[WIP] QTHI AntiZap (Alpha Preview)
Posted: Sun Feb 19, 2017 6:23 pm
by QCS
Being harassed by pirates in your low-tech ship and just want to avoid the fight, but they are getting closer instead?
Fear no longer:
Quirium Tech Heavy Industries (QTHI) presents a new device in preview/alpha state. It is a weapon, but it is not a weapon. It is an AntiWeapon: QTHI AntiZap!
A powerful (literally!) little device which connects your shield generator output directly with your ship's energy system, which zaps your attacker's whole ship instrumenting the line of plasma the enemy's ship laser generates. This will (hopefully) help you getting out of reach and masslock.
Out of lore information:
This is currently really a preview/alpha (in the sense and spirit of release early and often, to get your comments and thoughts).
I am planning multiple modes, and most probably it needs balancing, and there are not all checks (I want to temporarily disable the weapon as an effect), and I am currently not able to think about laser turrets
It is a primable device, but it is also switched on at exiting stations/wormholes, to improve testing.
Download:
http://wiki.alioth.net/img_auth.php/5/5 ... ap_0.1.oxz
Edit: I made it available via Ingame Extension Manager, and I created a
Wiki page
Re: [WIP] QTHI AntiZap (Alpha Preview)
Posted: Tue Feb 21, 2017 12:06 am
by jackiebean
Sounds pretty interesting!
Re: [WIP] QTHI AntiZap (Alpha Preview)
Posted: Sat Mar 17, 2018 1:25 pm
by Fleurghber
Something's not right here:
"Opening log for Oolite version 1.86 (x86-64) under Mac OS X Version 10.9.5 (Build 13F1911) at 2018-03-17 01:22:17 pm +0000.
Machine type: iMac14,1, 8192 MiB memory, 4 x x86 (Haswell) @ 2700 MHz.
Build options: OpenAL, new planets.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
13:22:17.718 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
13:22:17.743 [system]: Invalid color System, labelColor (warning given only once)
13:22:17.828 [rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 INTEL-8.28.37"). Vendor: "Intel Inc.". Renderer: "Intel Iris Pro OpenGL Engine".
13:22:17.828 [rendering.opengl.extensions]: OpenGL extensions (128):
GL_EXT_texture_compression_dxt1, GL_EXT_rescale_normal, GL_EXT_transform_feedback, GL_EXT_blend_func_separate, GL_EXT_framebuffer_sRGB, GL_ATI_texture_env_combine3, GL_ARB_draw_elements_base_vertex, GL_EXT_debug_label, GL_EXT_geometry_shader4, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_NV_texgen_reflection, GL_NV_blend_square, GL_ARB_texture_compression_rgtc, GL_EXT_stencil_wrap, GL_ARB_texture_env_crossbar, GL_EXT_framebuffer_blit, GL_ATI_separate_stencil, GL_APPLE_vertex_point_size, GL_EXT_texture_rectangle, GL_APPLE_specular_vector, GL_EXT_packed_depth_stencil, GL_EXT_blend_color, GL_ARB_fragment_program_shadow, GL_EXT_texture_env_add, GL_EXT_provoking_vertex, GL_EXT_texture_array, GL_ARB_texture_env_combine, GL_ARB_point_sprite, GL_ARB_multisample, GL_EXT_framebuffer_object, GL_ARB_framebuffer_sRGB, GL_EXT_texture_lod_bias, GL_APPLE_pixel_buffer, GL_ARB_vertex_program, GL_EXT_bgra, GL_APPLE_fence, GL_APPLE_ycbcr_422, GL_EXT_timer_query, GL_EXT_vertex_array_bgra, GL_ARB_depth_clamp, GL