Appearing, Then Disappearing Rock Hermits
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Re: Appearing, Then Disappearing Rock Hermits
Speaking of break patterns...how do I get the Superhub Station to use the Rock Hermit docking animation?
It doesn't seem right to use the slot one since it's a very large round opening.
It doesn't seem right to use the slot one since it's a very large round opening.
Re: Appearing, Then Disappearing Rock Hermits
Switeck wrote:how do I get the Superhub Station to use the Rock Hermit docking animation?
[url=http://wiki.alioth.net/index.php/Shipdata.plist#tunnel_corners]tunnel_corners[/url] = 6;
in shipdata.plistRe: Appearing, Then Disappearing Rock Hermits
Should be fixed in r5419.El Viejo wrote:On the subject of rock hermits - I'm seeing some odd gfx when launching from Griff's hermits (r5418):
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Re: Appearing, Then Disappearing Rock Hermits
Cool... I'll grab the nightly in the morning.cim wrote:Should be fixed in r5419.El Viejo wrote:On the subject of rock hermits - I'm seeing some odd gfx when launching from Griff's hermits (r5418):
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!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Appearing, Then Disappearing Rock Hermits
That seems fine now, cim... thanks. However... nothing to do with hermits, but I'm getting a few of these now (r5422):
I don't do any contracts, btw.
Code: Select all
11:50:11.140 [script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (oolite-contracts-parcels 1.77): Error: Invalid property identifier targetSystem for instance of PlayerShip.
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!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Appearing, Then Disappearing Rock Hermits
Thanks - I'll have a closer look at that: I thought I'd got all of those.
Re: Appearing, Then Disappearing Rock Hermits
Should be fixed in r5426
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Re: Appearing, Then Disappearing Rock Hermits
Yep, thanks again. I took a little parcel contract for testing - only a short one, offering 36 credits, but got paid 39 credits.cim wrote:Should be fixed in r5426
Is that an intentional bonus for expedited delivery?
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!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Appearing, Then Disappearing Rock Hermits
Yes. Similar to (but smaller than) the bonuses for passengers.El Viejo wrote:Is that an intentional bonus for expedited delivery?
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Re: Appearing, Then Disappearing Rock Hermits
That would mean to store them as a mission variable. Not impossible, of course, but worth the extra scripting effort?El Viejo wrote:I wonder if it's possible for the Random Shipnames OXP to maintain the same name for hermits?
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Re: Appearing, Then Disappearing Rock Hermits
Probably not - it was only a thought.Commander McLane wrote:... but worth the extra scripting effort?
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!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Appearing, Then Disappearing Rock Hermits
I'm not yet sold to this change. One question that springs to mind about "consistent" rock hermits: what happens if a rock hermit gets destroyed? Will it be magically restored when I jump into the system next time?Kaks wrote:Update: as of trunk rev5285, the position and number of hermits in any system is still subject to change over time (hermits come, hermits go... same old, same old).
However, hermit population changes are now dependent on the game clock, rather than being totally random as before...
Provided I've made no snafus, this particular oddity should be gone from the nightly trunk & loading a savegame should give you back the same hermit(s) in a reassuringly consistent fashion!
If yes, you would have eliminated one inconsistency by creating another one.
Re: Appearing, Then Disappearing Rock Hermits
I don't see the problem there. They're still generated semi-randomly on each system re-visit. The hermit locations are only "stored" in a sense when you save a game, otherwise even small clock changes generate different hermit locations and numbers. So you load a game, destroy a hermit, reload the game and the hermit's back! Yeah, bug?Commander McLane wrote:One question that springs to mind about "consistent" rock hermits: what happens if a rock hermit gets destroyed? Will it be magically restored when I jump into the system next time?
If yes, you would have eliminated one inconsistency by creating another one.
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Re: Appearing, Then Disappearing Rock Hermits
That's not how I understand what Kaks wrote. Thus I'm waiting for a closer explanation about how "consistent" rock hermits have become.Switeck wrote:I don't see the problem there. They're still generated semi-randomly on each system re-visit. The hermit locations are only "stored" in a sense when you save a game, otherwise even small clock changes generate different hermit locations and numbers. So you load a game, destroy a hermit, reload the game and the hermit's back! Yeah, bug?Commander McLane wrote:One question that springs to mind about "consistent" rock hermits: what happens if a rock hermit gets destroyed? Will it be magically restored when I jump into the system next time?
If yes, you would have eliminated one inconsistency by creating another one.
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Re: Appearing, Then Disappearing Rock Hermits
Would it not make sense that Rock Hermits would be mined out, then used as a base for mining the rest of the field out? After the field has lost profitability, the Hermit would then be abandoned and the crew moved to another field to repeat... Just a thought.
Got all turned around, lost my nav connection... Where am I now?