Oolite Bulletins

For information and discussion about Oolite.
It is currently Wed Dec 12, 2018 9:21 pm

All times are UTC




Post new topic  Reply to topic  [ 301 posts ]  Go to page Previous 117 18 19 20 21 Next
Author Message
PostPosted: Wed Jan 27, 2016 9:57 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sun Jul 12, 2015 2:30 pm
Posts: 591
Location: Bavaria, Germany
Ok, it seems crazy, but it is obvious and reproducible: If I change the door model to "alloy.dat", everything is fine. If I change it back to "oolite-alloy.dat", the plates behave like described above. If I leave the model as it is and remove the scale factor, everything is fine again.

So, until somebody proves me wrong, I call this a core bug in versions 1.82 and 1.83, related to model_scale_factor. This is a relatively new property, isn't it?

But I'll test again with a copy of the model!

Edit: It works, but of course this essentially isn't different to using a scaled version of alloy.dat.

_________________
"You wouldn't kill me just for a few credits, would you?" – "No, I'll do it just for the fun!"


Top
   
PostPosted: Thu Jan 28, 2016 1:18 am 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sun Jul 12, 2015 2:30 pm
Posts: 591
Location: Bavaria, Germany
@ocz: I've overlooked your last posting. No time anymore this night, but I'll answer tomorrow!

_________________
"You wouldn't kill me just for a few credits, would you?" – "No, I'll do it just for the fun!"


Top
   
PostPosted: Thu Jan 28, 2016 12:01 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Aug 15, 2012 4:19 am
Posts: 2543
Location: Finland
A new version 1.0.3 is up.

* Copied the alloy model from core game to the oxp to prevent weird debris anomalies reported by Fritz.


Top
   
PostPosted: Thu Jan 28, 2016 1:00 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sun Jul 12, 2015 2:30 pm
Posts: 591
Location: Bavaria, Germany
Thank you, but I still have an uneasy feeling because nobody else could reproduce my results.

_________________
"You wouldn't kill me just for a few credits, would you?" – "No, I'll do it just for the fun!"


Top
   
PostPosted: Thu Jan 28, 2016 1:04 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Aug 15, 2012 4:19 am
Posts: 2543
Location: Finland
Quote:
Thank you, but I still have an uneasy feeling because nobody else could reproduce my results.
Well, I did :) . I got spectacular explosions, reincarnating alloys and unbreakable alloys.


Top
   
PostPosted: Thu Jan 28, 2016 1:22 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sun Jul 12, 2015 2:30 pm
Posts: 591
Location: Bavaria, Germany
Yes, I've just read it in the trunk nightly thread. I'm really happy now! :)

_________________
"You wouldn't kill me just for a few credits, would you?" – "No, I'll do it just for the fun!"


Top
   
PostPosted: Fri Jan 29, 2016 12:33 am 
Offline
Deadly
Deadly

Joined: Tue Nov 10, 2015 1:59 pm
Posts: 175
Good that that went well.


For reference reasons, if somebody reads this with similar problems: Solution in http://aegidian.org/bb/viewtopic.php?f= ... 35#p247369


Top
   
PostPosted: Fri Jan 29, 2016 12:53 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sun Jul 12, 2015 2:30 pm
Posts: 591
Location: Bavaria, Germany
Quote:
@ocz: I've overlooked your last posting. No time anymore this night, but I'll answer tomorrow!
I think this isn't necessary anymore!

_________________
"You wouldn't kill me just for a few credits, would you?" – "No, I'll do it just for the fun!"


Top
   
PostPosted: Sat Oct 13, 2018 3:51 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sat Sep 12, 2009 11:58 pm
Posts: 1057
Location: Essex (mainly industrial and occasionally anarchic)
Someone (er, possibly even me .. ) may have said this already somewhere in the thread, but how about beefing the hermits up a bit more? It seems wrong that something so large and valuable - the hermit should be destoyable with only ten-seconds or so of a military laser. I think that a, say, 75% energy increase might be an idea - though perhaps we could have older, knackered-looking hermits that have only the energy that all hermits currently have?

