Galactic Almanac OXP - Beta 1

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

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Re: Galactic Almanac OXP - Beta 1

Post by Cholmondely »

Personally, I'm not too concerned about spelling mistakes thousands of years in the future. Looking at how spelling has changed over the past few hundred years...
Etymology

The English word "pirate" is derived from the Latin pirata ("pirate, corsair, sea robber"), which comes from Greek πειρατής (peiratēs), "brigand", in turn from πειράομαι (peiráomai), "I attempt", from πεῖρα (peîra), "attempt, experience". The meaning of the Greek word peiratēs literally is "one who attacks (ships)". The word is also cognate to peril. The term first appeared in English c. 1300. Spelling did not become standardised until the eighteenth century, and spellings such as "pirrot", "pyrate" and "pyrat" occurred until this period.
From Wikipedia: "Piracy"
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Re: Galactic Almanac OXP - Beta 1

Post by Cholmondely »

Umm - LittleBear, I think that we both edited the wiki MFD page simultaneously. I put your new MFD in - but then re-organised the page and moved it. I'm not too sure what you did at the same time. And I'm not sure that the result was what either of us wanted!

You might want to have another stab, and then when you've finished I'll rejig the entire thing so that it makes structural sense.
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Re: Galactic Almanac OXP - Beta 1

Post by Cholmondely »

What is the ID of the Galactic Almanac?

I want to try it with SOTL, and need the ID to include it with the scenario oxp.

- What is the ID anyway? Is it the identifier from the Manifest.plist?
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Re: Galactic Almanac OXP - Beta 1

Post by LittleBear »

Sorry for the delay in replying. Had to work out how to optimise the identification code first to make it playable. I'm afraid I've been more geeky than just checking the manifest for the writer, as the same writer often releases ships and stations through different design companies in terms of lore.

The OXZ works by looking at the name of the ship and then comparing that with an in built look-up table for which companies produce which ship. So any ship called "Cobra Mark III" will always be credited to Cowell & MgRath Shipyards. This is so whether its from a Simvs, Griff, SimonB shipset, a Cobra Mark III being flown by a mission target or a Cobra Mark III in RSS colours on a rescue mission. As it is a trusty Cobra Mark III Cowell & MgRath are listed as the designers I've built up the tables of companies on the wikki page (which is basically a copy of the companies arrays in the OXZ). I then have a second array for ships. That bit is the easy part really (depending on how well documented the OXZ is on the Wikki). For example, as MandoTech produce a station (and this is mainly a Stations OXZ), I had set them up as a company in the Almanac Database. To add the ships to the array is as simple as going to his wikki page and highlight in text and dropping the names of his ships into the MandoTech array. Getting the code to work quickly so that it does not affect gameplay in flight was the tricky bit, to finish it off, I've got to complete a Wiki Walk of the Oolite Ships Page.

The code just says

if Target.indexOf("mandotechlist") >= 0 var designer = "MandoTech Incorporated"; (IE if the name of the ship we've targeted is on the list of ships / stations MandoTech makes then set the designer credit to MandoTech)

At the moment the mandotechlist array just says var mandotechlist = ["MandoTech Station"]; as I haven't C&Ped the names of his ships in yet.

To get it to ID all of his ships then its just a casse of C&Ping their names into the array like this:-

var mandotechlist = ["MandoTech Station", "SunBat", "NovaBat", and so on]

The code is just doing a look up of If ship is called A,B,C,D,E (the names in the ships array) then var designer = Company X. If ship is called F,G,H,I then var designer = Company Y. Optimised it takes Oolite about 0.1s to scan the list and the scan is only done when you select a new target so it doesn't cause a slow down in the gameplay.

OXZs released after V1.0 of the Almanac are handled with a script key. So if you are writing a new ship and want the Almanac to credit it to your company, then you would just add in ship data almanac_designer = "My special company". If no script key is present (and its not in the database) then if targeted, the MFD will work normally, but under designer it will just say "No Data Available".

