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Re: Newcomer and Possible New Ships

Posted: Thu Nov 20, 2014 11:45 am
by another_commander
Jona wrote:
... and I will get the developer release as I have a feeling the debug console will be handy.
Good decision. I personally feel that any OXP developer not using the debug console are just making life too complicated for them for no reason. The level of control you can have over the game's entities with it is remarkable and spawning stuff on request is just a tiny part of it all. Pretty much every method or property of Oolite's JS API is also available on the console and values can be read and, when applicable, modified in real time without having wait for the right sequence of events to occur so that a test script might execute. JS class methods can be also executed on demand. It's a very powerful tool and I fully recommend getting familiar with it if you intend to produce OXPs.

Re: Newcomer and Possible New Ships

Posted: Thu Nov 20, 2014 11:53 am
by Diziet Sma
another_commander wrote:
I personally feel that any OXP developer not using the debug console are just making life too complicated for them for no reason.
To which I would add, so is any OXP developer not using cim's OXP/OXZ building scripts during development / testing.

Re: Newcomer and Possible New Ships

Posted: Sat Nov 22, 2014 3:12 pm
by Jona
I'm having a weird problem ... at least weird for me ... when updating the OXP I am following the current process ...
  • Exit Oolite
  • Modify for instance the shipdate.plist file
  • Start up Oolite again
Might not be the most efficient way, but that's not the problem - what is happening is that the modifications to the file (for instance a name change) do not seem to be taken into account - I get the previous configuration as if the previous OXP is still there or a cache is being used.

Is it me, is it my computer or is there something I should be doing to force the introduction of the modifications?

Re: Newcomer and Possible New Ships

Posted: Sat Nov 22, 2014 3:17 pm
by Cody
Did you hold shift down until the spinning Cobra appears when restarting Oolite?

Re: Newcomer and Possible New Ships

Posted: Sat Nov 22, 2014 3:20 pm
by another_commander
Jona wrote:
... a cache is being used.
That is exactly what it is. Oolite uses a cache for its resources for performance reasons. If you modify a file inside any of its search folders (core Resources or OXP folders), you will have to restart the game with Shift pressed and held down until more or less the rotating Cobra appears (not sure about Linux or Mac, but on Windows it is sufficient to hold the key down until the splash screen appears). That will refresh the cache and ensure your changes are taken in by the game.

If you add or remove entire OXP folders, the game will be able to pick up the folder structure change and in this case no Shift will be needed. As an exception to the general rule, Shift is also not necessary when making changes in either keyconfig.plist or logcontrol.plist.

As an alternative to the above, in case you are making lots of changes continuously that would require Shift to be used often, you can also set this key inside your .GNUstepDefaults file:

Code: Select all

"always-flush-cache" = YES;
which will make Oolite refresh its cache every time it loads, of course at the expense of loading taking somewhat longer to complete, depending on the current OXP load.

Re: Newcomer and Possible New Ships

Posted: Sat Nov 22, 2014 3:52 pm
by Jona
another_commander wrote:
As an alternative to the above, in case you are making lots of changes continuously that would require Shift to be used often, you can also set this key inside your .GNUstepDefaults file:

Code: Select all

"always-flush-cache" = YES;
which will make Oolite refresh its cache every time it loads, of course at the expense of loading taking somewhat longer to complete, depending on the current OXP load.
Many thanks - sanity saved!

Re: Newcomer and Possible New Ships

Posted: Sat Nov 22, 2014 5:10 pm
by Jona
Okay ... after clearing the cache, resetting my computer and reformatting my brain the Tiger Ray (formerly known as the Manta) is up and running in the game ...

Image

I will set up a proper wiki page as soon as I have access, but please feel welcome to try the OXZ by clicking here.

Enjoy (I hope) and please give me feedback!

Re: Newcomer and Possible New Ships

Posted: Sun Nov 23, 2014 1:10 pm
by Norby
Nice work!
So you decided the size of a Krait, 4 energy banks and 540 as speed which is faster than a [EliteWiki] Viper Interceptor.

