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

Posted: Sun Jan 27, 2008 6:54 pm
by Kaks
[EDIT]

Combined update for Custompaints&Racers_v2_0b.oxp & custpaint1.oxp.
Various custom ships / paint jobs with a retro style to add variety to the ooniverse.


Plus gang warfare!

Compatible with Oolite v1.65 and above.
Gang warfare now available only on Oolite v1.75 and above.


When the player score is at least 30, the gang warfare begins.

At the moment there's only one gang: the tiger gang, and it doesn't like the player.
The tiger gang should show up 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 - occasionaly - 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.


Changelog:

v0.53
- converted plists to openstep.
- scripts and descriptions entries given less generic names.
- discovered a couple of bugs, and updated js to Oolite v1.75+.

v0.52d
- minor speed improvements & quick update to Oolite v1.71+

v0.52c
- bugfixed Hotrod's version checking code.

v0.52
- better aligned textures for some of the racers
- corrected yet another texture / name mismatch
- made js script more compatible with 1.71 (as yet unreleased)

v0.51
- bug inside abs2pwm corrected (function would not work correctly if wichpoint buoy was destroyed!)
- minor change to 'reinforcements' code.
- (added in 0.50)ships compatible with oolite 1.65 & will appear as pirates throughout the systems.(added in 0.50)

.....

----------------------------------------------

Custom Paint changelog:

......


Any bug report and/or suggestion greatly appreciated! :D

Download File: Hotrods v0.53


Thanks Arexack for telling me to just go ahead with this, & sorry, I 'might' have got 'a bit' carried away!

[end EDIT]

Cheers,

Kaks

Posted: Sun Jan 27, 2008 7:31 pm
by Ark
* make haste slow *

Arexack is still around.

https://bb.oolite.space/viewtopic.php?t=4216

Posted: Sun Jan 27, 2008 7:49 pm
by Kaks
Thanks Ark.

I have spoken to Arexack: I originally wanted to send him my stuff for him to review and hopefully include in the next version of his OXP. That's what he said:
Arexack_Heretic wrote:

I'm kinda bussy with other stuff right now, but I'll sure be back someday sooner or later.

<snip>

Anyway feel free to upload your changed version and to append your changelog to the readme-files.
I thought it would make sense to upload this version now, when the main difference is only in the scripting, and stop a few of the errors other people might be getting if they install Custompaints&Racers_v2_0b.oxp

Cheers,

Kaks

Posted: Sun Jan 27, 2008 8:07 pm
by Ark
Sorry
I didn't know you contacted Arexack

Did you also correct this (FYI)
https://bb.oolite.space/viewtopic.php?t=4108

Posted: Sun Jan 27, 2008 9:10 pm
by Kaks
Yes, I spotted that, thanks. [ EDIT: ] I did look for the non-png files but Arexack got there well before me.
Plus there were a few minor problems with some ships never appearing inside oolite because of some of the keys were not recognized(like-ship used instead of like_ship, 2 other texture files not found, stuff like that)!

By the way, if you install hotrods, it will replace all the identically named ships found in both custom paint oxps to versions that should work.

I think hotrods has indeed all the names for all the ships in both previous versions of custompaints, but I'm not too sure.

I'll double check that.

In any case I did put all 3 oxps together inside AddOns, fully expecting an explosion, but... nothing, everything went ok.

Don't take my word for it, though. You can get the oolite 1.70-test from the pc forum and see for yourself! :)

Cheers,

Kaks

Posted: Wed Jan 30, 2008 9:22 pm
by Kaks
Hotrods is now v0.5!
Compatible with 1.65 (ships) & 1.70 (script)

Contains all the models from custpaint1 & custompants&racers. If placed inside AddOns it replaces faulty versions of the ships with 100% hand tested ones. Both other oxps can be left inside AddOns.


As it turns out, the ships data needed a bit more TLC but it's now as good as can be.

The changelog:
- added demoships.plist
- updated textures and names to match their ships.
- updated the script to make it a bit more challenging.
- includes abs2pwm function, for better ships placement in Oolite 1.70.

