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 Post subject: ZygoUgo's OXPs!
PostPosted: Wed Sep 29, 2010 8:08 pm 
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Location: Blighty
ZygoRoids.oxp & oxz
ZygoCinematicSky&Nebula's.oxp & oxz
ZygoBouy.oxp
ZygoTraffic.oxp & oxz
ZygoRetroStartup.oxp
EscortContracts updated.oxp & oxz
ZygoExplosion.oxp & oxz

Adds detailed highpoly to low poly normalmapped asteroids, slowly adding more as I feel like it :)

V1.2.6
There is a no-replace version for those of you who want the original astroblocks to represent..
http://www.mediafire.com/download/5ia6m ... .6.oxp.zip


V1.2.5
..and this version replaces them with two of my fancy astroblocks..
http://www.mediafire.com/download.php?8hfy6oek6zba4b2
& http://www.mediafire.com/download/vnicq ... v1.2.5.oxz

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Also feel free to check out my Cinematic Stars&Nebulas OXP, although the stars have been absorbed into trunk it is worth leaving them in for 1.76.1 and below users :)
V.1.3
http://www.mediafire.com/download/t67ul ... .3.oxp.zip


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That one probably doesn't appear any more due to having altered the parameters since, but it was cool so I'm leaving this piccie here :)
Some new-setting images just to show whats around..

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The ZygoBouy simply adds an aesthetic glow to the standard bouy, but if you like your Ooniverse dark, it makes sense!

http://www.mediafire.com/download.php?g7nafbdtnqwk054

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Where'd the traffic go?!
Increased traffic flow when leaving or fresh-launching from a game load-up..
Make sure if using CinematicSkies it is at least V1.1.8 to avoid this script running twice!

http://www.mediafire.com/download/49oqf ... .5.oxp.zip


Retro your start-up! Messed about with the splash screen and turned the icon silver to match :) You'll need to rename or back up the originals first before dropping these in..

http://www.mediafire.com/download.php?pn78u7krsmixd10

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Escort Contracts

Now appears in the F4 screen, with added imagery too, credits to Capt Murphy of course, and to Keeper for the update :D
V 1.5.9
http://www.mediafire.com/download.php?zbzk5wvpzw8i8aj


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Pepped the explosion effect up a bit, which is as much as I can currently, but who knows what the future holds..
http://www.mediafire.com/download/ddr5t ... on.oxp.zip


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Last edited by ZygoUgo on Thu Jul 03, 2014 10:12 pm, edited 41 times in total.

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 Post subject:
PostPosted: Wed Sep 29, 2010 9:09 pm 
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Location: Ljubljana, Slovenia (mainly industrial, feudal, TL12)
I just installed your OXP and marveled at the spinning sparkly asteroids. :) Beautiful work!


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 Post subject:
PostPosted: Thu Sep 30, 2010 12:23 pm 
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Loverly stuff, innit! :D

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 Post subject:
PostPosted: Sat Oct 02, 2010 1:01 am 
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Oolite 2 Art Director
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These are stunning!


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 Post subject:
PostPosted: Sat Oct 02, 2010 9:19 pm 
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Beautiful 'roids, ZygoUgo... just... wow!!

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 Post subject:
PostPosted: Sat Oct 02, 2010 10:10 pm 
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Amazing! 8)

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Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here


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 Post subject:
PostPosted: Sun Oct 03, 2010 12:14 am 
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Rock'n'Roll! Cool ZygoUgo!


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PostPosted: Sun Oct 03, 2010 8:16 am 
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Wow! Awesome work ZygoUgo

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 Post subject:
PostPosted: Sun Oct 03, 2010 10:46 am 
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Hi Zygo,
Your lovely asteroids aren't working for me due to a case-sensitive issue (I'm on Linux).
The texture 'WhiteSparkles.PNG' should be WhiteSparkles.png (lower-case png) to match the shipdata.plist.
If I spot any more, I'll let you know.
Cheers,
Smivs.

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 Post subject:
PostPosted: Sun Oct 03, 2010 1:49 pm 
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Thanks for the feed back guys, glad you like them :D The scripting side I've barely looked at yet so any advice is more than welcome, I might actually have two whole days off work next week, woohoo! If that's the case I'll have a look at any issues any one wants to raise then.
Mr Walch has kindly offered me some advice about overides/replacing, although I would like to ask if anyone else is still getting core ships in their game with Griff's all-in-one, albiet I have ALOT of oxp's installed which could be meddling with this.
I've tried reloading with shift a few times but it doesn't make any difference *shrug, wondering if anyone has already solved this?


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 Post subject:
PostPosted: Sun Oct 03, 2010 2:11 pm 
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Oolite 2 Art Director
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The overrides.plists in the griff shipset just changes the role of all the built in ships to 'unused' (instead of 'trader', 'pirate' etc), so what happens is that when Oolite needs to populate the system with traders & pirates it doesn't choose the default shipset ships anymore since their roles are now changed to 'unused' which is a role the populater will never choose.

Rergarding why you're still seeing them in game: What's happening is an oxp ship is probably like_shipped to a default shipset ship and is either being called into existence by a script or has a default role that the populator will use to populate a system

eg, with an shipdata-overrides.plist in place in an oxp to remove the default adder from selection by the game by changing it's role from 'trader' to 'unused', such as this:-
Code:
{
   "adder" = 
   { 
   roles = "unused"; 
   }; 
}
the following in an another oxp will bring the adder model & texture back into the game as a pirate
Code:
"my_OXP_adder_pirate" =  
		{
		like_ship = "adder";
		roles = "pirate";	
		};


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 Post subject:
PostPosted: Sun Oct 03, 2010 9:14 pm 
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Thanks for the response Griff :wink:
So does this mean I could add my own overides.plist to cover all events like this, such as..
Code:
{
   "adder" =
   {
   like_ship = "griff_normalmapped_adder_NPC";
   };
} 
Would that do it? Would this have to be processed before the event it is trying to cover IE AAA.OXP?


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 Post subject:
PostPosted: Sun Oct 03, 2010 9:33 pm 
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Quote:
Would that do it? Would this have to be processed before the event it is trying to cover IE AAA.OXP?
Overrides are processed after all oxps are loaded. So an override in AAA.oxp will still override the shipdata in ZZZ.oxp

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 Post subject:
PostPosted: Tue Oct 05, 2010 4:43 pm 
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Minor update,slowed them down..
http://www.mediafire.com/?ac224807361e81x

@Smivs.. I can't see where you mean, are you referring to the actual file extension produced by the computer?

@Eric and Griff.. It's working fine , my attempt didn't do owt so I'm currently working my way through seeing which OXP's are clashing


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 Post subject:
PostPosted: Tue Oct 05, 2010 4:49 pm 
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It's a case-sensitive issue.
In the shipdata.plist you have
Code:
diffuse_map = "WhiteSparkles.png";
but the texture is called 'WhiteSparkles.PNG' .

In other words the '.png' is lower-case in the .plist but upper-case in the Textures folder. Linux doesn't like this.
:(

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