P66 Models, one by one
RE: P66 Models, one by one
1 - Leave only "Ships-4_Eagles-Pioneer-a24-V1.zip" in the mod folder.2 - Start new game on Earth.3 - "Earn" money with ctrl-m4 - Buy a Asp ExplorerI was looking at best the subject and the problem is...But I'll let you have the pleasure of discovering yourself. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//fan_1.gif[/url] class='bbc_emoticon' alt=':fan:' />
RE: P66 Models, one by one
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Marcel / WalterarIf you don't mind, I would be most grateful if you could post your latest working versions of the groundstations, spacestations, buildings mods below or in this thread [url]http://spacesimcentr...ds-listing/��so[/url] I can add them to the mod list. Could you also include the relevant credits in a read me as best you can as you both have a better grasp of the history for these files than I?
Ok, I'll work on it, but spacestations.lua isn't finished yet. I also want to make potsmoke's version of the big crappy station into a mod. He gave it a different name, so it doesn't replace mine, it just adds another one to the mix. Give me a couple of days or so. I'll put in some pix for Geraldine, too! <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif[/url] class='bbc_emoticon' alt=':)' />
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Metamartian
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RE: P66 Models, one by one
'walterar' wrote:
1 - Leave only "Ships-4_Eagles-Pioneer-a24-V1.zip" in the mod folder.2 - Start new game on Earth.3 - "Earn" money with ctrl-m4 - Buy a Asp ExplorerI was looking at best the subject and the problem is...But I'll let you have the pleasure of discovering yourself. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//fan_1.gif[/url] class='bbc_emoticon' alt=':fan:' />
@walterarAh. Is this why gernot/p66 replaced all the basic models that used this system and did not bother with the others?So the short term solution is to have all the modified basic ships installed or none.The long term answer is go through and re-code all their lua's so that they use just 1 squad sign "mod" or make each model use it's own squadsign.lua ( i.e. cobramk3squadsign.lua) which could be located in each of the /model directories for each ship mod along with any textures or images?@MarcelThat's fine, as walterar said, Don't rush. we should only put stuff "out there" when we are happy with it.This is all a learning curve for me but to be honest, Pioneer is in alpha so I consider all the mods to be in alpha as well. Lets face it, most of these mods are going to need continual tweeking / complete re-writes for them to be compatible with the finished game.
RE: P66 Models, one by one
"[background=rgb(33, 47, 58)]Ah. Is this why gernot/p66 replaced all the basic models that used this system and did not bother with the others?[/background][background=rgb(33, 47, 58)]So the short term solution is to have all the modified basic ships installed or none.[/background][background=rgb(33, 47, 58)]The long term answer is go through and re-code all their lua's so that they use just 1 squad sign "mod" or make each model use it's own squadsign.lua ( i.e. cobramk3squadsign.lua) which could be located in each of the /model directories for each ship mod along with any textures or images?"[/background]No, no, no. The problem here is that you have replaced an original file (squadsign.lua) containing: define_model ('squad_color', {'squad_color' is used by Asp Explorer, so that a crack occurs. A mod should not alter the correct functioning of other elements of the game, unless that's the intention.Different squadsign be used when there are factions. Which does not happen now. The best solution is used (replacing 'squadsign') in the models, squadsign_1 or squadsign_2 or squadsign_3. Leaving intact the original squadsign.lua"-- four different types, because i couldn't decide which i like best <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] class='bbc_emoticon' alt=';)' />" say in line 33 of origin squadsign.luaUnfortunately I could not try the other models yet, I suggest you check these things.
