Random Hits OXP

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

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Eric Walch
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Re: Random Hits OXP

Post by Eric Walch »

Jeffers2112 wrote: I get an error message from the Box saying "The user hosting this content is out of bandwidth".
Interesting, after your post there were even 16 files downloaded. All smaller files (biggest 2 MB). But I assume that later on, even the smallest oxps will trigger this "out of bandwidth" message.

Diziet Sma: Thanks for the alternative link. Friday should all be back to normal.

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Corny
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Re: Random Hits OXP

Post by Corny »

I took my first random hits mission and now I've been flying around in the target system for hours and can't find the target.
Is that a usual behaviour, or could it be that the target was already eliminated and the mission didn't get updated? If that's so, how can I cancel the mission and take a new one?

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Re: Random Hits OXP

Post by Commander McLane »

Corny wrote:I took my first random hits mission and now I've been flying around in the target system for hours and can't find the target.
The random hits targets are always flying on the direct path between witchpoint and station (not planet). Thus, the closer you are to the planet, the more your target will be off the main corridor, and you'll pass it without noticing.

Just jump out and into the system again, and head straight for the station, not the planet. Then you should meet your target heads-on sooner or later.

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Re: Random Hits OXP

Post by Diziet Sma »

Once in a while I've had to patrol from WP to Station and back 2 or 3 times to spot the target.. I'm guessing they got dragged off the flight line slightly by some furball they got tangled up in..

If the target is eliminated by some NPC, you will get a message informing you of it..
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied

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Re: Random Hits OXP

Post by Eric Walch »

If he meets police, he can be fighting outside the normal lane.

It is worth to examine the lastest log in those cases. The mark logs shots fired at him. So you should see in the log when he is engaged elsewhere. If nothing is logged, he should be on its normal route. Originally a debugging feature but logging is left in intentionally. :)

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Corny
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Re: Random Hits OXP

Post by Corny »

Alright, thanks! I already did the trip directly back to the Witchpoint beacon and didn't find him, but I'll have a look into the logs.

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Re: Random Hits OXP

Post by Storwiz »

I realli like this OXP. These missions I lacked. But I lost a part of immersion, because I use Griff's high detailed ships models, but this OXP uses low detailed models. Is it possible to create a version of this OXP that uses only Oolite ships? Can anybody make it or explin me how to do it?

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spara
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Re: Random Hits OXP

Post by spara »

Storwiz wrote:I realli like this OXP. These missions I lacked. But I lost a part of immersion, because I use Griff's high detailed ships models, but this OXP uses low detailed models. Is it possible to create a version of this OXP that uses only Oolite ships? Can anybody make it or explin me how to do it?
This is a matter of taste of course :D. If we are talking about Griffifying things, then I would replace Neolites from this oxp with Staer9's shipset and the original Wolfies with Neolites Wolfies. After that there would be only a few 'old' ships that have no newer model: Boyracer, Tiger, SuperCobra, Liberator, Imperial Courier, Adder mk II, Phaze, Mosquito and Reaper. Not many and some are actually quite nice, Phaze for example. And it might be a good idea to stay away from Imperial Courier rather that admire it close by :D. Hmmmmm. Maybe I'll take a closer look at it, when I have some time. :mrgreen:

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Re: Random Hits OXP

Post by LittleBear »

I realli like this OXP. These missions I lacked. But I lost a part of immersion, because I use Griff's high detailed ships models, but this OXP uses low detailed models. Is it possible to create a version of this OXP that uses only Oolite ships? Can anybody make it or explin me how to do it?
Cheers. The OXP (should) be picking victims and characters for whatever your default shipset is. So if you have Griff's installed then when you meet a RH target in a Cobra Mk II he / she should be in a Griff Cobra, with Sims set installed it should be a Sims Cobra, with Neo-oolite it should be a Neo-Oolite cobra and so on. This only works though if you have the "replace" version of the shipset installed. If you have the addition version then it'll pick from the vanilla ship set.

Eg: I play with Griff Replace installed, but also have Sims, Deepspace and Neo-Oolite as addition shipsets. So this cove in a Boa is flying a Griff Boa as Giff is my default set:

http://i1360.photobucket.com/albums/r66 ... 72798a.png
My OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits and Renegade Pirates can be downloaded from the Elite Wiki here.

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Re: Random Hits OXP

Post by Storwiz »

LittleBear wrote:
I realli like this OXP. These missions I lacked. But I lost a part of immersion, because I use Griff's high detailed ships models, but this OXP uses low detailed models. Is it possible to create a version of this OXP that uses only Oolite ships? Can anybody make it or explin me how to do it?
Cheers. The OXP (should) be picking victims and characters for whatever your default shipset is. So if you have Griff's installed then when you meet a RH target in a Cobra Mk II he / she should be in a Griff Cobra, with Sims set installed it should be a Sims Cobra, with Neo-oolite it should be a Neo-Oolite cobra and so on. This only works though if you have the "replace" version of the shipset installed. If you have the addition version then it'll pick from the vanilla ship set.