_IBM_rasterpos_clip, GL_ARB_pixel_buffer_object, GL_SGIS_generate_mipmap, GL_EXT_framebuffer_multisample_blit_scaled, GL_ARB_shader_texture_lod, GL_ARB_texture_float, GL_ARB_texture_rectangle, GL_ARB_vertex_shader, GL_NV_texture_barrier, GL_ARB_provoking_vertex, GL_ARB_texture_env_add, GL_APPLE_object_purgeable, GL_ARB_texture_env_dot3, GL_APPLE_rgb_422, GL_NV_depth_clamp, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_cube_map, GL_APPLE_element_array, GL_ATI_texture_float, GL_ARB_window_pos, GL_ARB_sync, GL_ARB_vertex_buffer_object, GL_APPLE_texture_range, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_compression, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_ARB_texture_border_clamp, GL_EXT_draw_buffers2, GL_ARB_shading_language_100, GL_EXT_blend_equation_separate, GL_ARB_vertex_blend, GL_EXT_blend_subtract, GL_EXT_packed_float, GL_APPLE_aux_depth_stencil, GL_APPLE_row_bytes, GL_NV_light_max_exponent, GL_EXT_abgr, GL_EXT_texture_filter_anisotropic, GL_ARB_vertex_array_bgra, GL_ARB_draw_buffers, GL_ARB_transpose_matrix, GL_ARB_color_buffer_float, GL_EXT_gpu_program_parameters, GL_APPLE_client_storage, GL_ARB_texture_non_power_of_two, GL_ARB_multitexture, GL_EXT_gpu_shader4, GL_APPLE_flush_render, GL_ARB_framebuffer_object, GL_APPLE_vertex_program_evaluators, GL_APPLE_transform_hint, GL_EXT_texture_compression_s3tc, GL_APPLE_flush_buffer_range, GL_EXT_texture_integer, GL_SGIS_texture_edge_clamp, GL_NV_fog_distance, GL_ARB_occlusion_query, GL_ARB_fragment_shader, GL_ARB_texture_rg, GL_ARB_fragment_program, GL_ARB_seamless_cube_map, GL_ARB_shader_objects, GL_EXT_draw_range_elements, GL_APPLE_vertex_array_object, GL_ARB_depth_texture, GL_EXT_texture_sRGB, GL_ARB_half_float_vertex, GL_APPLE_vertex_array_range, GL_ARB_shadow, GL_EXT_multi_draw_arrays, GL_ARB_half_float_pixel, GL_APPLE_packed_pixels, GL_ARB_point_parameters, GL_EXT_debug_marker, GL_EXT_texture_sRGB_decode, GL_EXT_clip_volume_hint, GL_SGIS_texture_lod, GL_EXT_fog_coord, GL_EXT_texture_shared_exponent, GL_ATI_texture_mirror_once, GL_APPLE_float_pixels, GL_EXT_framebuffer_multisample, GL_ARB_depth_buffer_float, GL_ARB_draw_instanced
13:22:17.833 [rendering.opengl.shader.support]: Shaders are supported.
13:22:17.841 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
13:22:17.842 [searchPaths.dumpAll]: Resource paths:
~/Desktop/Games and things/Elite family/Oolite-1.86/Oolite.app/Contents/Resources
~/Library/Application Support/Oolite/Managed AddOns
~/Library/Application Support/Oolite/AddOns
~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.QCS.QTHI_AntiZap.oxz
13:22:17.849 [shipData.load.begin]: Loading ship data.
13:22:18.143 [plist.parse.failed]: Failed to parse ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.QCS.QTHI_AntiZap.oxz/Config/equipment.plist as a property list.
Unexpected character ( at line 1
13:22:18.325 [startup.complete]: ========== Loading complete in 0.58 seconds. ==========
13:22:20.841 [exit.context]: Exiting: Exit Game selected on start screen.
Closing log at 2018-03-17 01:22:20 pm +0000."
Re: [WIP] QTHI AntiZap (Alpha Preview)
Posted: Thu May 20, 2021 9:57 pm
by Cholmondely
Has anybody tried this one?