For Beta 1.5 though I'm going to try to include every ship and station on the Wikki in the OXZ's database, so effectively you will have the wiki ships list stored in your Galactic Almanc Unit. I've so far trawled all the mission and station adding OXZs and over the next two weeks or so I'll finish off my Wkiki walk to copy the rest of the ships listed in. I've also added all the ships from all the different versions of Elite and their canon designers (although not all of these yet have an OXZ Oolite version).

If the ship you want to credit to a desginer is on the Wiki then it will be included in the Beta 1.5 version. If it isn't, then if you post its name and the company it should be assigned to (Name must be exactly as it appears in the OXZ's shipdata file), then I'll add it. Could you also post it's scan class? It will be one of:-

CLASS_NEUTRAL, (Yellow on Scanner) - If the OXZ does not specify a scan class then it will be yellow.
CLASS_BUOY - green/yellow on scanner, will rotate in idle state, does not masslock
CLASS_CARGO - white on scanner, can be scooped, does not masslock
CLASS_MILITARY - purple on scanner, better pilots, will not attack other military ships, flashes purple/magenta if hostile to player
CLASS_MISSILE - cyan on scanner, will not avoid collisions
CLASS_POLICE - purple on scanner, will not attack other police ships, legal penalties for attacking, never has bounty, flashes purple/magenta if hostile to player
CLASS_ROCK - white on scanner, launched defense ships do not inherit scan class, does not masslock
CLASS_STATION - green on scanner, launched defense ships do not inherit scan class
CLASS_THARGOID - green/red on scanner, considered hostile to any non-thargoid ship
CLASS_NO_DRAW - invisible on scanner, cannot be targeted by missiles, does not masslock
CLASS_MINE - red/yellow on scanner, automatically set on mines launched by player to override existing scan class, does not masslock

This is because to optimise the scan, the Almanac only scans the list of ships with same scan class as the target. If you have targeted a police ship (for example), then the almanac only looks through the list of 20 odd different types of police ships rather than looking through the whole list of several hundred stations and ships.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
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Re: Galactic Almanac OXP - Beta 1

Post by Cholmondely »

LittleBear:

Just to say, during your marathon trawl (through the ships/stations to include them in your database), if you happen to notice anything crying out for its own wiki page, do let Montana & I know!
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Re: Galactic Almanac OXP - Beta 1

Post by montana05 »

Very impressive, I like that you included so many details. Just a thought of mine, for alien ships wouldn't it make more sense to show the manufacturer as "Unknown", similar to "Classified" ? The Manchi or the Baakili Far Trader would be examples, probably the Constitution Class Starship as well.
Scars remind us where we've been. They don't have to dictate where we're going.
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Re: Galactic Almanac OXP - Beta 1

Post by Cholmondely »

In the GNN post about the trial: is "abord" aboard?
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Re: Galactic Almanac OXP - Beta 1

Post by Cholmondely »

And in your list on the wiki:

Wolfwood Interstellar Drake Mark I, Drake Mark II, Wolf Mark I, Cobra Courier, Cobra Rapier, Marko Susimetsä, Marcan Rayger, Asp Mark I, Asp Explorer.

MS is his real name (see his website - historical novels, all in Finnish!), MR is the name of his hero in his Frontier novels!
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Re: Galactic Almanac OXP - Beta 1

Post by Cholmondely »

Problem: Unnamed planets, moons & hermits.

As usual, I'm in Stranger's World, but with planet OXP's such as Lave OXP & Monument OXP (DAJT's Lave monument for deceased commanders, 2006) added in. As in the other systems I've passed through en route from Ensoreus, planet names are not showing up.

So for Lave I've got: Nemus Lapillus, "Lave 1" & 6 other heavenly bodies, all "undefined". I've a fully kitted out ship with ASC/ANA etc. The undefined are 3 planets +2 moons around "Lave 1" & something else (3rd moon elsewhere?). My Advanced System Data MFD shows them as Main planet, subterra, superterra & gas giant.

