to the waystation too. Big thanks to Keeper for doing this.
* Custom buoy for RRS stations
* Retouched eva and solar probe textures
* New feature: Rare Mining Outposts in selected systems. Model by ADCK. These are GalCop operated permanent asteroid mining operations. "M" in ASC. The outpost buys your minerals and you can buy refined materials. Prices are close to the main station, quantities are upped a bit. There are plenty of miners out there and they are somewhat protected by GalCop, you'll get fined for shooting at them and there is a wing of Sidewinders waiting at the station to give some protection to the base.
* Many, many tweaks and fixes.

There are a couple of things left on my todo list. Have to stop somewhere, so I'll try to round this one up after those. Consider this version very close to release version. And please report any bugs or if there's anything that seems out of place.

Have fun with this one :D .
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Re: [WIP] Rescue Stations 1.3 wip3

Post by Diogenese Senna »

Fantastic ... :) :) :)
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Re: [WIP] Rescue Stations 1.3 wip3

Post by Keeper »

Ah, such a lovely, rounded body on that new Arafura (and the Eva Probe, but who cares about that). Only 10 hours of frustration to make that darn thing (plus more doing the textures for the shaders, and trimming down Griff shaders to remove unnecessary bits for this ship and for the station). Many thanks to dertien for helping me to discover that the reason I couldn't make any sense of Wings3D was that it simply doesn't work properly on my laptop. It does work on my ancient desktop, which can't play Oolite, so a lot of back-and-forth was involved in doing that darn thing.

Worth the result, though!

Wait 'til you find a damaged Arafura. Maybe I went too far in making it look beat up! Flickering, dim lights, covered in dents and soot...
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