Deep Space Dredger

Discussion and information relevant to creating special missions, new ships, skins etc.

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Eric Walch
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Post by Eric Walch » Sat Nov 14, 2009 12:44 pm

Updated to version 2.2.7

Version 2.2.6 contains a serious bug that can give much to high rewards when used with current Oolite. Those who have downloaded it should update. That version is only downloaded by a handful because it was just added two weeks ago.

Added with 2.2.7 (and 2.2.6) is that all derelicts are now selected from the trader pool of installed ships and not anymore defined as like_ship copies from internal ships.

This gives a much wider variation in derelicts.

I always wanted to program it this way, but traders were often added with escorts and with Oolite 1.72 there was no easy way to detect during spawning if escorts belonged to a ship. They were only added to the trader through a negotiation process that took some seconds. So with 1.72 there was a fair chance I was not only adding 5 derelicts but also a big group of escorts when adding plain traders as derelict.
Starting with Oolite 1.73 the escorts are already on the escort-list on spawning. This enables the script to immediately remove them for a derelict ship, before they are even drawn.

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Post by Eric Walch » Mon Dec 21, 2009 5:50 pm

A few weak back, Captain Berf made new textures for the dredgers. Looking at the quality of the work, it seemed almost a waist, not adding them in the oxp itself. So we now have a new version 2.3, download-able from the Deep Space Dredger page page.

I also started looking at the original meshes of the various dredger ships. Most had small bugs when examining closely. All meshes are fixed now or are at least better. Also the annoying dots visible when flying the dredgertrader ship are removed by editing the meshes.

Most issues around the docking bays are solved. Sabre used for all three ship sizes the oolite default dock. That was right for the smallest ship, but the bay was much to small for the bigger ships. The main problem was of course that a black wall did hide the bay entrance so you never could line up for a proper docking. The only way was using the docking computer for docking.

I have long doubted to cut out the black wall and making the bay visible from the outside. (I think even that most board members were in favour of it) but at the end I decided against it. According to some reactions, it has something special when you are swallowed by a black hole while docking. Therefor I wanted to respect Sabres choice in this.

Still, I compromised a bit with the dock. Capt. Berf redesigned the bay with brighter walls. I also made other compromises to the bay, so I now hope most players will be satisfied by the changes. However, as with all compromises: nobody gets everything he wished for. Happy docking.

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Post by Corny » Wed Dec 30, 2009 2:00 pm

I really like the OXP and often try to get ships salvaged. The main problem with that, however, is not that the auto-piloted ship is attacked, but that I constantly lose it from my scanners when I destroy the attackers.
Would it be possible to make the salvage droids send a signal so I can see the captured ship on the Advanced Space Compass? That would make salvaging business much more enjoyable for me.

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Post by Greyman » Wed Dec 30, 2009 3:14 pm

Corny wrote:[...]Would it be possible to make the salvage droids send a signal so I can see the captured ship on the Advanced Space Compass? That would make salvaging business much more enjoyable for me.
Just a tip from my experience: I usually use the Target Memory Expansion to select one of my previous selected targets which usually happens to be the ship being salvaged.

Greetings, Greyman
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Post by Eric Walch » Wed Dec 30, 2009 3:16 pm

Corny wrote:I really like the OXP and often try to get ships salvaged. The main problem with that, however, is not that the auto-piloted ship is attacked, but that I constantly lose it from my scanners when I destroy the attackers.
Not adding a beacon was intentional to add another challenge. At the point of the first attack, the dredger is already visible. After the attack you have to reorient by searching the dredger. It takes sometimes a good time of turning before you spot him but you are always close enough to be able to do so. Heading in that direction should also lead to your salvaged ship. (With 1.74 that ship will have a slightly different white colour for easier spotting amongst floating debris)

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Post by Corny » Wed Dec 30, 2009 3:27 pm

Eric Walch wrote: Not adding a beacon was intentional to add another challenge.
Oh, okay. I'll accept the challenge, then! :)
Greyman wrote: Just a tip from my experience: I usually use the Target Memory Expansion to select one of my previous selected targets which usually happens to be the ship being salvaged.
That works? I thought about that (never had the Target Memory Expansion installed) but considered it useless because I thought I can only lock on targets that are in my scanner range.

