[Wip] No shaders extra and alternative ships...

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

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Norby
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Re: [Wip] No shaders extra and alternative ships...

Post by Norby » Wed Feb 03, 2016 6:39 pm

Mikael wrote:I'm having a problem with the extra stations addon on a Mac.
Verifier said nothing relevant but how about if you put a ; to the end of 102. line in Config/shipdata.plist in /Users/mikael/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.amah.noshaders_extra_stations_addon.oxz ?

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Amah
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Re: [Wip] No shaders extra and alternative ships...

Post by Amah » Thu Feb 04, 2016 6:01 am

thanks Norby,

yeah, that's the semicolon I was suspecting. I put the shipdata.plist on my box acccount for Mikael.
Amah

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Re: [Wip] No shaders extra and alternative ships...

Post by Mikael » Thu Feb 04, 2016 5:55 pm

Just tested it, and everything looks fine now :D

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Amah
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Re: [Wip] No shaders extra and alternative ships...

Post by Amah » Thu Feb 04, 2016 6:21 pm

:-)ok, I'll put up a fixed oxz online asap.

Thanks for spotting and testing, folks!
Amah

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Re: [Wip] No shaders extra and alternative ships...

Post by phkb » Tue Mar 15, 2016 11:21 pm

I recently got this in my log file:

Code: Select all

16:50:09.898 [files.notFound]: ----- WARNING: Could not find texture file "noshaders_Staer9_cobra3.5_diffuse21.png".
I had a look at the shipdata.plist file and I think this section:

Code: Select all

"noshaders_cobra3.5npct11" = 
	{
	like_ship = "noshaders_cobra3.5npct1";
	materials =
		{
			"Hull" =
			{
				diffuse_map = "noshaders_Staer9_cobra3.5_diffuse21.png";
				specular_color = (0.2, 0.2, 0.2);
				shininess = 5;
				emission_map = 
				{
					name = "noshaders_Staer9_cobra3.5_glow.png";  
				};
				emission_modulate_color = (0.8325, 0.9686, 0.9926, 1.0);
			};	
		};

	};
Should actually look like this:

Code: Select all

"noshaders_cobra3.5npct11" = 
	{
	like_ship = "noshaders_cobra3.5npct1";
	materials =
		{
			"Hull" =
			{
				diffuse_map = "noshaders_Staer9_cobra3.5_diffuse11.png"; // << change to this.
				specular_color = (0.2, 0.2, 0.2);
				shininess = 5;
				emission_map = 
				{
					name = "noshaders_Staer9_cobra3.5_glow.png";  
				};
				emission_modulate_color = (0.8325, 0.9686, 0.9926, 1.0);
			};	
		};

	};

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Amah
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Re: [Wip] No shaders extra and alternative ships...

Post by Amah » Sat Mar 19, 2016 5:20 pm

Hi phkb,

thanks for the report and the quick fix!

I'll see to it, asap :-)
Amah

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Amah
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Re: [Wip] No shaders extra and alternative ships...

Post by Amah » Fri Apr 08, 2016 4:10 pm

sorry folks for the delay, I uploaded phkb's fix for the chopped cobra now.

Fly save :-)
Amah

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BlackWolf
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Re: [Wip] No shaders extra and alternative ships...

Post by BlackWolf » Sat Mar 17, 2018 2:05 am

Installed the buyable/sellable turrets and the logistics ships. Bought the ship and turret mounted it in slot 3, so how do you fire it? Or does it do that on it's own.
Creativity is a gift, use it well.

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Re: [Wip] No shaders extra and alternative ships...

Post by another_commander » Sat Mar 17, 2018 9:08 am

If those turrets follow the standard game mechanics, then yes, they are fully automatic and will fire on yout current hostile target as soon as it gets within their range.

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Re: [Wip] No shaders extra and alternative ships...

Post by BlackWolf » Sat Mar 17, 2018 10:07 am

Awesome thanks.
I have it on the rear, and I like dogfighting, so I never see it go off. Lol
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