Questions:
1) Can I fix this? Settings are to name everything, even asteroids. I'm running Stranger's World with the entire suite of ambience OXP's.
2) Hermits are not showing, not even as unidentified heavenly bodies! Before I ripped out all my oxp's and reloaded them, hermits did show! Is it just that I did not load Hermit Beacons (the beacons look silly!), or is it something more profound?


References:
Advanced System Data MFD (Strangers World - stock images from our wiki)
Image
Image
Current Latest.log showing loaded OXP's:

Code: Select all

13:15:27.637 [plist.parse.failed] OOPropertyListFromData (OOPListParsing.m:72): Failed to parse /Users/accountname/Library/Application Support/Oolite/AddOns/oolite.oxp.Cholmondeley.Carver's_Anarchy-Ships_Library.oxp/manifest.plist as a property list.
Unexpected character { at line 1
13:15:27.692 [searchPaths.dumpAll] +[ResourceManager logPaths] (ResourceManager.m:2240): Resource paths: 
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Re: Galactic Almanac OXP - Beta 1

Post by Cody »

Cholmondely wrote: Fri Oct 29, 2021 1:17 pmHermits are not showing, not even as unidentified heavenly bodies!
Randomshipnames names rock hermits - could that be why?
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Re: Galactic Almanac OXP - Beta 1

Post by Cholmondely »

Cody wrote: Fri Oct 29, 2021 11:00 pm
Cholmondely wrote: Fri Oct 29, 2021 1:17 pmHermits are not showing, not even as unidentified heavenly bodies!
Randomshipnames names rock hermits - could that be why?
When I was working my way around Galaxy 1 two weeks ago, the rock hermits were named - or identified as "unoccupied". Somehow things have changed since then.
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Re: Galactic Almanac OXP - Beta 1

Post by LittleBear »

Rock Hermits not appearing on the ASC or the Galactic Almanac Screens is normal Oolite behaviour.

Apart from some unique ones such as the Link Base, Rock Hermits do not transmit ID-Beacons so will not be listed by the Galactic Almanac or on the ASC.

If however you have Rock Hermit locator installed (which adds beacons to hermits you have discovered) then they will be shown on the Almanac Screen and the ASC, but only once you have personally discovered them.

Edit: @ Cholmondely . Rock Hermit Locator works by each time you locate a rockhermit with the locator (you have to come within about 10km of the hermit to detect it) it stores the name, position and location of that hermit in your save file. It then recreates the hermits you have discovered at the positions they were in when you discovered them each time you return to the system you found them in. However, if you uninstall it and then reinstall it, this wipes the variables it had stored for your found hermits. If you play with Rock Hermit locator installed Rock Hermit Locator adds beacons to the hermits you have discovered - but only the ones you have discovered. Until it adds a beacon the hermit does not have one and so is invisible on the ASC. The almanac code works by listing everything which has a beacon (except for certain objects on its exclude list) on the Almanac Page. Once Rock Hermit locator OXZ has found and added a beacon to a hermit, they then appear on the Almanac Screen. As Rock Hermit locator runs its code when you launch, if you load from a saved game the hermits are not on the Almanac Screen (as they don't exist yet :wink: ) but if you launch and re-dock then they are on the Almanac for the rest of your game session.


Could you try this Beta 1.4.1 for the other issues.

New in Beta 1.4.1.

1) Changed the way OXZ named planets are handled. If Random Station Names Planet naming is On, all moons, planets and gas giants will now be named by Random Station names. If it is turned off then if a moon, planet or gas giant would otherwise be unnamed (appearing as undefined as the author hasn't given the planet, moon or gas giant a displayName, Name or beaconLable in planetinfo) then it is named by the system name (IE Lave I, Lave II etc). If it is named by Strangers World (or any other OXZ) then it will be named using the name given to it by the other OXZ.

