[WIP] Reduce Weapons Damage v0.10

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Lone_Wolf
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Re: [WIP] Reduce Weapons Damage v0.10

Post by Lone_Wolf »

For those interested, i've uploaded the oxp here : https://app.box.com/s/skwi1s82xlnzuipupxih

Keep in mind that while player has better survival chances now, this is also true for npc ships.
You will notice the biggest difference when using beam lasers, as then roughly the double amount of shots is needed to kill.

Once i have written a readme file, i'll make an oxz of it.
OS : Arch Linux 64-bit - rolling release

OXPs : My user page

Retired, reachable at lone_wolf@klaas-de-kat.nl

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Lone_Wolf
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Re: [WIP] Reduce Weapons Damage v0.10

Post by Lone_Wolf »

OXZ uploaded to expansion manager, and a simple wiki page has been created.

http://wiki.alioth.net/index.php/ReduceWeaponDamage
OS : Arch Linux 64-bit - rolling release

OXPs : My user page

Retired, reachable at lone_wolf@klaas-de-kat.nl

QCS
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Re: [WIP] Reduce Weapons Damage v0.10

Post by QCS »

When I install this OXP via ingame manager, Oolite 1.84 says it is not compatible. Is there a specific reason or has just nobody updated it somehow?

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Re: [WIP] Reduce Weapons Damage v0.10

Post by Norby »

This pack is designed exactly and only for Oolite 1.80. From 1.82 the damages are reduced in the core, so no more need to this package, this is why the maximum version also set to 1.80. If you still force it by manually put it to the AddOns folder and remove the max line from manifest.plist then all hit will be further reduced by 8 points. This mean a pulse laser will do 7 only instead of 15, military will cause only 4 instead of 12 and any beam laser hit will recharge your shields by 2 points, due to originally caused 6 only.

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Re: [WIP] Reduce Weapons Damage v0.10

Post by QCS »

Thanks Norby :-)

I didn't find this information anywhere, now it is written here for everyone to see.

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Lone_Wolf
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Re: [WIP] Reduce Weapons Damage v0.10

Post by Lone_Wolf »

If someone wants to experiment to see if RWD still is useful :


in Scripts/Reduce_Weapon_Damage.js , look for for lines 11 - 13

Code: Select all

// using separate values for player / npc for flexibility .
this._rwd_player_reduction = 8;
this._rwd_npc_reduction = 8;
just lower the values until you find one that does work.
OS : Arch Linux 64-bit - rolling release

OXPs : My user page

Retired, reachable at lone_wolf@klaas-de-kat.nl

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Re: [WIP] Reduce Weapons Damage v0.10

Post by Fleurghber »

Something's still not right:

"Opening log for Oolite version 1.86 (x86-64) under Mac OS X Version 10.9.5 (Build 13F1911) at 2018-03-10 12:21:20 pm +0000.
Machine type: iMac14,1, 8192 MiB memory, 4 x x86 (Haswell) @ 2700 MHz.
Build options: OpenAL, new planets.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

