Search found 366 matches

by JeffBTX
Mon Dec 13, 2010 4:27 am
Forum: Expansion Pack
Topic: DeepSpace Ships OXP - Official Thread
Replies: 146
Views: 32707

Okay... I think this is final, because for my own use I added a demoships.plist to look at all of the ship variations. 2x fixes for DeepSpace Ships OXP; the ships are showing the DEFAULT Oolite texures instead of the intended DeepSpace textures: ===== 1. Cobra Mk III Trader. open up shipdata.list; l...
by JeffBTX
Mon Dec 13, 2010 2:20 am
Forum: Expansion Pack
Topic: Dynamic HUDs quirk / StartUp
Replies: 7
Views: 2712

Dynamic HUDs quirk / StartUp

There seems to be 8 downloadable HUD OXPs on the Wiki, and I believe 2 of them are Dynamic HUDs: Killer Wolf's Dynamic HUD and the most recent version(s) of MilSpec HUD. Sorry if I am incorrect about that; anyway those 2 Dynamic Huds are what I used to learn from. They both have a certain quirk, and...
by JeffBTX
Mon Dec 13, 2010 1:49 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 387446

Thargoid/Eric;

Thank you for the info, that will help.

I think I will take a look at "Hired Guns", I might learn a few things.
by JeffBTX
Sun Dec 12, 2010 1:38 pm
Forum: Outworld
Topic: Frontier/JJFFE etc
Replies: 6
Views: 2627

Sorry, I realize this post is about a month old...

Check this:
http://www.frontierastro.co.uk/

Navigate through the site, it's informative... can help you concerning the topic.
by JeffBTX
Sun Dec 12, 2010 1:28 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 387446

Eric; Thanks, yes, just a typo / lack of proofreading on my part re: player.ship.speed / player.ship.maxSpeed. So, if those off-the-top-of-your-head figures are close to correct; A script could test for player.ship.speed >= , say, 16x player.ship.maxSpeed to test if the Torus Drive is engaged, (and ...
by JeffBTX
Sun Dec 12, 2010 6:37 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 387446

Just to follow my reasoning here... I hope I am on the right track... I finally navigated (stumbled on to) useful sections on the wiki; also, with that code snippet, I now know how to interpret them better (learn from them, make use of them). (And others thinking the same thing might make use of thi...
by JeffBTX
Sun Dec 12, 2010 2:44 am
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 387446

Svengali;

:lol:
... at your 1st 2 statements.

your 3rd and 4th statements: Good Memory! And correct...

The code; Yes! Between the code you posted, and comparing to BGS to learn implementation, and finding what I can find on the Wiki, I think I can work with that.

Thanks! VERY MUCH appreciated!
by JeffBTX
Sat Dec 11, 2010 8:04 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 387446

Yes, I've already done that; I've created an OXP with \Config\customsounds.plist, and a \Sounds folder with custom sounds in it. The 6 events that I noted above have to be scripted (the 5 I mentioned, plus one that I added... Torus Drive). (At least I assume they have to be scripted... the default c...
by JeffBTX
Sat Dec 11, 2010 6:21 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 387446

I kind of hate to ask this, but I need help. I really would rather do the research and figure it out, but there are not enough resources; and the resources that are there can be confusing. I've been through the Wiki (information there is definitive and specific, but there are no tutorials to "tie th...
by JeffBTX
Sat Dec 11, 2010 5:11 pm
Forum: Expansion Pack
Topic: BGS - The BackgroundSet
Replies: 715
Views: 235705

Sheesh... As of right now, I am only running 7 OXPs, and I am basically satisfied. I need to modify 3 of the ones that I am running ((1) finishing touches on an ambience package, which is driving me crazy (2) adding emission maps to DeepSpace Ships; he appears to be on hiatus since october; I think ...
by JeffBTX
Sat Dec 11, 2010 2:43 pm
Forum: Expansion Pack
Topic: YOUR AD HERE!!! 300 ads (sets A, B, C, D, E, F & G)
Replies: 2020
Views: 364753

Eric; Thanks - I took a screenshot of your post and archived it along w/ my archive of DeepSpace Ships. I use the default "over-ride" version, but I am not running many OXPs. I try to wrap my thoughts around your technical explanation, and I get a headache. :D Lack of experience is showing... but I ...
by JeffBTX
Sat Dec 11, 2010 12:29 am
Forum: Expansion Pack
Topic: DeepSpace Ships OXP - Official Thread
Replies: 146
Views: 32707

Deepspace; I may have found a minor glitch in your OXP; (unless it was intentional);

http://aegidian.org/bb/viewtopic.php?p=124493#124493

EDIT:
Fixed it. details in the above referenced post.
by JeffBTX
Sat Dec 11, 2010 12:13 am
Forum: Expansion Pack
Topic: YOUR AD HERE!!! 300 ads (sets A, B, C, D, E, F & G)
Replies: 2020
Views: 364753

Ah.... I THINK I found the problem... does this look right / am I correct? There is a missing materials block in DeepSpace Ships Compare these two sections from shipdata.plist (DeepSpace Ships): "cobra3-alternate" = { aft_eject_position = "0.0 15.5 -33.0"; ai_type = "route1traderAI.plist"; auto_ai =...
by JeffBTX
Fri Dec 10, 2010 9:48 pm
Forum: Expansion Pack
Topic: YOUR AD HERE!!! 300 ads (sets A, B, C, D, E, F & G)
Replies: 2020
Views: 364753

From *available* observation (because I haven't experimented enough, and I haven't gone specifically looking in the code yet), it looks like DeepSpace Ships sets all textures ok, and then YAW either somehow overrides or resets a texture (and possibly more than 1). Suspicious; DS Ships has 3 models: ...
by JeffBTX
Fri Dec 10, 2010 9:35 pm
Forum: Expansion Pack
Topic: BGS - The BackgroundSet
Replies: 715
Views: 235705

Svengali; Thanks. I was tired when I posted that; I am now awake, and I've had my first cup of coffee. :D For these noobish eyes, it was good to see your reply. It confirms what my inexperienced brain was thinking. What I've done is to put together my *own* OXP just *for my own personal use* (I.E. n...