Eg: I play with Griff Replace installed, but also have Sims, Deepspace and Neo-Oolite as addition shipsets. So this cove in a Boa is flying a Griff Boa as Giff is my default set:

http://i1360.photobucket.com/albums/r66 ... 72798a.png
Thanks for answers.
It's all ok with standard ships. They are replaced with Griff's models. I mean that along with standard ships this OXP also adds many of nonstandard ones that have low detailed models. I am looking for way to exclude them from OXP or replace with Griff's models or other.

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Re: Random Hits OXP

Post by LittleBear »

If you open the OXP's script file, you'll see right at the start of the script this:

Code: Select all

// setup some general arrays.
this.spaceBars = ["The Blue Parrot", "The Fox and Hound", "Jon Snorrad's Pub", "Lobbie's Can-Can Lounge", "The Old Spacer", "The Skull and Bones", "The Golden Gargle Blaster", "The Smoke Dragon Lounge", "The Grounded Spacer", "The Finders Keepers Bar", "The Wanted Dead or Alive", "The Marooned Spacer", "The Flying Dutchman", "The Red Pincers", "The Crash and Burn", "Joe's Bar and Grill", "The Bell and Braben", "The Carnal Pleasures Bar", "The Red Light", "The Eject Handle", "The Spacers' Hangout", "The Bearded Parrot", "The Last Wishes", "The Fat Feline", "The Furry Humanoid", "The Slimy Frog", "The Horny Lobster Hotel", "The Pink Slug", "The Colonial's Rest", "The Terminus Hotel", "The Viper and Whistle", "The Habitat Bar", "The Twisted Torus Hotel", "The Blue Lagrange", "O'Neill's Repose", "Giles's Grotto", "The Black Moon", "The Raxxla Ritz Hotel", "The Loving Feline", "The Worlds End", "Seedy Bar"];

this.marks = [
// level 1 marks
["Cobra Mk I", "Gecko", "Krait", "Mamba", "Sidewinder", "Adder Mk II", "Adder", "Cobra Mk II-X", "Boy Racer", "Ophidian Yacht", "Moray Star Boat", "Drake", "Drake Mk II", "Mosquito Sport"],
// level 2 marks
["Anaconda", "Python", "Mosquito Trader", "Boa", "Boa Class Cruiser", "Cobra Mk III", "Fer-de-Lance", "Mussurana", "Python ET Special", "Chameleon", "Ghavial", "Bushmaster", "Monitor", "Asp Mk I", "Cobra Courier", "Cobra Rapier", "Salamander"],
// level 3 marks
["Asp Mk II",  "Asp Mk II Special", "Asp Explorer", "Imperial Courier", "Python Class Cruiser", "Iguana", "Cat Mk I", "Super Cobra", "Wolf Mk II", "Purple Haze", "Tiger Mk I", "Vampire Reaper", "Liberator"]
];
Under this.marks is the list of ships victims can be flying. If you delete the ships you don't want then they'll no longer be chosen. After saving, the next time you start Oolite hold down the shift key so that the changes you've made are updated. Bear in mind though that knocking out the more difficult ships will make the OXP quite a bit easier though!
My OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits and Renegade Pirates can be downloaded from the Elite Wiki here.

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Storwiz
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Re: Random Hits OXP

Post by Storwiz »

Thank you.
And how to replace victim escort and station guard ships with other models (with Asps, Mambas etc.)?

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Eric Walch
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Re: Random Hits OXP

Post by Eric Walch »

The best way to replace core or mission ships is by creating an "shipdata-overrides.plist". Here you define the original key of the Random_Hits ship and only overrides the model, subentities, materials and shader entries. That way, all important parts of the original are preserved. When doing that for Griffs ships, you can add the overrides to the existing plist.

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Re: Random Hits OXP

Post by spara »

I've been going through the shipdata-file with an intention to up the models a bit. Not really done anything yet, just familiarizing myself with the oxp. While doing so, I have spotted a couple of definitions that probably should be like_shipped as they point to the core models. Keys are:

"random_hits_pod3" (model = "shuttle_redux.dat")
"random_hits_mark_anaconda" (model = "anaconda_redux.dat")

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Re: Random Hits OXP

Post by Falcon777 »

I've been looking at this oxp and wanting to download it, but there's a couple of things standing in my way:

1. I don't want to use shaders. I personally prefer the older graphics because it keeps the game running more smoothly and helps to remind me that I'm playing a version of my favorite video game as a kid. In the description of the oxp, it states that if your computer can't support shaders then it is automatically turned off. However, in the description of the 100.4 whatever megabyte download it says that it requires shaders. Soooo...does it require it or not? And if it doesn't require it but for some reason my computer is capable of running shaders, is there a way to turn it off?

2. I'm somewhat confused about the links to download the game on the wiki page. There's three links to a 100.4 MB download and one link to a 13.0 MB download. If I went with the larger download, do I need to download it from all three links?

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