2) MFD now added. Press ; to select when in flight. It will stay on until you turn it off again. It automatically turns itself off when you dock and on when you launch (once you have turned it on in flight). The Unit can be bought for 350 Credits at any Tech 8 world or higher, but as it is an upgrade to the ASC it won't be offered for sale until you have an ASC fitted.

The MFD is now implemented but:-

If you are in interstellar space it will show your last target rather than saying that you are in interstellar space, as I haven't added the check for interstellar space yet. Similarly if you are at a system where the sun has gone nova, it will report Zero Planets rather than saying that the system has been destroyed by a nova.

Not all the ships are added to the database yet, so some ships will show the Designer as "No Data Available" as I haven't got to them yet.

3) Transparent Backgrounds added to the Almanac Screens if you select the Xenon Style Background Option.

Link to Beta 1.4.1 below.

Could you give this a try? If its okay I'll update the first post.

https://app.box.com/s/gyp4wfgzchiwgj5seqgo0gpfuygz7ji2

Main Station selected with the ASC,
Image
Sun Selected with the ASC
Image
OXZ Station selected with the ASC
Image
OXZ Moon selected with the ASC
Image
Ship Target Locked and selected as the ASC Target. Note: The MFD will provide information on ships and other objects which are not transmitting a beacon, but you must obtain a target lock on the ship to scan it and select the ship as your target on the ASC.
Image
Information can also be obtained on unusual objects if they are target locked and selected as the ASC target.
Image
Background transparencies added for the Xenon Background option.
Image
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
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Re: Galactic Almanac OXP - Beta 1

Post by Cholmondely »

LittleBear wrote: Mon Nov 01, 2021 8:32 pm Edit: @ Cholmondely . Rock Hermit Locator works by each time you locate a rockhermit with the locator (you have to come within about 10km of the hermit to detect it) it stores the name, position and location of that hermit in your save file. It then recreates the hermits you have discovered at the positions they were in when you discovered them each time you return to the system you found them in. However, if you uninstall it and then reinstall it, this wipes the variables it had stored for your found hermits. If you play with Rock Hermit locator installed Rock Hermit Locator adds beacons to the hermits you have discovered - but only the ones you have discovered. Until it adds a beacon the hermit does not have one and so is invisible on the ASC. The almanac code works by listing everything which has a beacon (except for certain objects on its exclude list) on the Almanac Page. Once Rock Hermit locator OXZ has found and added a beacon to a hermit, they then appear on the Almanac Screen. As Rock Hermit locator runs its code when you launch, if you load from a saved game the hermits are not on the Almanac Screen (as they don't exist yet :wink: ) but if you launch and re-dock then they are on the Almanac for the rest of your game session.

Could you try this Beta 1.4.1 for the other issues...

Could you give this a try? If its okay I'll update the first post...

https://app.box.com/s/gyp4wfgzchiwgj5seqgo0gpfuygz7ji2
I'm dreadfully sorry - I really should have gotten back to you earlier.

No go, I'm afraid. I still get the "unidentified" readouts.

Might it be some conflict between GA & SW? SW has its own MFD doing similar things, and is also busy naming stuff (just by type) right left and centre.

Have you tried running the full SW suite yet?

Otherwise, your MFD is spiffing! And with extra-added Cavezzi too! Thank you, O illustrious litigator of the lurid loopholes of legal limitations!
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Re: Galactic Almanac OXP - Beta 1

Post by LittleBear »

No problems. My writing and Oolite playing time are pretty much the same thing as I've been writing the OXZ as I play. The new Jameson I started is now deadly and I've ticked off all the Explorers Club Goals playtesting with System Redux installed. Its one of those things that should really work with either planetary system OXZ (or any future one) but I'd probably need to develop with Strangers World as my set up to get it exactly compatible. Looking at the Screenshots I think his OXZ isn't naming the worlds as such but rather doing a similar thing to the MFD and providing information about them. The Idea is the Almanac might name a gas giant Jupiter and Stranger's World provides information about the gas giant called Jupiter. The two ought to work together, but I'll have to do some development with Stanger's World as my default.

If I take out System Redux and Distant Suns, what are the OXZs to install to make up Stranger's World?
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Re: Galactic Almanac OXP - Beta 1

Post by Cholmondely »

LittleBear wrote: Tue Nov 09, 2021 5:25 pm No problems. My writing and Oolite playing time are pretty much the same thing as I've been writing the OXZ as I play. The new Jameson I started is now deadly and I've ticked off all the Explorers Club Goals playtesting with System Redux installed. Its one of those things that should really work with either planetary system OXZ (or any future one) but I'd probably need to develop with Strangers World as my set up to get it exactly compatible. Looking at the Screenshots I think his OXZ isn't naming the worlds as such but rather doing a similar thing to the MFD and providing information about them. The Idea is the Almanac might name a gas giant Jupiter and Stranger's World provides information about the gas giant called Jupiter. The two ought to work together, but I'll have to do some development with Stanger's World as my default.

If I take out System Redux and Distant Suns, what are the OXZs to install to make up Stranger's World?
The following give you his astronomical and physics rejigs:

If you run his entire suite, it is quite a different game.

SW HUD CAI: modernised CB HUD with MFDs and customised SW altimeter for Hard Way.oxp (conflicts with SW HUD DAI)
- the main thing about this HUD is the customised altimeter. Stranger gives instructions for customising the altimeter on your own HUD if you prefer it.

Internal Fuel Tank: a single use fuel tank using 5t of free space in the cargo bay. Select/activate as primed equipment.
You will need an extra fuel tank


Habitable Main Planets redefines planets' radii to realistic values for advanced eco-systems and colonisation

Moons simulates psuedo-dynamic moon configurations
Moons Texture Pack contains textures for the above

Planetary Systems simulates psuedo-dynamic solar system configurations for terrestial planets & gas giants
Planetary Systems Texture Pack A textures for the above - ice deserts
Planetary Systems Texture Pack B textures for the above - cold deserts
Planetary Systems Texture Pack C textures for the above - hot deserts
Planetary Systems Texture Pack D textures for the above - volcanic deserts
Planetary Systems Texture Pack E textures for the above - cold Mars
Planetary Systems Texture Pack F textures for the above - dry Mars
Planetary Systems Texture Pack G textures for the above - gas & ice giants
Planetary Systems Texture Pack H textures for the above - Mercury, Pluto & Venus analogs - and super-Earths

Sun Gear creates more realistic solar systems with solar winds and with main planets in habitable zones. Requires Habitable Main Planets.oxp

Orbital Stations enables orbital stations to dynamically orbit planets!

Energy Rebalance rebalances energy between shields & energy banks to prevent damage - unless banks are almost empty and death is imminent
or Energy Rebalance SCC as above but compatible with Ship Configuration OXP


Hard Way: all flight consumes fuel - hence 4 modules - collapsible shields & fuel consumption; gravity wells; solar wind scoop & warp drive
Here be Dragons a Discovery .oxp: deletes all information on distant & unvisited systems from the F6 galaxy map & F7 screen

SW Economy provides a much more meaningful economy for Oolite, where each commodity (eg textiles) can be valuable and water, oxygen & medicine are added to the mix. Economy and planet sizes are also now relevant.
Traffic Lights helps with manual docking at the system's only main station & gives priority docking after 15 mins; crucial for fuel-less Hard-Wayers

In-game activities:

Mineral Store Reset facilitates asteroid mining by preventing saturation of the main system market
In-System Cargo Delivery opens an in-system mission interface in the F4 screen for local cargo delivery
Start Choices Addenda adds 2 extra choices: expeditor start (Planetary Landing equipped Transporter) & advanced miner start (fuel scoop & mining laser equipped Bushmaster)

Reference: http://wiki.alioth.net/index.php/User:Stranger
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