I'm going to stop here with this oxp for the moment, & I'll Have a look at the various orphaned oxps before coming back to this one. This should also give Arexack_Heretic a chance to comment on what I've done so far, and discuss how we can take this oxp further! ;)

I'd like to avoid a situation along the lines of asteroids & asteroid storm, if at all possible!

Cheers,

Kaks

Posted: Thu Jan 31, 2008 11:17 am
by Kaks
v0.51

a couple of errors slipped through my fingers as I uploaded v0.50
Cleared those up now:

- bug inside abs2pwm corrected (function would not work correctly if wichpoint buoy was destroyed!)
- minor change to 'reinforcements' code.

Updated download link here.

Posted: Thu Jan 31, 2008 6:00 pm
by Arexack_Heretic
Hmm?

Murgh was Cust-paint's second author, i did the textures and
he did the plist-proofreading and testing.


anyway, as quoted "I'm quite busy right now".

Thanks for taking care of this for me. :D

ps
You said you fixed a racer using the 'other side' of a redux texture...
each adder texture has in fact two textures used by two seperate adder models.

Posted: Thu Jan 31, 2008 7:38 pm
by Kaks
No Problem!
Most of it was pretty minor stuff, easy to miss even the third time around. I finally noticed when I was comparing all the models in custpaint1 & 2.
(I'll change the credits for custpaints2&racers inside the readme asap)

PS yes, 2 adders at the time were on 'the other side' of the texture, so I swapped both of them around. And now they're all as you intended.

I think.

They seemed right to me when I flicked through all the models shown at startup.... :)

Posted: Thu Jan 31, 2008 8:09 pm
by Arexack_Heretic
HMM strange.

are you saying that there were two copies of adders for each texture, but both using the same side of the texture?

If so, I must have created the wrong .dat-files when making the second set.

what I did, was:
create an adder, copy and reskin the adder with the second texture-half,
(they were labeled L and R I believe)
-then edit the texture n-times.
-copy the 2 adder.dat files and alter their texture-binding to point at the new textures.

The purpose was to have a fleet of adders in different colours, with optimal texture use.

I was planning on
-doing a decal set with numbers and maybe some commercial decals, to use in races.
-code a racing circuit + race.
-create billboard with (set of) small movies showing adders passing ring, colliding etc. for showing off at the finish terminal/station.

feel free to fiddle with that.

---

Posted: Thu Jan 31, 2008 11:15 pm
by Kaks
Sorry, what I meant to say was: the one that should have used _l, used _r ,and the one that should have used _r, used _l instead. For example both the copper and purple adder take their textures from Adder_racers_copper_purple_redux.png. The coordinates that should have been used for the purple were used in the copper adder, and viceversa.

Easy mistake to make, especially after the 4th set of textures...

There were no repeated textures, and until you look at the models from inside Oolite, one by one, it's practically impossible to tell that something is not as it should be.

I'll try to follow the plan, and see how far I can take it. I'm not that good with making graphics, but I'm willing to have a go. Still, don't expect anything too soon! :)

Posted: Thu Jan 31, 2008 11:25 pm
by Arexack_Heretic
hehe.

same from me.

So i swithched the teture locations around, not a big deal IMO.

Have fun, don't take too long or I will return and upstage you! ;)

Posted: Sat Feb 16, 2008 11:54 am
by Ark
Kaks,
After playing for some time now with hotrods loaded I want firstly to give you my complements and secondly to suggest it to other oolite players.
The warfare with the gags is fantastic :D

Posted: Sat Feb 16, 2008 2:44 pm
by Kaks
:oops: Thanks, you're too kind!

A friend of mine had just lent me 'The Warriors' - an excellent film - and I just wanted to 'keep it real'! ;)

Posted: Sat Feb 16, 2008 3:51 pm
by Ark
Kaks wrote:
:oops: Thanks, you're too kind!

A friend of mine had just lent me 'The Warriors' - an excellent film - and I just wanted to 'keep it real'! ;)
Very nice film indead.
By the way i looked into my save file and i saw that there is a counter for the tiger kills (like the counter for the thorgoid kills in thargoid wars).
Are you up to something for the future :wink: