[Release] RandomHits 1.7.1
Moderators: winston, another_commander
Re: [Release] RandomHits 1.6
Absolutely not annoying. I'm following with a lot of interest, and very little time to play and test.
Please, keep going.
Please, keep going.
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Re: [Release] RandomHits 1.6
It's happened a couple of times now where I destroy the mark and (s)he ejects in her escape pod, but the escape pod carries no name (it is just called 'escape pod') and I get no credit for killing the mark when I dock (just get told what a numpty I am for letting the mark escape). This appears to be some kind of bug.
Now flying a Boa Class Cruiser
Fat bottomed girls, You make the rockin' world go round!
Fat bottomed girls, You make the rockin' world go round!
Re: [Release] RandomHits 1.6
Thanks for reporting. Sounds like a bug alright. Which version are you using, 1.6 or a newer test version? Which mark (ship type) gives this behavior? Was there something suspicious in the log? Pm or post here please.Commander Tricky wrote:It's happened a couple of times now where I destroy the mark and (s)he ejects in her escape pod, but the escape pod carries no name (it is just called 'escape pod') and I get no credit for killing the mark when I dock (just get told what a numpty I am for letting the mark escape). This appears to be some kind of bug.
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Re: [Release] RandomHits 1.6
I'm using 1.5.3 - should I upgrade to 1.6?
I think the last ship was a Vampire. I may be wrong on that. It's not that annoying cos I'm after the kills rather than the dosh (about 47 away from Elite rating at the moment ).
I will check the log.
I think the last ship was a Vampire. I may be wrong on that. It's not that annoying cos I'm after the kills rather than the dosh (about 47 away from Elite rating at the moment ).
I will check the log.
Now flying a Boa Class Cruiser
Fat bottomed girls, You make the rockin' world go round!
Fat bottomed girls, You make the rockin' world go round!
Re: [Release] RandomHits 1.6
There was a severe plist error in 1.5.3, so I suggest that you upgrade. Not sure it affects your case though. Plus there are a couple of cool new ships in 1.6 .Commander Tricky wrote:I'm using 1.5.3 - should I upgrade to 1.6?
I think the last ship was a Vampire. I may be wrong on that. It's not that annoying cos I'm after the kills rather than the dosh (about 47 away from Elite rating at the moment ).
I will check the log.
Re: [Release] RandomHits 1.6
Still tweaking the naming schemes while patiently waiting for Staer9 to finish his new Cat model . I think I got the right feel now. Changes look like this:
To summarize the changes:
* Marks are named with Random Shipnames oxp, if present.
* Everything else is named with RH names as before, but the style used is changed to be coherent with Random Shipnames oxp. See the image above.
* Previously presented shipset addon oxp has been integrated into the main oxp. With small probabilities, you might encounter mark ships and bosses outside missions. These mark ships are named with Random Shipnames oxp, if present.
Download patch (1.6.3) here: https://app.box.com/s/v6qkfp5ncpq5vj64s28b
Install over 1.6 or later.
To summarize the changes:
* Marks are named with Random Shipnames oxp, if present.
* Everything else is named with RH names as before, but the style used is changed to be coherent with Random Shipnames oxp. See the image above.
* Previously presented shipset addon oxp has been integrated into the main oxp. With small probabilities, you might encounter mark ships and bosses outside missions. These mark ships are named with Random Shipnames oxp, if present.
Download patch (1.6.3) here: https://app.box.com/s/v6qkfp5ncpq5vj64s28b
Install over 1.6 or later.
Re: [Release] RandomHits 1.7
New full version (1.7) is out. I was reading Commander Mara's Ship Log and realized that I had an almost finished (and hopefully final on my part) version of RandomHits waiting in my hard drive. So I added the final touches, zipped and uploaded the new version to my and JazHaz's boxes. Special thanks to Keeper for correcting many language errors from the oxp.
* Added support for Random Shipnames oxp. Mark ships are now named with it, if oxp is present. Naming scheme of other ships has been tuned further to better match the oxp.
* Added small possibility to meet RH ships and Bosses in core game roles. These ships, except bosses are somewhat toned down (no aft weapons of energy bombs) variants of their RH counterparts.
* Added Griffin Mk 1 by Griff.
* Updated Wolf Mk 2 and Gnat.
* Mark level 2 ships have been toned down a bit (by reducing the number of escorts) to compensate changes in the core game.
* Applied language fixes by Keeper to the descriptions.plist
* Various minor bugfixes.
* Added support for Random Shipnames oxp. Mark ships are now named with it, if oxp is present. Naming scheme of other ships has been tuned further to better match the oxp.
