UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.

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

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montana05
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.

Post by montana05 »

Just had a look at it, maybe using the current core-ships and adapting the textures would be a first step. Specific territories and gang-wars are also not that difficult. :wink:
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced

Post by Cholmondely »

Old Murgh wrote: Mon Dec 20, 2021 12:09 pm
A station hostile takeover mission sounds excellent.

Powerful gangs would seem to fall into territories. Has anyone tried to have galactic maps show swaths of just feudal and anarchy systems, if some more concentrated clusters make this more likely?
Our newest Admiral came out with this: GalCop Galactic Registry back in 2015. One can set it (in-game) to show all the anarchy systems, and then look for the clusters.
Comments wanted:
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.

Post by Cholmondely »

montana05 wrote: Mon Dec 20, 2021 12:33 pm
Just had a look at it, maybe using the current core-ships and adapting the textures would be a first step. Specific territories and gang-wars are also not that difficult. :wink:
Apparently I've been fooling myself and there's only just the one gang at the moment, the Tiger gang. There are names of ships indicating the presence of other gangs, but I don't think that they act together in the same way as the Tigers seem to.
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: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.

Post by montana05 »

Cholmondely wrote: Mon Dec 20, 2021 1:08 pm
montana05 wrote: Mon Dec 20, 2021 12:33 pm
Just had a look at it, maybe using the current core-ships and adapting the textures would be a first step. Specific territories and gang-wars are also not that difficult. :wink:
Apparently I've been fooling myself and there's only just the one gang at the moment, the Tiger gang. There are names of ships indicating the presence of other gangs, but I don't think that they act together in the same way as the Tigers seem to.
You are correct, currently only the Tiger-Gang is active. From the included Readme.txt:

At the moment there's only one gang: the tiger gang, and it doesn't like the player.
The tiger gang should show itself in numbers in about a third of the systems. They'll have a go at the player the next 5-10 times the player encounters them, then things will quiet down again. (but for how long?)

Individual tiger gang members can also - occasionally - be spotted just about anywhere, but they're not especially singling out the player. Keep this expansion in the AddOns folder to add variety to the Ooniverse.
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.

Post by Cody »

Hotrods? That's a cue for a song if ever I heard one!

There's an Oolite cover to that tune:
  • Pulled out of Diriis late one night
    The moon and stars were shining bright
    Had me a hold full of megaweed
    And I knew a planet that had the need

    I hit the boost, headed for the leap
    Once in the tube, I’d get some sleep
    But those damn Vipers came out to play
    Left me wondering if I’d get away

    As the clock ran down, I thought I could make it
    If only my battered shields could take it
    But as the count hit one, I took a blow
    An Interceptor puttin’ on a show

    Got knocked aside as the wormhole gaped
    Caused a mis-jump, but hey, I’d escaped
    Next thing I know, there’s bugs to fight
    And breakers to blow… oh what a sight

    I took them down, all warships five
    Badly damaged, but I’m still alive
    Blew the breakers, one, two, three
    Damn well lost one… oh stupid me

    A frantic search of interstellar space
    Left me thinking I’d lost the race
    At last I checked the short range chart
    And saw a sight that cheered my heart

    Right next to me, within a light year
    Zaquesso loomed, and brought good cheer
    I had enough fuel, with none to spare
    And whooping wildly, I jumped out of there

    Next thing I know, I’m skimming the sun
    Then off to Artear… man, what a run
    I torused in and docked at speed
    Before them Vipers could draw a bead

    I sold my weed for a princely sum
    Then hit the bar, and ordered rum
    Got thoroughly drunk… could barely stand
    But what the heck, I’d made three grand!
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: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.

Post by Cholmondely »

montana05 wrote: Mon Dec 20, 2021 1:57 pm
From the included Readme.txt:

At the moment there's only one gang: the tiger gang, and it doesn't like the player.
The tiger gang should show itself in numbers in about a third of the systems. They'll have a go at the player the next 5-10 times the player encounters them, then things will quiet down again. (but for how long?)

Individual tiger gang members can also - occasionally - be spotted just about anywhere, but they're not especially singling out the player. Keep this expansion in the AddOns folder to add variety to the Ooniverse.
If I understand the ship names correctly, there are 3 more gangs: the Bloods, the Jjaggeds and the Grims.
Last edited by Cholmondely on Sun Jan 23, 2022 10:33 am, edited 1 time in total.
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: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.

Post by montana05 »

Cholmondely wrote: Wed Dec 22, 2021 8:55 pm
montana05 wrote: Mon Dec 20, 2021 1:57 pm
From the included Readme.txt:

At the moment there's only one gang: the tiger gang, and it doesn't like the player.
The tiger gang should show itself in numbers in about a third of the systems. They'll have a go at the player the next 5-10 times the player encounters them, then things will quiet down again. (but for how long?)

Individual tiger gang members can also - occasionally - be spotted just about anywhere, but they're not especially singling out the player. Keep this expansion in the AddOns folder to add variety to the Ooniverse.
If I understand the ship names correctly, there are 3 more gangs: the Bloods, the Jaggeds and the Grims.
Yes, there are more, but none handled by the script, they all have a 10% chance to appear as a pirate. Btw, I do like the textures, would be nice to see them on current core-ships. :D
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.

Post by cbr »

Image

Just a quick trial, transplanting 512px on phkbs black krait 8
could work for some of the grafix...
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.

Post by montana05 »

cbr wrote: Tue Jan 18, 2022 9:43 pm
Image

Just a quick trial, transplanting 512px on phkbs black krait 8
could work for some of the grafix...
Looks great cbr, with your talent we could reactivate all gangs. :wink:
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.

Post by Cholmondely »

Very impressive!
Comments wanted:
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.

Post by Cholmondely »

cbr wrote: Tue Jan 18, 2022 9:43 pm
Image

Just a quick trial, transplanting 512px on phkbs black krait 8
could work for some of the grafix...
Cbr, have you re-jigged anything other than the Krait?



Contra what I said above, there seem to be the Tigers (real gang), the Bloods, Jjaggeds & Grims (uncoordinated single ships with gang logos), and Arexack was hoping to add the Hotrods as well.

If you can do a nice texture for the Jjaggeds, I can add it to their wiki page!

And according to the full change log, this contextual oxp giving ships personality is yet another originating from Murgh's studio/wine cellar.
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: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.

Post by cbr »

I slightly touched the tigers.

This oxp contains a lot of nice looking ships as shown in the images below.
Image
All without normalmapping and thelike.
Image
A few custom models too I believe (XR1)

Perhaps adding normalmaps and a materials setting would bring them into 1.80+...

Need to experiment with the Djagged one(s) to be sure.
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.

Post by cbr »

Image
( left noshaders, right shadered pc )

Don't think I've done many mk1's.
The djagged pattern seems to 'transit' nicely on a phkb factory paintjob
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Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.

Post by Cholmondely »

Impressive yet again, Sir Cbr!

I'm unsure if we have anyone at the moment who can work the AI wizardry to get the other gangs going. I would like learn how to restrict the gangs to particular areas of Galaxy 1 which I think is more realistic. I'm not sure what else we can do at the moment to improve Hotrods, although I would dearly love to. I do think it's a truly super idea.
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: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.

Post by cbr »

Brush up your allready mighty swappin skills and find use some unoccupied coders!

Otherwise a second knighthood could be the answer, Sire Cholly of the Code...


(music=math // math=code)
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