(WIP) Coyote's Run mission pack v2.0

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phkb
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(WIP) Coyote's Run mission pack v2.0

Post by phkb »

Coyote's Run.oxz

I've had this sitting around for a while without making a lot of progress on it, so I thought it better to share it and potentially get some other eyes looking at it. This is an update to the "Coyote's Run" mission pack, updating all the scripts and files to use the latest facilities in Oolite, and fixing a couple of bugs. Theoretically I've made no logic changes to the flow of the mission and so this should be a 100% complete conversion, but that's where it's sometimes harder to check.

Now, stay with me, as this next bit is tricky. If you have the shady version of Griff's ships installed, but don't have the "replace" pack installed, and you want to use Griff's shady versions for ships used in this mission, then you need to add this pack to your AddOns: Coyote's Run For Griff.oxz. I'm pretty confident that 9 times out of 10 you won't need this, but just in case...

There's a save game in the "Resources" folder inside the pack you can copy to your save games folder if you want to start the mission quickly. Otherwise, the mission starts as the wiki says, when you jump into Laquused in G5, with a Cloaking Device.

As always, let me know if you find any bugs/problems/etc.
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Cody »

Cool! Which texture are you using for Lago (the interstellar Neptunian)?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

I didn't change the planet texture from the original, although I did update the station texture and gave it a normal map to make it a bit bumpy. Did you have a specific texture in mind you'd like to see used?
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Cody »

I can't remember which one was in the last release (Smivs' one?), but submersible gave me permission to use one of his Povray textures...

Image

Cube map here.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

Yes, that's the one in use.
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Cody »

Again... cool!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Gnievmir »

I need your help. I'm in Lazaso and I don't know how to enter interstellar space. Any hint?
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

Start a jump to a destination (and it should be clear from other information what that destination is). Then, just as you’re about to enter hyperspace, pull back on your stick and hold it there. If you time it right, the hyperspace colours should be different.
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Cody »

phkb wrote: Sun Sep 29, 2019 8:20 pm
... pull back on your stick and hold it there.
This may require keyboard input, rather than the 'stick.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Gnievmir »

Oh, it's so simple. Thank you very much
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Okti »

Sorry I was not around for a long time, but I am pleased to see my old mission is still maintained, thanks to every one
My OXP's
And Latest Mission Coyote's Run
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Cody »

Talking of sumptuous feasts, I just paid a quick visit to Avernus Orbital. No option to visit the restaurant - did that disappear from the OXZ?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

Cody wrote: Wed Jun 16, 2021 10:31 pm
did that disappear from the OXZ?
I think I was debating how best to implement it (in the original he F8 Market page was "hijacked" to show the menu instead). I imagined keeping the F8 Market screen, but didn't know the best way to show the menu. I've now put an F4 screen in place, with the description: "Avernus Orbital 'L'Auberge de Lago' Restaurant", and when you select it you will see the menu. Suitable, do you think?
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Cody »

phkb wrote: Thu Jun 17, 2021 1:07 am
Suitable, do you think?
Sounds fine, yes. That's a relief... I thought it might be me, as I was using an old save-game.
I need to take a look at interstellar space again, as the lighting was very bright/intense.


I woke last night to the sound of thunder
How far off, I sat and wondered
Started humming a song from 1962
Ain't it funny how the night moves
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

Cody wrote: Thu Jun 17, 2021 1:17 am
I need to take a look at interstellar space again, as the lighting was very bright/intense.
A core-game issue, that one. Planets spawned in interstellar space are lit up like Christmas.
Cody wrote: Thu Jun 17, 2021 1:17 am
Sounds fine, yes.
Although...here's a snippet of text from what the original version displayed when you went to the F8 Market screen on Avernus Orbital:
Surely, you didn't really expect an orbital of the nature of Avernus to have a commodity market... did you, Commander? Perish the thought!
Our founder, Bertilak La Verde, was not interested in trade... his vision went far beyond such trivial matters.
I can't remember that being in the original story (although my memory is hazy), so I assume this was created for the mission pack. Can you remember if there was a reason for it?
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