* Added small possibility to meet RH ships and Bosses in core game roles. These ships, except bosses are somewhat toned down (no aft weapons of energy bombs) variants of their RH counterparts.
* Added Griffin Mk 1 by Griff.
* Updated Wolf Mk 2 and Gnat.
* Mark level 2 ships have been toned down a bit (by reducing the number of escorts) to compensate changes in the core game.
* Applied language fixes by Keeper to the descriptions.plist
* Various minor bugfixes.
Re: [Release] RandomHits 1.7
Grabbing it now.
EDIT: Oh wow, glad to see Commander Mara's log inspired someone! I'm a little busy now, alas... probably won't update until Thursday
EDIT: Oh wow, glad to see Commander Mara's log inspired someone! I'm a little busy now, alas... probably won't update until Thursday
Re: [Release] RandomHits 1.7
It was the note of the aft laser that woke me. Those out of the missions RH ships are there for ambiance, not for challenge. Although they are probably a bit tougher that their vanilla versions as they might have other upgrades. Then again Imperial Courier is always something to be shunned, with or without an aft laser.Zireael wrote:Oh wow, glad to see Commander Mara's log inspired someone!
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Re: [Release] RandomHits 1.7
Just be aware that I've only gone through the first 6300 or so lines of the roughly 14000 lines in the script, so there's still more to be done. Eventually I'll continue the proofreading work...!spara wrote:* Applied language fixes by Keeper to the descriptions.plist
Re: [Release] RandomHits 1.7
Oh yes. Brilliant (and tedious) work even in an unfinished state. If you finish it, I'll be happy to include it, as well as the new Cat model, if Staer9 finishes it at some point. And maybe there will be new Griff ships to put in at that point too...Keeper wrote:Just be aware that I've only gone through the first 6300 or so lines of the roughly 14000 lines in the script, so there's still more to be done. Eventually I'll continue the proofreading work...!spara wrote:* Applied language fixes by Keeper to the descriptions.plist
Re: [Release] RandomHits 1.7
I'm experiencing a bit of a puzzle with this oxp (which has worked fine in the past), in that the targets do not appear in system. I've had this happen a few times now and can't figure out what is going on.
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Re: [Release] RandomHits 1.7
Are you sure that they don't appear at all, or do you just mean that you didn't find them? You can check for the former by making an entity dump into your latest.log (pause game, then press '0' (zero)), and check for the presence of the target, even if you're on a deployment version of Oolite.
The usual reminder applies as well: the targets are added at (and subsequently move along) the straight line between witchpoint and main station, not the usual corridor between witchpoint and planet. Thus, when flying along the corridor, chances are that you'll miss them.
The usual reminder applies as well: the targets are added at (and subsequently move along) the straight line between witchpoint and main station, not the usual corridor between witchpoint and planet. Thus, when flying along the corridor, chances are that you'll miss them.
Last edited by Commander McLane on Wed Jan 22, 2014 11:37 am, edited 1 time in total.
Re: [Release] RandomHits 1.7
Ah good suggestion. I'll do an entity dump and see what is missing, but in the last few instances I've flown all round the system and not been able to find the target. Not just up and down the main spacelane.Commander McLane wrote:Are you sure that they don't appear at all, or do you just mean that you didn't find them? You can check for the former by making an entity dump into your latest.log, and check for the presence of the target, even if you're on a deployment version of Oolite.
The usual reminder applies as well: the targets are added at (and subsequently move along) the straight line between witchpoint and main station, not the usual corridor between witchpoint and planet. Thus, when flying along the corridor, chances are that you'll miss them.
Plus I usually fly witchpoint > station beacon rather than towards the planet.
Re: [Release] RandomHits 1.7
Note also that the latest version uses random shipnames oxp (if present) for marks, so you have to identify the mark by ship name, not pilot name. Ship name can be checked from f5-f5 screen.Sendraks wrote:Ah good suggestion. I'll do an entity dump and see what is missing, but in the last few instances I've flown all round the system and not been able to find the target. Not just up and down the main spacelane.Commander McLane wrote:Are you sure that they don't appear at all, or do you just mean that you didn't find them? You can check for the former by making an entity dump into your latest.log, and check for the presence of the target, even if you're on a deployment version of Oolite.
The usual reminder applies as well: the targets are added at (and subsequently move along) the straight line between witchpoint and main station, not the usual corridor between witchpoint and planet. Thus, when flying along the corridor, chances are that you'll miss them.
Plus I usually fly witchpoint > station beacon rather than towards the planet.