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Metamartian
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RE: P66 Models, one by one
Yep that is what I figured out in the last 3 hours. I have been playing with the cobra3. I -- comented out gernots squad_color, pilot and missile alterations that call on new.lua's so that it runs purely on a24'c core lua's.I'll do this for all the ships that require it over the next week or so which then gives a good stable alpha mod for each ship. Then when I wrap my head around it all I can see about getting the core lua's updated and included in Pioneer so that these extra "functions/details" can be used by modders should they wish too.Thanks for leaving me to it though to discover it all out, it really is the best way to learn. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//drinks.gif[/url] class='bbc_emoticon' alt=':drinks:' />
RE: P66 Models, one by one
<img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//drinks.gif[/url] class='bbc_emoticon' alt=':drinks:' />I'm getting everything ready for Alpha 25 <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//moil.gif[/url] class='bbc_emoticon' alt=':mole:' />
RE: P66 Models, one by one
Here's a mod version of potsmoke's big crappy spacestation. It will add another station to the ones you currently have. I had to remove a bit of detail that caused it to be dependent on having his buildings and newer scanners installed.[attachment=1337:big_crappy_spacestation_p66_alpha24.png][attachment=1336:p66_big_crappy_spacestation_alpha24.zip]
RE: P66 Models, one by one
@Marcel It was very cute. I do not like the abuse of parabolic antenna.In fact, it was better than the original. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//big_boss.gif[/url] class='bbc_emoticon' alt=':codemafia:' />With this, you have completed the best selection of orbital stations. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//i-m_so_happy.gif[/url] class='bbc_emoticon' alt=':imsohappy:' />
RE: P66 Models, one by one
Hello,is it possible to provide a link for mods_systems_archive_6files.zip files. I tried the links you have in first pages and they seem not working.Thank you.
RE: P66 Models, one by one
<img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//shok.gif[/url] class='bbc_emoticon' alt=':O' /> Well I haven't! <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//biggrin.gif[/url] class='bbc_emoticon' alt=':biggrin:' />I hadn't looked at your work because it wasn't in mod format. I like it!. I was thinking of doing something similar. If you've played FE2, you'll remember that the 'nice' station came in at least 3 versions, plain, 2 towers and 4 towers. Perhaps we should work together on this. If you want to you could add a nice_spacestation_2 and a nice_spacestation_4. I'm planning to put windows in the hoop_spacestation today. I'd also like to improve the scaffold model in the mushroom stations. Right now it's just a placeholder to hold up the TVs. We could put it all into spacestations.lua, or they could be done as separate models. I'd also like to redo the interior of the big_crappy_spacestation, but that's a big (crappy) project that I'll do later. I want to get something posted first.p.s. I'm looking forward to flying that Enterprise!
RE: P66 Models, one by one
Well, the windows didn't take very long to do.[attachment=1345:hoop station windows.jpg]I'm going to tweak that scaffold model, then see if I can combine my stuff and Vuzz's into one big mess for people to play with.
RE: P66 Models, one by one
@potsmoke66 <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//telephone.gif[/url] class='bbc_emoticon' alt='
' />Gernot, I had some problems with the landing gear antigravity "Impertial Shuttle". Is it possible to add a conventional landing gear?Another thing, the position lights are reversed. I solved this in my packaging mod. It is only to be considered. Same for Typhoon.I'm focused on four of its latest models. Caiman (it is really a new concept that could be used for new missions modules), Typhoon (simple, modern and elegant), Imperial Shuttle (this I think would have to give it a different name to avoid confusion with the ship of the same name in Star Wars) and 0G. The latter could be used as "escape pod" if you can not think of a better idea. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//drinks.gif[/url] class='bbc_emoticon' alt=':drinks:' />But if for some personal reason you are not willing to continue the work, do not worry, we will see how to solve it. <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//moil.gif[/url] class='bbc_emoticon' alt=':mole:' />
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Potsmoke66
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RE: P66 Models, one by one
i have been off far to long, hm? to the issue of the "eye", i know i used "matrix.orient" in it, i removed it because it didn't exists anymore since alpha23. while i assume it should work.please give me a day or two time to keep all in shape again, or at least to check all the models.yes i know it's complicated to install the models as MOD's but you can still move them into the installation.and i said it could give problems running both parallel, standard models and my updated ones.or to say in other words, standard will run with the "new" alpha23 submodels, my updated won't run with standard submodels, confusing i know, but no way to get around that, except perhaps i wouldn't use the pilots as sub-models and place them exclusively into each model.same goes to many new sub-models, unfortunately i changed some names, but on the other hand, the names are better structured now and more comprehensible.this is a advance imo, because as modeler you will easier remember the names then.i tested the alpha23 submodels back then with a standard installation, (but of course they have to be moved to the installation, mods won't override installed models or scripts at all, in no case) it should work or has worked fine for me, with some small backdraws, like always the same flightgroup color for all ships.next time i make clips that will show a step by step installation(s), of how it can be solved smartest from my pov.i really like the idea of the MOD's folder even when i had some reservations in the beginning if it's needed at all.but, and i stated that before, best would be to move most to it, so the problem of not to override scripts won't appear.or if the devs would find a way to give the mods priority over the installation, this would give you most freedom.download a standard release and put into MODS whatever you like, the MOD will override (replace) the installed same named script.actually it's vice versa and MODS are indeed loaded first but get overridden (which is somehow logical to me. mod scripts loaded first will be overridden by any same named later loaded script).though i have a lot of work ahead in fact.