What does it actually do?
Are there any good screen shots?
Does it marmalize the McNasties good and proper?
Re: [WIP] QTHI AntiZap (Alpha Preview)
Posted: Fri May 21, 2021 7:38 am
by andrax_iON
Cholmondely wrote: ↑Thu May 20, 2021 9:57 pm
Has anybody tried this one?
What does it actually do?
Are there any good screen shots?
Does it marmalize the McNasties good and proper?
Hi Mr. C
Just spent an hour or so experimenting with this - nutshell summary, it marmalises the McNasties good 'n' proper 8~)
Couple o' s/shots here :
https://photos.app.goo.gl/9nVkcn16xra7ESWK6
So far, at least 3 bandits have totally annihilated themselves, one turned tail 'n' ran - the last, I took pity on & finished off myself.
Does it do what it says? Yes. Would I use in normal gameplay? Categorically, no. For the princely sum of 1.0Cr, it has the potential to eliminate piracy as a viable career option (at least, for NPCs *grin*). Licencing terms do, however, appear to offer the possibility of some further tweaking beyond the stated "preview/alpha" status.
cheers!
Re: [WIP] QTHI AntiZap (Alpha Preview)
Posted: Fri May 21, 2021 9:01 am
by Cholmondely
andrax_iON wrote: ↑Fri May 21, 2021 7:38 am
Cholmondely wrote: ↑Thu May 20, 2021 9:57 pm
Has anybody tried this one?
What does it actually do?
Are there any good screen shots?
Does it marmalize the McNasties good and proper?
Hi Mr. C
Just spent an hour or so experimenting with this - nutshell summary, it marmalises the McNasties good 'n' proper 8~)
Couple o' s/shots here :
https://photos.app.goo.gl/9nVkcn16xra7ESWK6
So far, at least 3 bandits have totally annihilated themselves, one turned tail 'n' ran - the last, I took pity on & finished off myself.
Does it do what it says? Yes. Would I use in normal gameplay? Categorically, no. For the princely sum of 1.0Cr, it has the potential to eliminate piracy as a viable career option (at least, for NPCs *grin*). Licensing terms do, however, appear to offer the possibility of some further tweaking beyond the stated "preview/alpha" status.
cheers!
Goodness! Thanking you greatly for looking into it. I'll update the wiki page.
Do you think it should be labelled as a
Cheat?
And if QCS ever returns to these hallowed threads, do you have any suggestions for him as to how to tweak it?
Re: [WIP] QTHI AntiZap (Alpha Preview)
Posted: Fri May 21, 2021 9:15 pm
by andrax_iON
Cholmondely wrote: ↑Fri May 21, 2021 9:01 am
Do you think it should be labelled as a Cheat?
No, but that's largely 'cos I subscribe to the "You can't cheat yourself in single-player games" school. IMNSHO, it massively improves a new Jameson's prospects of surviving the early days of gathering wealth & upgrades, hence has little appeal to me, but that's my choice & mileage varies according to the cut of your Quirium. I _did_ get toasted (once), when a small herd of McNasties departed the rock hermit I was approaching; I chose not to fight back (for testing purposes, you see, of course..) and, while the first FdL got a fairly nasty shock, in the end I didn't last long, but that's the only time I've come close to reaching for the spacebar.
And if QCS ever returns to these hallowed threads, do you have any suggestions for him as to how to tweak it?
It's a fair bet that the 1.0Cr pricetag was set for testing purposes, as with the 'active on launch/exit witchspace' setting; pretty sure adjustments here would have been in QCS' planning prior to full release. The amount of damage (self-)inflicted is conditional, prob'ly some scope for fine-tuning there too; other than that, a small array of comms messages (rather than "Help! My systems went totally haywire!" every time) would be neat, but don't ask me or Cody *grin*
Frak me! My frakkin' systems went totally frakkin' haywire! WTF??!!