Oolite Bulletins

For information and discussion about Oolite.
It is currently Fri Sep 22, 2017 9:51 am

All times are UTC




Post new topic  Reply to topic  [ 50 posts ]  Go to page Previous 1 2 3 4 Next
Author Message
 Post subject: Re: Ship Respray OXP
PostPosted: Wed May 06, 2015 4:43 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Sat Mar 28, 2015 11:14 pm
Posts: 355
AHa, yes, thank you Smivs, that was what I was trying to crack open, thank you.

So the core ships do /not/ come in different colors at the shipyard because they have been simplified by removing shaders and other things that Griff's original full designs had. /That's/ what I thought and why I said I hadn't ever seen them in the basic game. Thanks for clearing that up.

_________________
Reports of my death have been greatly underestimated.


Top
   
 Post subject: Re: Ship Respray OXP
PostPosted: Wed May 06, 2015 4:55 pm 
Offline
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
User avatar

Joined: Sat Jul 04, 2009 9:31 pm
Posts: 12776
Location: Corke's Drift
Quote:
So, to enjoy Griff's best ships, we have to use his oxps?
That would include his station bundle too, btw.

_________________
The only good fnord is a dead fnord!


Top
   
 Post subject: Re: Ship Respray OXP
PostPosted: Wed May 06, 2015 11:41 pm 
Offline
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1707
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
I'm fiddling around with the installation time for this. How long do you think it would take to do a respray job on a ship? 60 mins? 30 mins? By default, having a 100cr purchase price means around 22 minutes of install time. My feeling is 1 hour would be sufficient, but maybe I should scale the installation time based on the size of the ship? A Boa is going to take longer to paint than an Adder.

What do you think?

_________________
My OXP's


Top
   
 Post subject: Re: Ship Respray OXP
PostPosted: Thu May 07, 2015 8:22 am 
Offline
Jedi Spam Assassin
Jedi Spam Assassin
User avatar

Joined: Thu Jul 12, 2007 10:54 pm
Posts: 5819
Location: Carter's Snort
Quote:
What do you think?
Personally, I'd think at least 24 hours for a small ship (Adder, Krait, etc.); 48 hours for a medium ship (Cobra I to Cobra III); and 96 hours for a large ship (Python and up). The job has got be be agreed and queued up, the ship has to be prepped, the materials and the technicians have to be assembled, and so on. Then the paint (which I'm assuming has more to it than just coloured goo) has to cure, and then maybe it needs another coat, or a fixing agent. Then the player has to inspect the finished job.

Partly, of course, this all depends on how zippy and high-tech you think the Oolite universe is. Personally, I don't think it's all that advanced - at least not in terms of automation. That's why there's still a healthy trade in cheap slaves, and why the ships are all piloted manually. In my head, anyway, a ship respray involves a bunch of guys in suits and breathing apparatus (on the higher-tech, more health-conscious systems anyway: in a sketchier system, goggles and a piece of cloth wadding over the nose and mouth) armed with backpack paint sprayers.

_________________
Oofiction: Calliope: a Captain Hesperus adventure | Stranglehold: a Captain Hesperus adventure | Local Midnight in the Vacuum Bar | A Farewell to Arms, Legs, etc.: the Blaze O'Glory Story


Top
   
 Post subject: Re: Ship Respray OXP
PostPosted: Thu May 07, 2015 8:40 am 
Offline
Retired Assassin
Retired Assassin
User avatar

Joined: Tue Feb 09, 2010 11:31 am
Posts: 8282
Location: Disunited Kingdom
Sounds about right to me.

_________________
Commander Smivs, the friendliest Gourd this side of Riedquat.


Top
   
 Post subject: Re: Ship Respray OXP
PostPosted: Fri May 08, 2015 4:01 am 
Offline
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1707
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
OK, version 1.0.1 is up, and now added to the download manager. In this version:
  • For Oolite 1.82 and later, added an "installation_time" of 1 second to the equipment item, so opening the respray screen doesn't take any time.
  • For Oolite 1.80, changed the cost of the equipment item to zero, so only 10 minutes of time is taken up when opening the initial page.
  • Added a mass-based installation time calculation to the end of the process. So, respraying a Boa takes longer than respraying an Adder.
  • The "Purchase this respray" option now also includes the installation time.
  • Fixed a bug where doing a respray, buying a new ship and doing another respray could end up with a confused menu.
  • Code cleanup

_________________
My OXP's


Top
   
 Post subject: Re: Ship Respray OXP
PostPosted: Fri May 08, 2015 8:50 am 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Mon May 20, 2013 9:53 pm
Posts: 2392
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Nice!