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RE: P66 Models, one by one
'potsmoke66' wrote:
but, and i stated that before, best would be to move most to it, so the problem of not to override scripts won't appear.or if the devs would find a way to give the mods priority over the installation, this would give you most freedom.download a standard release and put into MODS whatever you like, the MOD will override (replace) the installed same named script.actually it's vice versa and MODS are indeed loaded first but get overridden (which is somehow logical to me. mod scripts loaded first will be overridden by any same named later loaded script).
Mods do override installed files. They didn't originally, but that was a bug (#1356), which was fixed (#1359) in alpha 24.John B
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Potsmoke66
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RE: P66 Models, one by one
@walterar
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But if for some personal reason you are not willing to continue the work, do not worry, we will see how to solve it.
you know already that this isn't the reason, but i really needed some distance to everything, i'm sorry.landing gears on "imperial shuttle".besides i see no reason to change the name, even if i'm not sure if we will have a imperial faction like in FE2, i stand to this, but i can't decide it my own and will have to follow what comes out of "factions and background story", it's a bit problematic for me, i dislike the idea of a fixed background story somehow, i never was interested in such neither in FE2, i played the game following to my own impression of a "background story", i think personally this freedom should be still given. it limits to many things imo, but i can speak only for myself.again,landing gears on "imperial shuttle". yes, i havn't made some, i guess i simply haven't had the right idea yet. already i know some dislike the tiny sledge on the "imperial courier". i'm not sure how to solve that problem. i've seen a nice "courier" on youtube i guess, at least the landing gear was mounted to the body and not to the engine pods, looks somehow even good to me.edit: usually i don't delete post, have done it not to insult anyone unwillingly.should care goddammit about my problems, there are enough of them, in real life and in pioneer, guess would be better to work on the "big wheel" instead.
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But if for some personal reason you are not willing to continue the work, do not worry, we will see how to solve it.
you know already that this isn't the reason, but i really needed some distance to everything, i'm sorry.landing gears on "imperial shuttle".besides i see no reason to change the name, even if i'm not sure if we will have a imperial faction like in FE2, i stand to this, but i can't decide it my own and will have to follow what comes out of "factions and background story", it's a bit problematic for me, i dislike the idea of a fixed background story somehow, i never was interested in such neither in FE2, i played the game following to my own impression of a "background story", i think personally this freedom should be still given. it limits to many things imo, but i can speak only for myself.again,landing gears on "imperial shuttle". yes, i havn't made some, i guess i simply haven't had the right idea yet. already i know some dislike the tiny sledge on the "imperial courier". i'm not sure how to solve that problem. i've seen a nice "courier" on youtube i guess, at least the landing gear was mounted to the body and not to the engine pods, looks somehow even good to me.edit: usually i don't delete post, have done it not to insult anyone unwillingly.should care goddammit about my problems, there are enough of them, in real life and in pioneer, guess would be better to work on the "big wheel" instead.
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Potsmoke66
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RE: P66 Models, one by one
ok, thanks John B <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif[/url] class='bbc_emoticon' alt=':)' />i haven't run alpha25 more then once already to check the "Kestral", havn't "experimented" yet with the mods, so thanks i didn't knew this fact.and SUPER! i see this as a real progress.i guess this is the next thing to expect here, updating of the models or "mods". this seems important for me.i like to allow all of you to get them run properly and in the most easy way as possible.again, excuse me my "holidays", but i really needed them. besides as a excuse, it was extremely hot in july and august here in switzerland, not the right condition to do "braintwists". i was often on the lake zürich, outdoor at all, have spent time on concerts and distracted my mind with whatever.
