[UPDATE RELEASE] Xeptatl's Sword OXP

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Smivs
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Re: Xeptatl's Sword OXP

Post by Smivs »

:shock:
Well, I don't know!
There are a few issues with the pylon-mounted equipment remover (which is why its use is not recommended), or is that just another market-skewing Constore issue?
Either way, I'd grab the money and run :wink:
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Re: Xeptatl's Sword OXP

Post by spara »

Smivs wrote:
:shock:
Well, I don't know!
There are a few issues with the pylon-mounted equipment remover (which is why its use is not recommended), or is that just another market-skewing Constore issue?
I thought that too and started a virgin Jameson and made quite a bit money by selling all missiles at the main station. I don't have the actual Pylon-mounted equipment remover oxp installed, so this one is coming from this oxp. As a side note, I've been heavily testing rescue stations oxp and it's interaction with other oxps (~150 oxps installed), so it's totally possible that there is some other oxp interfering here. I'll take a closer look and report back later.
Smivs wrote:
Either way, I'd grab the money and run :wink:
Sure did. :D
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Re: Xeptatl's Sword OXP

Post by Smivs »

spara wrote:
I don't have the actual Pylon-mounted equipment remover oxp installed, so this one is coming from this oxp.
Xeptatl does have a pylon equipment remover, but among other things it can cause CTDs which ain't great. Okti thinks the problem lies in the core game somewhere so we can't fix it. I wondered if you were using it and it was being weird.
Smivs wrote:
Either way, I'd grab the money and run :wink:
spara wrote:
Sure did. :D
Good! :D
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Re: Xeptatl's Sword OXP

Post by spara »

All right. I'm using version 1.77.1 of Oolite and version 2.0 of Xeptatl's Sword. No other oxp's are installed. I start a new game and go to the equipment shop. There is a Sell Pylon Base Equipment (for 10 credits) there and when I select it, I get to sell missiles for 300 credits each. Quite a bargain, me thinks :D . The best part is naturally that I can buy new missiles for 30 cr each and then sell them back for 290. :lol:
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Re: Xeptatl's Sword OXP

Post by Cody »

Pylon kit remover? <suffers a flashback>
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: Xeptatl's Sword OXP

Post by Smivs »

Cody wrote:
Pylon kit remover? <suffers a flashback>
Yep, that sent a shudder down my spine as well :D

@spara
It's not working as I said although this is a new problem to me. TBH the only reason we left it in was to help people out of a scrape if they really needed to empty a pylon or two for the mission. The fact is if the player is paying attention to mission screens etc they shouldn't need to use it at all.
Maybe it should just be disabled/removed anyway. Maybe next release...
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Re: Xeptatl's Sword OXP

Post by cim »

Smivs wrote:
spara wrote:
I don't have the actual Pylon-mounted equipment remover oxp installed, so this one is coming from this oxp.
Xeptatl does have a pylon equipment remover, but among other things it can cause CTDs which ain't great. Okti thinks the problem lies in the core game somewhere so we can't fix it.
We fixed that bug in the 1.76.1 release.

If you want compatibility with earlier Oolite versions, there are ways to remove pylon equipment that won't cause that version to crash: Rescue Stations and Feudal States both have examples. (Essentially: note what's currently on the pylons, award the "EQ_MISSILE_REMOVAL" equipment to clear them, then re-award everything you didn't want to remove)
spara wrote:
I get to sell missiles for 300 credits each.
Looks like someone thought the "price" variable in equipment.plist was in credits rather than decicredits.
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Re: Xeptatl's Sword OXP

Post by Smivs »

cim wrote:
Smivs wrote:
Xeptatl does have a pylon equipment remover, but among other things it can cause CTDs which ain't great. Okti thinks the problem lies in the core game somewhere so we can't fix it.
We fixed that bug in the 1.76.1 release.
Ah, OK. I must have missed that bit! Thank you :)
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Re: Xeptatl's Sword OXP

Post by Smivs »

v2.2 is now available.
Following my 'Accessories' update, this adds improved dock graphics to the HQ and interstellar stations with tailored docking-tunnel effects incorporated for BGS users.
Download link in first post.
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by onno256 »

Grabbed the update, currently playing it, thanx!
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by Eldon »

Got a fix for the pylon based equpment remover prices.
In XeptatlsSword-Main-Remover.js add a *0.1 just after price on lines 29, 34, 39, 44, 49 54, 59, 64, 69, 74, 79, 84, 89, 94, 99, 104 so they look like

Code: Select all

(this.misArr[i].techLevel +1) + " Price = " + this.misArr[i].price*0.1;
That sorts out the displayed prices.

Then add a *0.1after price on line 247 to get

Code: Select all

player.credits += this.misArr[0].price*0.1;
Then copy this line into the next 15 cases (you got paid 10x too much for the missile in slot 1 and nothing for any others)
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by Cody »

Eldon wrote:
... the pylon based equipment remover...
<eye-lid starts to twitch>
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: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by Smivs »

Cody wrote:
Eldon wrote:
... the pylon based equipment remover...
<eye-lid starts to twitch>
Ha, I'm still convulsing several hours on. :(

Thanks, Eldon. That is Okti's work, and sadly he is still MIA, but I'll have a poke around in the code and see if I can work out what's going on/fix it.
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by Smivs »

v2.3 now available.
Corrected typo in main script and corrected version numbers in all scripts - mainly a tidying-up exercise but it is probably worth updating your version if you are working through the mission.
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Re: [UPDATE RELEASE] Xeptatl's Sword OXP

Post by Travis »

Xeptatl's Sword has not been tested with Oolite v1.80. No problems have been reported but some of the code is now out of date, and changes to the core game may affect the mission in unforseen ways. Please report any problems on the Oolite Forum
So I've recently started this mission (in Oolite v 1.82) and I've pretty much fallen at the first hurdle :/ I keep getting stuck during the Galaxy 2 wormhole run - I've tried following the advice on the XS help page - but it doesn't seem to have worked.
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Fb urer V nz, fghpx va jvgpufcnpr. Naq V'ir orra urer sbe fbzr gvzr abj. Ubj ybat fubhyq V jnvg? Jbeevrq gung Wnzrfba jvyy fgneir ol gur gvzr n Krcgngy ntrag trgf urer. Pna'g gryy vs gur BKC vf oebxra be vs V unir gb or ernyyl cngvrag ...

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