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Post by JazHaz » Wed Dec 30, 2009 4:00 pm

Greyman wrote: Just a tip from my experience: I usually use the Target Memory Expansion to select one of my previous selected targets which usually happens to be the ship being salvaged.
Corny wrote:That works? I thought about that (never had the Target Memory Expansion installed) but considered it useless because I thought I can only lock on targets that are in my scanner range.
Even if the ship goes out of scanner range and you get a Target Lost message, if you get back in scanner range again you can reobtain the lock by pressing "=". That is especially useful if a pirate flees beyond your scanner range, as they will often reappear a few mins later and you can reobtain the lock quickly.

Anyone know if there is a limit to the number of locks you can have with the TME?
JazHaz

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Post by another_commander » Wed Dec 30, 2009 4:26 pm

JazHaz wrote:Anyone know if there is a limit to the number of locks you can have with the TME?
The Code wrote:#define PLAYER_TARGET_MEMORY_SIZE 16

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Post by JazHaz » Wed Dec 30, 2009 4:35 pm

another_commander wrote:
JazHaz wrote:Anyone know if there is a limit to the number of locks you can have with the TME?
The Code wrote:#define PLAYER_TARGET_MEMORY_SIZE 16
Probably plenty!
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drew wrote:£4,500 though! :shock: <Faints>
Cheers,
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Post by Corny » Wed Dec 30, 2009 5:06 pm

JazHaz wrote:
Greyman wrote: Just a tip from my experience: I usually use the Target Memory Expansion to select one of my previous selected targets which usually happens to be the ship being salvaged.
Corny wrote:That works? I thought about that (never had the Target Memory Expansion installed) but considered it useless because I thought I can only lock on targets that are in my scanner range.
Even if the ship goes out of scanner range and you get a Target Lost message, if you get back in scanner range again you can reobtain the lock by pressing "=". That is especially useful if a pirate flees beyond your scanner range, as they will often reappear a few mins later and you can reobtain the lock quickly.
Mh, so it won't help very much when I look for my captured ship when it's out of scanner range - I'd notice it anyway when it's in range again...
Except in asteroid fields, of course.

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Post by Eric Walch » Wed Jan 20, 2010 9:11 pm

Last weak, Captain Berf completed his normal maps for the dredgers. I added all his maps in the current dredgers.oxp. So we now have a new version 2.4, download-able from the Deep Space Dredger page page.

You need a computer with shaders to be able to use the normal maps.

Bonus:
For those who play with a trunk version I wrote also a very small showroom.oxp that displays all models on startup in their full glory. This gives a much better display of the ships than in game. However it needs future Oolite 1.74 so I present this link only here and not yet on the wiki pages.

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Post by pagroove » Wed Jan 20, 2010 11:39 pm

Thank you :)
Downloading now 8)

Edit: Did you remove it? I get a box page saying that it is not share or has been removed :?:
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Post by Chaky » Wed Jan 20, 2010 11:59 pm

I'm gettin' the same message...

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Post by Eric Walch » Thu Jan 21, 2010 8:39 am

Chaky wrote:I'm gettin' the same message...
Something is wrong on the box with this file. When I am in my account, I can download it without problem but when I ask for the link-code it just hangs. I will upload a new version. In the mean time Captain Berf has notified me that he also wants to create and send me a normalmap of the turret to have really a normal map for each texture.

So I wait a few days to correct the link till the last map is added.

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Post by Corny » Thu Jan 21, 2010 4:08 pm

Does anyone have some screenshots for the waiting time? :D
Seems like I have to visit the Dredgers again now and then just to admire it when the link is corrected... at the moment, I use the OXP mainly as pirate bait :P

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