RE: P66 Models, one by one
Have you checked out Metamartian's work on the downloads page? Every ship of yours that he converted seems to work in alpha 25 as a mod.
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Potsmoke66
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RE: P66 Models, one by one
no not yet, ok that's very nice of him.in general it's really SUPER that the mods will override the installation.now i understand why no one has asked me to fix any broken models, i really was surprised.today i was "off" to meet a old friend of mine on facebook (he contacted me), we haven't had contact since '98.@geraldine, from him i bought my first miggy!from him also i got my first copy of Frontier!besides he never liked FE2 much, his game was lemmings, or a german soccer manager, which i liked also. i guess he was not little surprised to what sort of a geek i became, who's stll playing the same old crapto say it right the CD32 version of Frontier (he used a A1200 with a tiny HD and a CDrom drive, how advanced!), it didn't took me long to buy the CD32, after it was, oh that was shit, reimported from GB. original the CD32 was very expensive here in switzerland, because of the kodak license if i remember right. a electronic discounter here reimported it from UK, and sold the shit for a third of the official price. unfortunately they didn't sold any software only the console. i still have the "communicator" for the CD32 and a unfortunatly broken CD32, my stepson helped that thing once over the jordan <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] class='bbc_emoticon' alt=';)' /> how he did it is a complete riddle to me, he only played and "pht" it was gone, really, i was aside of him, but i know he has a special hand for electronics, lol. i wasn't too angry he was very young, i guess 6, how can you be angry with a child aged 6? ha, ha, i remember those days well, the first game he played was a "hitting groundhogs with a hammer", that was when he was 4. he surely has changed and likes things like WOW or GuildWars now. he has beaten me often in racing games, he could play, talk to his mom and watch TV, all at the same time - and has beaten me, damned!
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Potsmoke66
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RE: P66 Models, one by one
@marcel & vuzz, you can if you like, make the antennas randomly appering, i know again another damned dynamic thing.use the new selector function, i'm not sure if it works for stations labels to, if not write a similar function for your station(s).you can limit it to the disired margin if you use it in the manner ofselector1() (draws numbers from 1 - 1000)if select1 < 251 thenelseif select1 < 501 thenelseif select1 < 751 thenelseendif you like to have four variations i.e.the other 3 selector functions will draw numbers from 1 - 100if you (have to) write a new one, then you can set the margin already in the function.it's enough then to use i.e. only the first two letters to randomize a number, if the range is small like 1 - 4 (two charcters are enough for a range up to 100)something like:function my_rand_selection()my_rand = util.hash_random(string.sub(get_label(), 1,2), 1, 4)endon the very top of the scriptthen call it in the models dynamic section with:my_rand_selection()if my_rand == 1 thenand so onwhile i would replace "my_rand" with something more unique like "nice_station_rand" or "marcel_station_rand", this to avoid conflicts with possibly appearing similar named functions.unique but should also make a little sense when you look at it <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gif[/url] class='bbc_emoticon' alt=':)' />---i'm not sure but i assume the problems you had with my original "mod" models was because of the change in the selector function.because, my fault, i used something completely new and different to that, more predetermined numbers instead of the 4 random generated numbers.we better keep how it's made actually.even if i really would like to determine once things like: gender, flightgroup color, alliancefor the player only, of course.but i leave this better up to our devs i guess.---question to the devs:actually something is getting on my mind.we could (couldn't we?) determine already if a ship is used by player or AI no?i just don't know how that will work, how to setup the selector function for this.and replace the random stuff for gender and such, with something predetermined (in case for gender) or something game dependant (like alliance).future music, i know, but would be good to think about at least, i guess.but until then i'm satisfied with how it is now
RE: P66 Models, one by one
Gernot, I adjusted a few things and I have your models running ok on alpha 26.I would like you to tell me if these links work for you.Caiman: [url]http://db.tt/WiZ7EOKb[/url] Hunter: [url]http://db.tt/yqEO4KPC[/url] After seeing it in action Hunter seemed more appropriate, but if you do not like. Shuttle.Typhoon: [url]http://db.tt/iPvGo1Za[/url] to paint them any color you want <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//prankster.gif[/url] class='bbc_emoticon' alt=':prankster:' /> : [url]http://db.tt/1E8sGNcz[/url]