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Thargorn Threat.oxp
Posted: Fri Nov 21, 2008 1:07 pm
by Eric Walch
After playing with thargorn threat in witchspace I noticed it is not working as before. The main reason is the new JS additionscript of the behemoth. Since behemoth 2.4, it runs after that of thargorn threat so thargorn threat never sees a behemoth on the moment his scripts are running.
I now fixed this by adding a delay before addition, so it will again give great battles in witchspace. It now also looks for the galactic navy ships in witchspace. With this new release witchspace is unsafe again.
A_H asked me to upload it myself, so here it is:
ThargornThreat 1.2
(After uploading to the wiki I found there 5 links pointing to 2 different versions. (one previous version and one very old version). I updated all 5 links. But please give it a page of its own for easier maintenance of the correct download links. Now only the containing ships have a page of their own and not the oxp itself.)
...
Posted: Fri Nov 21, 2008 3:40 pm
by Lestradae
Thanks for the updating business, Eric, greatly appreciated by this player here
Posted: Sat Nov 22, 2008 1:06 pm
by Rimbaud
Thanks for updating the OXP. It gives the Thargoids a bit more firepower, although I did notice some problems, even with 1.72 (not related to this oxp?):
* quite often the thargons blow up as they are launched, causing further damage to the mothership.
* the thargons still go uncontrolled when their particular mothership is destroyed, even if there are are other thargoids nearby.
* the motherships sometimes don't seem to notice enemy ships that are really not very far away and just sit there hovering until they are shot.
Posted: Sun Nov 23, 2008 12:40 pm
by Rimbaud
Hmm, I just had one of the new big Thargoid warships attacking a Terroriser Frigate.
Posted: Mon Nov 24, 2008 8:40 am
by Eric Walch
Rimbaud wrote:Hmm, I just had one of the new big Thargoid warships attacking a Terroriser Frigate.
Not seen it but this kind of bug are mainly Oolite bugs. All ships work with default AI files.
EDIT:
I think thargoids attacking thargoids is a result of friendly fire. The thargoid omnidirectional lager is very powerful. To give other ships a change there is a 80% change it fires in a random direction a 20% change it fires at the target. (I'm not sure about the real percentage but the majority of the shots is random directed). This random firing is likely to lead to friendly fire.
When you look at several police vessels attacking a single target you also see a lot of friendly fire and police targeting other police. For scanclass police there is fail-safe routine in the update of the source code that makes that when something with scanclass police targets something with scanclass police, the target is reset and the ship receives a target lost message.
One could add something similar for scanclass thargoids in the source. But than you can never script a thargoid ship that was captured by humans and is now used to attack other thargoids.
Maybe one can do something in the thargoid ship-script. Whenever it gets attacked by a ship with scanclass thargoid, it also sends a "target lost" message. But I am not sure if this will work with the default AI. It is not possible to clear the "found_target" with JS.
EDIT2:
Friendly fire between thargoids is rare. I gave all thargoids of "thargorn threat" a script that logged an attack by something with the same scanClass as itself. After witnessing several interstellar battles, there was still no thargoid-thargoid hit logged.
Posted: Thu Dec 11, 2008 12:51 am
by Arexack_Heretic
this behaviour used to be inherent to all ships called into existence with a role other than exactly 'thargoid'.
The ancient thargoid AI script scans for ships and selects ships with class != thargoid as viable target.
I assumed this would be solved by now with all the JS methods allowing more interaction with the bare code.
The problem is likely the fact that the terrorizer frigates are called/initiated by their non-thargoid role.
Posted: Sat Jun 27, 2009 12:21 pm
by Eric Walch
I made some small changes on this oxp.
- Looks not only for Behemoth ships in witchspace but for any police vessel with a large mass. This to anticipate to new oxp's that add other big police ships in WS.
- Added a
like_ship = thargoid. Does nothing by itself, but when also added the Freaky Thargoid.oxp, it inherits the shaders from that oxp so all thargoids are shaderified than.
Download page:
Thargorn Threat 1.3
I included a new version of Freaky Thargoid.oxp in this package. The old was not anymore up to the Oolite 1.72 standards. Use this version instead.
Posted: Sun Jun 28, 2009 9:51 pm
by Tivva
What a great oxp this is guys
only just installed it & it really gives a great battle combined with Assassins when the Thargs attack the stations....
Well done to all.
