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May we present... Oolite v1.75 fireworks extravaganza! :)

Posted: Mon Feb 21, 2011 9:46 pm
by drew
Well, a bit quick and dirty to be honest, but best I could do in the time!

Enjoy! :wink: Major kudos to the dev team and CMcL's fireworks OXP.

http://www.youtube.com/watch?v=WoaLHDpw1aw

Cheers,

Drew.

Re: May we present... Oolite v1.75 fireworks extravaganza! :

Posted: Mon Feb 21, 2011 9:52 pm
by Fatleaf
I liked it. :D
But how about ending with a QC mine? :lol:

Re: May we present... Oolite v1.75 fireworks extravaganza! :

Posted: Mon Feb 21, 2011 10:30 pm
by Commander McLane
Love it! :D :D :D

Re: May we present... Oolite v1.75 fireworks extravaganza! :

Posted: Mon Feb 21, 2011 10:38 pm
by Okti
That is great Drew,

Thanks to McLane as well.

I promise to change your character name to Drew rather than drew in the next release.

Re: May we present... Oolite v1.75 fireworks extravaganza! :

Posted: Mon Feb 21, 2011 11:30 pm
by TGHC
Extraordinary, you guys never cease to amaze me.

You've just made an old man very happy!

Re: May we present... Oolite v1.75 fireworks extravaganza! :

Posted: Tue Feb 22, 2011 7:22 am
by Cmdr Radan
Another vote for, great stuff.
I'm just beginning to see you guys are realy into this game..I mean realy into it.

well done, loved it.

Re: May we present... Oolite v1.75 fireworks extravaganza! :

Posted: Tue Feb 22, 2011 10:42 am
by DaddyHoggy
A fantastic OXP, a fantastic reason for the celebration, and a nice video and a good choice of music! 8)

Re: May we present... Oolite v1.75 fireworks extravaganza! :

Posted: Tue Feb 22, 2011 11:01 am
by Smivs
Yes, loved it. Well impressed. :D

Re: May we present... Oolite v1.75 fireworks extravaganza! :

Posted: Tue Mar 01, 2011 12:42 am
by Fatleaf
I just tried it and it didn't work for me. :(

Here is the log...

[rendering.opengl.shader.support]: Shaders are supported.
[shipData.load.begin]: Loading ship data.
[shipData.load.error]: ***** ERROR: the shipdata.plist entry "fireworks-secondary-missile" specifies non-existent model "redpivot.dat".
[shipData.load.error]: ***** ERROR: the shipdata.plist entry "fireworks-missile" specifies non-existent model "redpivot.dat".
[shipData.load.error]: ***** ERROR: the shipdata.plist entry "fireworks-mine" specifies non-existent model "purplestrand.dat".
[shipData.load.error]: ***** ERROR: the shipdata.plist entry "fireworks-tertiary-missile" specifies non-existent model "redpivot.dat".
[script.load.world.listAll]: Loaded 6 world scripts:
fireworks 1.0

Re: May we present... Oolite v1.75 fireworks extravaganza! :

Posted: Tue Mar 01, 2011 2:04 am
by pagroove
Fantastic!

Re: May we present... Oolite v1.75 fireworks extravaganza! :

Posted: Tue Mar 01, 2011 6:11 am
by drew
Fatleaf wrote:
I just tried it and it didn't work for me. :(

Here is the log...

[rendering.opengl.shader.support]: Shaders are supported.
[shipData.load.begin]: Loading ship data.
[shipData.load.error]: ***** ERROR: the shipdata.plist entry "fireworks-secondary-missile" specifies non-existent model "redpivot.dat".
[shipData.load.error]: ***** ERROR: the shipdata.plist entry "fireworks-missile" specifies non-existent model "redpivot.dat".
[shipData.load.error]: ***** ERROR: the shipdata.plist entry "fireworks-mine" specifies non-existent model "purplestrand.dat".
[shipData.load.error]: ***** ERROR: the shipdata.plist entry "fireworks-tertiary-missile" specifies non-existent model "redpivot.dat".
[script.load.world.listAll]: Loaded 6 world scripts:
fireworks 1.0
It needs the missiles and bombs oxp to be loaded as well. Or just watch my vid! :wink:

Cheers,

Drew.

Re: May we present... Oolite v1.75 fireworks extravaganza! :

Posted: Tue Mar 01, 2011 8:18 am
by Commander McLane
Fatleaf wrote:
I just tried it and it didn't work for me. :(
What Drew said. It's also in the ReadMe, and on the Wiki page where you downloaded it from:
Also, Missiles and Bombs.oxp is required.
As an extra service, though, at least on the Wiki I could make that into a link.

Done.

BTW: the use of these missiles and bombs models is part of the backstory of fireworks, which I haven't yet elaborated upon. After all the used missile model is the fragmentation missiles, which is packed with smaller warheads. Therefore all the fireworks manufacturer has to do is to replace the warheads with smaller copies of the missile itself (and these contain harmless loads). :D

Re: May we present... Oolite v1.75 fireworks extravaganza! :

Posted: Tue Mar 01, 2011 8:44 am
by Fatleaf
drew wrote:
It needs the missiles and bombs oxp to be loaded as well
That's what I get for over exuberance and just going ahead without reading the READ ME (I think the clue is in the name) :oops:
Thanks.

Re: May we present... Oolite v1.75 fireworks extravaganza! :

Posted: Tue Mar 01, 2011 7:21 pm
by Ramirez
Great stuff! I like the 'swords to ploughshares' backstory. Have you tried using different colours? I did something similar when I first did the chaff/flare launcher but it wasn't nearly as pretty!

Re: May we present... Oolite v1.75 fireworks extravaganza! :

Posted: Tue Mar 01, 2011 8:27 pm
by Commander McLane
Ramirez wrote:
Great stuff! I like the 'swords to ploughshares' backstory. Have you tried using different colours? I did something similar when I first did the chaff/flare launcher but it wasn't nearly as pretty!
Thanks for the heads-up! :D

The main issue to maximize prettiness was to get the timing right. randomPauseAI was a big help. And to give the first missile the right amount of pitch and roll to make for the slightly curved, fireworks-like flight path. Oolite is doing all the rest with its plain, unmodified explosions (which have come a looong way since 1.65; I don't think it would've been possible back then).

Do you mean different colours for the explosions? Is that even possible? As I said, it's nothing more than the standard becomeExplosion in the AI. But if we can somehow modify the explosion colours, I'd be very interested in that.