Also, perhaps, some hermits could have shields, as provided by the NPC Shields (I think it is called) OXP?


Top
   
PostPosted: Tue Oct 30, 2018 3:53 am 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Mon May 31, 2010 11:11 pm
Posts: 1991
Some hermits could be given shield boosters and naval shields -- if they get both, they'll be much tougher.
This could be randomly done by the core engine via ship data files including the boosters or by script based on the nature of the system (TL, agri/ind, Gov) and the odds need not be random at all.


Top
   
PostPosted: Tue Oct 30, 2018 6:25 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sat Sep 12, 2009 11:58 pm
Posts: 1057
Location: Essex (mainly industrial and occasionally anarchic)
Yes, those ideas are good and would be easy to implement. I favour there being an algorithm to decide on the hardiness of the hermits, but with a considerable degree of randomness too.


Top
   
PostPosted: Mon Nov 05, 2018 5:24 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Aug 15, 2012 4:19 am
Posts: 2543
Location: Finland
Good points on the default max_energy of hermits. For reference:

boa2: 525
hermit: 1000
coriolis: 25000

So beefing up the hermits sounds like a reasonable idea for this oxp. Kind of like simulating shields. Don't know about the variable strength though. Sounds nice on paper, but is kind of hard to notice in game, so probably not worth the trouble. The pinjatas should stay at 1000, but the live ones could go up a bit. But how much? 1750 as suggested?


Top
   
PostPosted: Mon Nov 05, 2018 6:36 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sat Sep 12, 2009 11:58 pm
Posts: 1057
Location: Essex (mainly industrial and occasionally anarchic)
Quote:
coriolis: 25000
What? Corolis stations can be destroyed, without special OXP funny business?

I think variable strength for rock hermits would add some fun and realism. How about the following?
  • Non-pirate hermits: energy between 1500 and 2000, with a chance of shields - via the NPC Shields OXP - of 0.2.
  • Pirate-hermits: energy between 1000 and 3000, with a chance of shields of 0.7.
I don't think this would be hard to implement (except perhaps distinguishing the pirate from non-pirate versions) and I'd be happy to have a go at doing it (though perhaps it would have to wait until December).


Top
   
PostPosted: Mon Nov 05, 2018 7:48 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Aug 15, 2012 4:19 am
Posts: 2543
Location: Finland
Quote:
Quote:
coriolis: 25000
What? Corolis stations can be destroyed, without special OXP funny business?

I think variable strength for rock hermits would add some fun and realism. How about the following?
  • Non-pirate hermits: energy between 1500 and 2000, with a chance of shields - via the NPC Shields OXP - of 0.2.
  • Pirate-hermits: energy between 1000 and 3000, with a chance of shields of 0.7.
I don't think this would be hard to implement (except perhaps distinguishing the pirate from non-pirate versions) and I'd be happy to have a go at doing it (though perhaps it would have to wait until December).
Variable energy should be quite easy to implement. Just rewriting max_energy after spawn should do it. Integration with NPC Shields needs a closer look.


Top
   
PostPosted: Mon Nov 05, 2018 8:17 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sat Sep 12, 2009 11:58 pm
Posts: 1057
Location: Essex (mainly industrial and occasionally anarchic)
> Integration with NPC Shields needs a closer look.

All that is needed for this is the following in shipdata
Code:
"script_info" = {"npc_shields" = yes;};
Or rather, I suppose, setting that value on a probability, via a script - unless we can just substitute e.g. '0.2' for 'yes'?


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 301 posts ]  Go to page Previous 117 18 19 20 21 Next

All times are UTC


Who is online

Users browsing this forum: Bing [Bot] and 20 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB® Forum Software © phpBB Limited