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PostPosted: Mon Apr 25, 2016 7:24 pm 
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Joined: Tue Aug 28, 2012 8:05 pm
Posts: 485
Location: aboard the Laenina Crowne - Yasen-N class space freighter
*whistles* I never had a smuggling compartement on my Rigel IV, Officer. AIways been an honest trader, I swear. And this Ophidian was one of the nicest crates I ever flew :-)

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Amah


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PostPosted: Thu Apr 28, 2016 12:33 am 
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Joined: Wed Feb 23, 2011 10:08 pm
Posts: 865
Location: With Simona Barr, commander of the Nocturnal Maru.
Hognose on final approach. Any frequent flyers interested in confirming my fix please respond with a PM.
Image

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Captain Solo's Oolite


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PostPosted: Fri May 06, 2016 7:03 pm 
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Joined: Wed Feb 23, 2011 10:08 pm
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Location: With Simona Barr, commander of the Nocturnal Maru.
After a thorough examination of the AI code of the four Hognose variants, I discovered the following:
1) When they are launched from a station, the Happy Eye Preacher and Church of Giles Missionary broadcast no messages and eventually turn about and head back to the station. Unfortunately, their max flight speed causes congestion in the docking queue. These two do their preaching only if encountered by the player along the route to the planet.
2) The Witchspace Lobster Worshiper and Zenarchy Monk variants behave the same when launched except they do interact with the player in the aegis, but not if spawned somewhere along the space lane.

I have re-coded the AI's for all four such that when launched, all four do their thing, head away from the station and hyperspace out. Those that are spawned along the route to the planet will head for the planet and will interact with the player if encountered.

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Captain Solo's Oolite


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PostPosted: Fri May 06, 2016 7:17 pm 
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Sharp Shooter Spam Assassin
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Joined: Sat Jul 04, 2009 9:31 pm
Posts: 12651
Location: Corke's Drift
'Auummmm!'

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The only good fnord is a dead fnord!


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PostPosted: Fri May 20, 2016 8:05 pm 
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Oolite 2 Art Director
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Joined: Fri Jul 14, 2006 12:29 pm
Posts: 2262
Location: Wales
Massive thanks to CaptSolo for fixing the 'hognose' OXZ, a new version with the fixes has gone up on the oxz manager! :D

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Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries


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PostPosted: Fri May 20, 2016 8:20 pm 
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Joined: Sat Jul 04, 2009 9:31 pm
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Location: Corke's Drift
'Auummmm!'

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The only good fnord is a dead fnord!


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PostPosted: Sun May 29, 2016 5:49 pm 
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Location: Corke's Drift
'Auummmm!' What would I need to add to the Hogster to give it a chance to follow through the player's wormhole?

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PostPosted: Sun May 29, 2016 6:07 pm 
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Joined: Mon May 20, 2013 9:53 pm
Posts: 2298
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Quote:
give it a chance to follow through the player's wormhole?
Check enterPlayerWormhole in [wiki]OXP howto AI[/wiki].

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OXPs by Norby


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PostPosted: Sun May 29, 2016 9:08 pm 
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Joined: Sat Jul 04, 2009 9:31 pm
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Location: Corke's Drift
<scratches head>

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PostPosted: Sun May 29, 2016 9:55 pm 
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Joined: Mon May 20, 2013 9:53 pm
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Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
I think to insert the following line into all files in AIs subfolder, into all blocks (GLOBAL, FLEE, etc.):
Code:
"PLAYER WITCHSPACE" = ("enterPlayerWormhole");

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OXPs by Norby


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PostPosted: Sun May 29, 2016 9:59 pm 
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Joined: Sat Jul 04, 2009 9:31 pm
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Location: Corke's Drift
Ahh... enlightenment! Auummmm! Thanks, Norby!

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PostPosted: Fri Jun 10, 2016 10:28 am 
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Location: Corke's Drift
That works nicely - had one follow me through two jumps. I figure Holy Joes would get around by hitching free rides.

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PostPosted: Wed Aug 03, 2016 9:19 am 
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Joined: Fri Feb 01, 2013 7:44 am
Posts: 264
Location: Indian Hills, Nevada, USA
I noticed that the current version (1.04.4) of the Griff Sidewinder on the OXZ Manager is calling the wrong textures for the Sidewinder Escort model (in fact, correct textures for that model do not exist in the OXZ). It's using the same textures as the standard Sidewinder, but those don't quite match up in places (cockpit and engine especially).

I just made an updated shipdata.plist and proper textures for it, complete with random colour map, lights map, effects map, normal map and specular map.

I just zipped up my own updated version of the OXZ (I did not change the version number in the manifest; that's up to Griff who I expect might want to tweak my colour or specular maps at the very least before making an official update). It is here: http://www.keeper1st.com/Oolite/GriffSidewinderFix.zip


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PostPosted: Wed Aug 03, 2016 11:49 pm 
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Joined: Fri Feb 01, 2013 7:44 am
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Location: Indian Hills, Nevada, USA
Weird. Playing this afternoon I spotted one of these Sidewinders and it was glowing. Somehow the Alpha channel didn't get saved on my last tweak to the effects map. I've re-uploaded the fix ZIP with that problem corrected.


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PostPosted: Wed Apr 12, 2017 10:57 am 
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Oolite 2 Art Director
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Joined: Fri Jul 14, 2006 12:29 pm
Posts: 2262
Location: Wales
I've just uploaded a small shader related update to the station bundle, bringing it up to v1.3

"v1.3 - Some small .fragment shader changes (added atmospheric fogging and a new lighting model as seen in the default Oolite shader). Re-exported the models to .dat format using the newest python converter script. Merged most subentities into one model"

I';m not sure if my box.net account really works anymore, seems to not let the download files option work without being logged in, but i can put a small .zip of the changed files up there (basically just the shaders, the model dats and a shipdata.plist ) if anyone would like to merge them into their already downloaded version of the oxz, saves them re-downloading the 99MB odd of unchanged textures

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Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries


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