[Release] Satellites OXP

Discussion and information relevant to creating special missions, new ships, skins etc.

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Rorschachhamster
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Re: [Release] Satellites OXP

Post by Rorschachhamster »

Hah, yes, just came back to lurk around because of computer troubles. :D

But the script version... that's odd... :?
I'll take a look and change the cript to include a check for nova systems...
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Re: [Release] Satellites OXP

Post by JazHaz »

Ha, welcome back! :D
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Rorschachhamster
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Re: [Release] Satellites OXP

Post by Rorschachhamster »

Thanks, and done!
I think, haven't tested it, because of said problems... :D
I haven't played in a while because I'll have to rebuild either a shaderless oxps only version now or wait a little bit longer until I have a new card... :roll: :oops:
Edit: and I have forgotten to include the info text... :?
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Eric Walch
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Re: [Release] Satellites OXP

Post by Eric Walch »

It seems that something went wrong with the 'zipping'. It unpacks something with a '.cpgz' extension. That unpacks into a '.zip'. And that one generates again a ".cpgz'. And so on. :mrgreen:

EDIT: THe problem is with the build-in unzipper on my mac. With StuffIt expander, it unpacks okay. Although only the oxp and not the readme that was in the 1.04 version.
Last edited by Eric Walch on Tue Sep 17, 2013 12:25 pm, edited 1 time in total.
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Rorschachhamster
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Re: [Release] Satellites OXP

Post by Rorschachhamster »

Eric Walch wrote:
It seems that something went wrong with the 'zipping'. It unpacks something with a '.cpgz' extension. That unpacks into a '.zip'. And that one generates again a ".cpgz'. And so on. :mrgreen:
Huh? :shock:
Ok, wait a moment... :wink:
Does it work now? :?:
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Re: [Release] Satellites OXP

Post by Smivs »

Rorschachhamster wrote:
Huh? :shock:
Ok, wait a moment... :wink:
Does it work now? :?:
Ha, I bet you'd forgotten how much fun all this is! :P
And welcome back :)
Commander Smivs, the friendliest Gourd this side of Riedquat.
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Eric Walch
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Re: [Release] Satellites OXP

Post by Eric Walch »

Yes, the new one unzips without problems and I also see the readme. :D
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Re: [Release] Satellites OXP

Post by Rorschachhamster »

Smivs wrote:
Rorschachhamster wrote:
Huh? :shock:
Ok, wait a moment... :wink:
Does it work now? :?:
Ha, I bet you'd forgotten how much fun all this is! :P
And welcome back :)
:lol: Made a mistake with the zipping, thought it would work anyway... :oops: :P
And thanks. :mrgreen:
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Re: [Release] Satellites OXP

Post by Zireael »

Whatever. Grabbing it right now!
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Re: [Release] Satellites OXP

Post by Norby »

OXZ-ified and available in the manager.
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Re: [Release] Satellites OXP v1.06

Post by Norby »

Satellites v1.06 is in the manager, phkb made the next improvements:
-Added satellites to any extra planets in the system.
-Reworked populator methods to use new functions, and to make the number and types of satellites the same in each system.
-Added Library config options to turn off beacons and control the number of satellites spawned.
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Re: [Release] Satellites OXP

Post by phkb »

Ah, Norby, I found a bug in my code - line 83 of script.js. The line starts

Code: Select all

pos[i] = ...
but it should read

Code: Select all

var pos = ...
Apologies for not catching this sooner.
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Re: [Release] Satellites OXP v1.07

Post by Norby »

No problem, v1.07 is up with the fix. :)
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Re: [Release] Satellites OXP v1.08

Post by Norby »

In Satellites v1.08 destroyed ones stay destroyed while you are in the system across save games, thanks to phkb.
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Re: [Release] Satellites OXP v1.09

Post by Norby »

Version 1.09 fixed bugs with Library interface. Satellites wiki page is also made by phkb.
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