[RELEASE] New Cargoes OXP (1.2.3 released 9 February 2013)

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Solonar
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Re: [RELEASE] New Cargoes OXP (1.2.0 released 8 January 2013

Post by Solonar »

Both links on the original post of this thread lead to version 1.1. I downloaded version 1.2 from the wiki page.
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Re: [RELEASE] New Cargoes OXP (1.2.0 released 8 January 2013

Post by cim »

Thanks - fixed link.
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Re: [RELEASE] New Cargoes OXP (1.2.0 released 8 January 2013

Post by Diziet Sma »

I'm getting this entry in my logs:

Code: Select all

New_Cargoes_1.2.0.oxp/Scripts/cargotypepermits.js -- compilation failed
18:19:52.697 [script.load.notFound]: ***** ERROR: Could not find script file cargotypepermits.js.
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Re: [RELEASE] New Cargoes OXP (1.2.0 released 8 January 2013

Post by NorthenderPNE »

Diziet Sma wrote:
I'm getting this entry in my logs:

Code: Select all

New_Cargoes_1.2.0.oxp/Scripts/cargotypepermits.js -- compilation failed
18:19:52.697 [script.load.notFound]: ***** ERROR: Could not find script file cargotypepermits.js.
Me too, obviously! :)
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Re: [RELEASE] New Cargoes OXP (1.2.0 released 8 January 2013

Post by Solonar »

Code: Select all

12:16:16.308 [script.javaScript.exception.syntaxError]: ***** JavaScript exception (cargotypepermits.js.anon-script): SyntaxError: syntax error
12:16:16.309 [script.javaScript.exception.syntaxError]:       ../AddOns/New Cargoes 1.2.0.oxp/Scripts/cargotypepermits.js, line 552: 		mission.runScreen({title: .traderName(),
12:16:16.309 [script.javaScript.load.failed]: ***** Error loading JavaScript script ../AddOns/New Cargoes 1.2.0.oxp/Scripts/cargotypepermits.js -- compilation failed
12:16:16.309 [script.load.notFound]: ***** ERROR: Could not find script file cargotypepermits.js.
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Re: [RELEASE] New Cargoes OXP (1.2.1 released 9 January 2013

Post by cim »

Fixed and uploaded 1.2.1 - thanks to all of you for the report.
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Re: [RELEASE] New Cargoes OXP (1.2.1 released 9 January 2013

Post by Diziet Sma »

Got another item for you, cim.. 'tis minor, but a minor irritation, at that..

When you go to buy special goods, the first item is displayed, but the cursor is located at the bottom of the menu, on "Stop buying" instead of the more logical choice at the top, "View next offer". It's especially noticeable because on the other screens, the cursor is always logically positioned.

Sorry to be a pain just after you fixed the last problem..
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Re: [RELEASE] New Cargoes OXP (1.2.1 released 9 January 2013

Post by cim »

That sounds like I was trying to do something with 1.77's "remember what option you used last" functionality for mission screens, and then got distracted half-way through and forgot about it. I'll finish that off when I get a moment.
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Re: [RELEASE] New Cargoes OXP (1.2.1 released 9 January 2013

Post by Diziet Sma »

Umm.. is this supposed to happen?

Talk about a bargain.. you take a loss of only 50Cr/TC, and that's before buying an export license! :lol:

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Re: [RELEASE] New Cargoes OXP (1.2.1 released 9 January 2013

Post by Cody »

Well... they do say that a commander needs a money-sink for his wealth!
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: [RELEASE] New Cargoes OXP (1.2.1 released 9 January 2013

Post by Diziet Sma »

New Cargoes is great for that.. if you're unlucky, or not paying careful attention, you can lose a bundle.. :lol:
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: [RELEASE] New Cargoes OXP (1.2.1 released 9 January 2013

Post by cim »

Yes, intentional. Consider it a warning to stay away from those cargoes. (The base type is Narcotics, and so it inherits a lot of the volatility. You could equally make hundreds of credits in profit if you got lucky...)
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Re: [RELEASE] New Cargoes OXP (1.2.1 released 9 January 2013

Post by Diziet Sma »

And you may find, as I did, that the cost of the permit to trade contraband can easily be double the profit you might otherwise have made.. :x
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: [RELEASE] New Cargoes OXP (1.2.1 released 9 January 2013

Post by Diziet Sma »

A new bug-report.

I docked at a Seedy Space Bar, using an external view, as I was curious how much room I had to spare in the dock. Once docked I turned down the job offer and did the usual F3/F8/F6 stuff, then went to the New Cargoes pages. Everything was working normally, until I went to the trading floor. As usual, it was deserted, but when I pressed the spacebar to leave, nothing happened. I tried several times, but the game was unresponsive. The up and down arrow keys caused the 'keyboard' type sounds from the BGS F4 screen to play, but that was all. Even the function keys wouldn't get me out of the screen. I was becoming worried that I was going to have to force-quit the game (it was a while since I'd saved) but fortunately, the F1 key still worked, and launched me out of the bar. The log doesn't contain anything on the event.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: [RELEASE] New Cargoes OXP (1.2.1 released 9 January 2013

Post by cim »

Diziet Sma wrote:
A new bug-report.
That is worrying. What happens if you dock there not on external view? What happens if you dock at a main station on external view and try to view a built-in cargo contract?
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