Tivva
Posted: Tue Jun 15, 2010 7:40 pm
by Eric Walch
I upgraded Thorgorn Treat.oxp to version 1.4
Download page:
Thargorn Threat 1.4
Its identical to the version 1.3 but now it contains the shader from Freaky Thargoid.oxp.
With Oolite 1.73 it was enough to install both oxps side by side to get those shaders on all ships because of a like_ship copy. But when you also has neolite.oxp installed things started to bug because Neolite replaced the shaders with its own and than you got a mixup between ships. (A general problem with neolite.oxp and other oxp's).
And because the original freaky thargoid shader not works with Oolite 1.74, I changed it a bit to let is work with 1.74 and put it directly in this oxp.
ps: The wiki page still says it is version 1.3, but the attached file is version 1.4. I'll correct this when the wiki can be written again. (And I remember it)
Posted: Mon Jun 21, 2010 5:17 am
by imipak
Meeeeeep! I am CERTAIN this is not in any design specs. I was battling a Thargoid carrier and accidently docked. The Thargoids, being too stupid to shoot me on the spot, contented themselves with fining me 5000 credits and allowing me to buy more weapons. This would go a long way to explaining why they haven't conquered the universe.
The Thargoid carrier is not taking damage the way it used to - I can't even get the launch area to blow up. On the other hand, it's easier to dock with than some of the cruisers.
Posted: Mon Jun 21, 2010 10:08 am
by Poro
imipak wrote:This would go a long way to explaining why they haven't conquered the universe.
Lulz
Sounds like something I'll have to try, soon.
Posted: Mon Jun 21, 2010 3:05 pm
by Commander McLane
The Thargoid Carrier, however, has nothing to do with Thargorn Threat.oxp.
Oh, and in the next version of Thargoid Carrier.oxp the possibility of docking will be removed.
Posted: Mon Jun 21, 2010 3:23 pm
by DaddyHoggy
Just noticed this:
Eric Walch wrote:thargoid omnidirectional lager is very powerful
That is SO going to be a YAH ad! Thank-you for the inspiration!
Posted: Mon Jun 21, 2010 3:38 pm
by Thargoid
Hic, sorry
Re: Thargorn Threat.oxp
Posted: Sat Dec 03, 2011 2:46 pm
by UK_Eliter
There seems to be a problem, at least on AMD cards, with some shader(s) in Thargorn Threat.
Code: Select all
14:39:55.046 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for thargorn_treat.fragment:
>>>>> GLSL log:
Fragment shader failed to compile with the following errors:
ERROR: 1:92: error(#397) Illegal escape sequence.
ERROR: 1:93: error(#132) Syntax error: '{' parse error
ERROR: error(#273) 2 compilation errors. No code generated
14:39:55.046 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader thargorn_treat.vertex/thargorn_treat.fragment in full complexity mode, trying simple mode.
14:39:55.046 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for thargorn_treat.fragment:
>>>>> GLSL log:
Fragment shader failed to compile with the following errors:
ERROR: 1:92: error(#397) Illegal escape sequence.
ERROR: 1:93: error(#132) Syntax error: '{' parse error
ERROR: error(#273) 2 compilation errors. No code generated
14:39:55.046 [shader.load.failed]: ***** ERROR: Could not build shader thargorn_treat.vertex/thargorn_treat.fragment.
14:39:55.140 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for thargorn_treat.fragment:
>>>>> GLSL log:
Fragment shader failed to compile with the following errors:
ERROR: 1:92: error(#397) Illegal escape sequence.
ERROR: 1:93: error(#132) Syntax error: '{' parse error
ERROR: error(#273) 2 compilation errors. No code generated
14:39:55.140 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader thargorn_treat.vertex/thargorn_treat.fragment in full complexity mode, trying simple mode.
14:39:55.140 [shader.compile.failure]: ***** ERROR: GLSL fragment shader compilation failed for thargorn_treat.fragment:
>>>>> GLSL log:
Fragment shader failed to compile with the following errors:
ERROR: 1:92: error(#397) Illegal escape sequence.
ERROR: 1:93: error(#132) Syntax error: '{' parse error
ERROR: error(#273) 2 compilation errors. No code generated
I used a similar (or identical?) shader in my Extra Thargoids OXP, and
fixed the problem by removing backslashes - which, apparently (I don't understand these things) tells the compiler to treat the following line as part of the same line, and actually turning the relevant code into one long line. I removed some blank lines - or ones just containing spaces - too.
And this seems to fix the problem with the Thargoid Threat OXP too.