Could you offer the core design variations for cobra1, cobra3 and python?

_________________
OXPs by Norby


Top
   
 Post subject: Re: Ship Respray OXP
PostPosted: Mon May 11, 2015 3:26 am 
Offline
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1707
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Quote:
Could you offer the core design variations for cobra1, cobra3 and python?
I thought this would be as simple as adding the following lines to my shipdata.plist file:
Code:
	"oolite-cobra3-alternate-player" =
	{
		like_ship = "oolite_template_cobra3-alternate";
		roles = "player";
	};
	"oolite_cobramk1-alternate-player" =
	{
		like_ship = "oolite_template_cobramk1-alt";
		roles = "player";
	};
	"oolite_python-alternate-player" =
	{
		like_ship = "oolite_template_python-blackdog";
		roles = "player";
	};
But it doesn't work. I set the data key, but it doesn't stick. It just reverts back to whatever the key was prior. Do I need something more in the definitions?

_________________
My OXP's


Top
   
 Post subject: Re: Ship Respray OXP
PostPosted: Mon May 11, 2015 4:43 am 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Aug 15, 2012 4:19 am
Posts: 2456
Location: Finland
Have you defined them in shipyard.plist?


Top
   
 Post subject: Re: Ship Respray OXP
PostPosted: Mon May 11, 2015 9:30 am 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sat Dec 31, 2011 2:58 pm
Posts: 458
I can't seem to get any different colour paint jobs for my Boa Class Cruiser :)

_________________
Flying Dark Rainbow , Bell, Book & Candle IV


Top
   
 Post subject: Re: Ship Respray OXP
PostPosted: Mon May 11, 2015 1:46 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Wed Aug 15, 2012 4:19 am
Posts: 2456
Location: Finland
Quote:
Have you defined them in shipyard.plist?
Sorry, totally misread the question.

Edit: Except that it exactly seems to be the reason for it not to work :D . From replaceShip documentation:
Quote:
...replaces it with the ship defined by the shipyard.plist entry dataKey (obviously the key must also be defined in shipyard.plist as a valid player ship...


Top
   
 Post subject: Re: Ship Respray OXP
PostPosted: Mon May 11, 2015 5:07 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Mon May 20, 2013 9:53 pm
Posts: 2392
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
There are a few more designs based on the contents of Oolite Textures folder so I suggest to add these also:
Code:
	"oolite-cobra3-pirate-player" =
	{
		like_ship = "oolite_template_cobra3-pirate";
		roles = "player";
	};
	"oolite_cobramk1-miner-player" =
	{
		like_ship = "oolite_template_cobramk1-miner";
		roles = "player";
	};
	"oolite_python-alternate2-player" =
	{	//python-player use the -trader texture, this use the normal texture
		like_ship = "oolite_template_python"; 
		roles = "player";
	};
Quote:
I can't seem to get any different colour paint jobs for my Boa Class Cruiser :)
Install Griff_Boa_Mk2_v1.04.3.zip
There are some more in shipsets.

_________________
OXPs by Norby


Top
   
 Post subject: Re: Ship Respray OXP
PostPosted: Mon May 11, 2015 10:43 pm 
Offline
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1707
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Thanks for all your help Norby and spara. New version 1.0.2 is up with the alternate versions of the Cobra 3, Cobra 1 and Python now resprayable.

Edit: Forgot to take out the ship keys from the various interface screens. It get's a bit messy with them on. Turned them off in version 1.0.3, which is up now.

_________________
My OXP's


Top
   
 Post subject: Re: Ship Respray OXP
PostPosted: Thu May 14, 2015 12:15 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Tue Nov 09, 2010 1:44 pm
Posts: 1393
Wow, I'll be sure to try this!


Top
   
 Post subject: Re: Ship Respray OXP
PostPosted: Thu May 14, 2015 8:45 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Mon May 20, 2013 9:53 pm
Posts: 2392
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Quote:
Forgot to take out the ship keys from the various interface screens. It get's a bit messy with them on. Turned them off in version 1.0.3, which is up now.
Then how about a "Show/hide ship keys" menu item? I like the keys.

_________________
OXPs by Norby


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 50 posts ]  Go to page Previous 1 2 3 4 Next

All times are UTC


Who is online

Users browsing this forum: Yahoo [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:
cron
Powered by phpBB® Forum Software © phpBB Limited