I am not sure why you are not defined injectors for NPCs, a ship with the "Interceptor" word in his name field should have always imho and a rare ship in roles:
assassin-heavy(0.1) escort-heavy(0.1) interceptor(0.1) pirate-interceptor(0.1)

Alternatively if you stay without injectors then you can remove the "Interceptor" word from the name and use these roles:
escort(0.2) police(0.2) pirate-light-fighter(0.2)

Better if you define pirate ships separatedly using like_ship to avoid police ships with bounty. ;)

Check these also and set to what you want:
[url=http://wiki.alioth.net/index.php/OXP_NPC_Combat_AI]accuracy[/url] = 6;
[url=http://wiki.alioth.net/index.php/Shipdata.plist#hyperspace_motor_spin_time]hyperspace_motor_spin_time[/url] = 5;
extra_cargo = 0;
fuel = 70;

Re: Newcomer and Possible New Ships

Posted: Mon Nov 24, 2014 3:41 pm
by Jona
Norby wrote:
Nice work!
So you decided the size of a Krait, 4 energy banks and 540 as speed which is faster than a [EliteWiki] Viper Interceptor.
Size ... well it was meant to be a smaller ship. 4 energy banks ... to be honest I will agree with everything you say ;)
Speed ... now that was intentional ... the whole design is based around fast, but not necessarily as strong. So far in my testing the balance seems to be about right for me at least ... I can take down a Tiger Ray while I still get kicked around by Vipers.
Norby wrote:
I am not sure why you are not defined injectors for NPCs, a ship with the "Interceptor" word in his name field should have always imho and a rare ship in roles:
assassin-heavy(0.1) escort-heavy(0.1) interceptor(0.1) pirate-interceptor(0.1)

Alternatively if you stay without injectors then you can remove the "Interceptor" word from the name and use these roles:
escort(0.2) police(0.2) pirate-light-fighter(0.2)

Better if you define pirate ships separatedly using like_ship to avoid police ships with bounty. ;)

Check these also and set to what you want:
[url=http://wiki.alioth.net/index.php/OXP_NPC_Combat_AI]accuracy[/url] = 6;
[url=http://wiki.alioth.net/index.php/Shipdata.plist#hyperspace_motor_spin_time]hyperspace_motor_spin_time[/url] = 5;
extra_cargo = 0;
fuel = 70;
Thanks for the advice ... I am still finding my feet with creating OXPs and this is the sort of detail I need to get things right. I'm still testing the ship configuration (currently looking at the weapons ... the default is a beam laser which again seems about right for a lighter ship) so would welcome inputs here from the Elite (as I mentioned about taking on Vipers for me, even with a well equipped ship is a challenge)

Re: Newcomer and Possible New Ships

Posted: Tue Dec 02, 2014 2:18 pm
by spud42
nice ship... just had a fight with one of the tiger rays on the way in to the station of onlema a RI,comT12 planet after leaving a feudal T3 planet.

3 fights on the way in! i dodged the first but couldnt the second two.... think there was a tiger ray in both fight.. hard little sucker to hit... got some kills but not sure if i got one of these buggers... lol

Re: Newcomer and Possible New Ships

Posted: Tue Dec 02, 2014 2:22 pm
by Smivs
spud42 wrote:
..think there was a tiger ray in both fight...
Just a mention, but lots of OXP ships do seem to appear far too frequently - natural I suppose as the 'author' likes to see their handiwork - but it does rather upset things a bit in some ways. The less often they appear, the more they are appreciated I think, as rarity value plays a part.

Re: Newcomer and Possible New Ships

Posted: Tue Dec 02, 2014 2:28 pm
by Cody
Smivs wrote:
The less often they appear, the more they are appreciated I think, as rarity value plays a part.
<nods> Aye - imagine the GG appearing in nearly every system!

Re: Newcomer and Possible New Ships

Posted: Tue Dec 02, 2014 2:38 pm
by spud42
Cody wrote:
Smivs wrote:
The less often they appear, the more they are appreciated I think, as rarity value plays a part.
<nods> Aye - imagine the GG appearing in nearly every system!
thank Giles not!! i seem to have had quite a few of them on both sides of the law it seems.....

Is there a log of kills? i had a look in the save and log files but no go...is there an oxp or do i need to change something in the logging script?

is it permissible to tweak an oxp? i mean like change the tech level it is available from and chance of appearing? i dont want to step on toes but as much as i really like this ship it is becoming too prevalent.

Re: Newcomer and Possible New Ships

Posted: Tue Dec 02, 2014 2:46 pm
by Wildeblood
spud42 wrote:
Is there a log of kills? i had a look in the save and log files but no go...is there an oxp...?
Trophy Collector OXP

Re: Newcomer and Possible New Ships

Posted: Tue Dec 02, 2014 2:49 pm
by spud42
thanks Wildeblood, just wanted a way to know what i have killed and in what proportions.... current commander is a pathetic 5 kills...lol