12:21:20.567 [oxp.versionMismatch]: OXP ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.Lone_Wolf.ReduceWeaponDamage.oxz is incompatible with version 1.86 of Oolite.
12:21:20.579 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
12:21:20.689 [system]: Invalid color System, labelColor (warning given only once)
12:21:21.097 [rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 INTEL-8.28.37"). Vendor: "Intel Inc.". Renderer: "Intel Iris Pro OpenGL Engine".
12:21:21.097 [rendering.opengl.extensions]: OpenGL extensions (128):
GL_EXT_texture_compression_dxt1, GL_EXT_rescale_normal, GL_EXT_transform_feedback, GL_EXT_blend_func_separate, GL_EXT_framebuffer_sRGB, GL_ATI_texture_env_combine3, GL_ARB_draw_elements_base_vertex, GL_EXT_debug_label, GL_EXT_geometry_shader4, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_NV_texgen_reflection, GL_NV_blend_square, GL_ARB_texture_compression_rgtc, GL_EXT_stencil_wrap, GL_ARB_texture_env_crossbar, GL_EXT_framebuffer_blit, GL_ATI_separate_stencil, GL_APPLE_vertex_point_size, GL_EXT_texture_rectangle, GL_APPLE_specular_vector, GL_EXT_packed_depth_stencil, GL_EXT_blend_color, GL_ARB_fragment_program_shadow, GL_EXT_texture_env_add, GL_EXT_provoking_vertex, GL_EXT_texture_array, GL_ARB_texture_env_combine, GL_ARB_point_sprite, GL_ARB_multisample, GL_EXT_framebuffer_object, GL_ARB_framebuffer_sRGB, GL_EXT_texture_lod_bias, GL_APPLE_pixel_buffer, GL_ARB_vertex_program, GL_EXT_bgra, GL_APPLE_fence, GL_APPLE_ycbcr_422, GL_EXT_timer_query, GL_EXT_vertex_array_bgra, GL_ARB_depth_clamp, GL_IBM_rasterpos_clip, GL_ARB_pixel_buffer_object, GL_SGIS_generate_mipmap, GL_EXT_framebuffer_multisample_blit_scaled, GL_ARB_shader_texture_lod, GL_ARB_texture_float, GL_ARB_texture_rectangle, GL_ARB_vertex_shader, GL_NV_texture_barrier, GL_ARB_provoking_vertex, GL_ARB_texture_env_add, GL_APPLE_object_purgeable, GL_ARB_texture_env_dot3, GL_APPLE_rgb_422, GL_NV_depth_clamp, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_cube_map, GL_APPLE_element_array, GL_ATI_texture_float, GL_ARB_window_pos, GL_ARB_sync, GL_ARB_vertex_buffer_object, GL_APPLE_texture_range, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_compression, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_ARB_texture_border_clamp, GL_EXT_draw_buffers2, GL_ARB_shading_language_100, GL_EXT_blend_equation_separate, GL_ARB_vertex_blend, GL_EXT_blend_subtract, GL_EXT_packed_float, GL_APPLE_aux_depth_stencil, GL_APPLE_row_bytes, GL_NV_light_max_exponent, GL_EXT_abgr, GL_EXT_texture_filter_anisotropic, GL_ARB_vertex_array_bgra, GL_ARB_draw_buffers, GL_ARB_transpose_matrix, GL_ARB_color_buffer_float, GL_EXT_gpu_program_parameters, GL_APPLE_client_storage, GL_ARB_texture_non_power_of_two, GL_ARB_multitexture, GL_EXT_gpu_shader4, GL_APPLE_flush_render, GL_ARB_framebuffer_object, GL_APPLE_vertex_program_evaluators, GL_APPLE_transform_hint, GL_EXT_texture_compression_s3tc, GL_APPLE_flush_buffer_range, GL_EXT_texture_integer, GL_SGIS_texture_edge_clamp, GL_NV_fog_distance, GL_ARB_occlusion_query, GL_ARB_fragment_shader, GL_ARB_texture_rg, GL_ARB_fragment_program, GL_ARB_seamless_cube_map, GL_ARB_shader_objects, GL_EXT_draw_range_elements, GL_APPLE_vertex_array_object, GL_ARB_depth_texture, GL_EXT_texture_sRGB, GL_ARB_half_float_vertex, GL_APPLE_vertex_array_range, GL_ARB_shadow, GL_EXT_multi_draw_arrays, GL_ARB_half_float_pixel, GL_APPLE_packed_pixels, GL_ARB_point_parameters, GL_EXT_debug_marker, GL_EXT_texture_sRGB_decode, GL_EXT_clip_volume_hint, GL_SGIS_texture_lod, GL_EXT_fog_coord, GL_EXT_texture_shared_exponent, GL_ATI_texture_mirror_once, GL_APPLE_float_pixels, GL_EXT_framebuffer_multisample, GL_ARB_depth_buffer_float, GL_ARB_draw_instanced
12:21:21.106 [rendering.opengl.shader.support]: Shaders are supported.
12:21:21.114 [oxp.versionMismatch]: OXP ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.Lone_Wolf.ReduceWeaponDamage.oxz is incompatible with version 1.86 of Oolite.
12:21:21.114 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
12:21:21.114 [searchPaths.dumpAll]: Resource paths:
~/Desktop/Games and things/Elite family/Oolite-1.86/Oolite.app/Contents/Resources
~/Library/Application Support/Oolite/Managed AddOns
~/Library/Application Support/Oolite/AddOns
12:21:21.121 [shipData.load.begin]: Loading ship data.
12:21:21.616 [startup.complete]: ========== Loading complete in 0.89 seconds. ==========
12:21:23.639 [exit.context]: Exiting: Exit Game selected on start screen.

Closing log at 2018-03-10 12:21:23 pm +0000."

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Norby
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Re: [WIP] Reduce Weapons Damage v0.10

Post by Norby »

Fleurghber wrote:
Sat Mar 10, 2018 12:25 pm
Something's still not right:
12:21:21.114 [oxp.versionMismatch]: OXP ~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.Lone_Wolf.ReduceWeaponDamage.oxz is incompatible with version 1.86 of Oolite.
Not a problem just outdated, as you can see in my post above.

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