But even in real life communist states like the GDR there have been ads around.
Of course.. because what most people don't understand is that the so-called Communist states, aren't really communist, but simply State Capitalism, as opposed to Private Capitalism.
Yup, and what most people have forgotten is that Communism means one or few owners, not mandatorily the state. The increasing concentration of wealth in the hands of a few families is in fact the increase of Communism, with all related problems.
Exception: TypeError: ship.subEntities[this.$dockSubent] is undefined
Active script: station_ads_station_script 1.0.1
station_ads.js, line 66:
var lastSubent = ship.subEntities[this.$dockSubent].subEntities.length - 1;
This setup seems to give me the error after starting the game:
and if I add YAH plus its Sets to the list, the error comes twice, at the mainscreen and after starting a game.
There is no error in the log if I use only either the noshaders_extra_stations or the stations_for_extra_planets. But, when using the noshaders_extra_stations there is only one blank adscreen at the main stations. example image
Should I prevent using the noshader addon together with the nice station ads, or is there something I can do to make them happy together?
I am using:
Oolite version 1.82 x64
Windows 7, SP 1, 64-bit
OpenGL renderer version: 3.3.0 ("3.3.0"). Vendor: "NVIDIA Corporation". Renderer: "GeForce 210/PCIe/SSE2"
Station Ads OXP ver 1.0.1
Just tried and the log stays quite. Thank you very much.
And sorry, my bad, I had taken the readme more serious about supported stations (or just read the one from the extra stations).
I have no idea if any of the current ad-packs can be adapted for this, but from The Dark Wheel, shortly after an escape pod is launched...
The tiny survival vehicle was blasted apart, sparkling fragments falling towards the green world of Leesti.
...
An instant after Alex Ryder hit the hard vacuum ... the RemLok screamed through space for help.
It was a standard survival device, an instantly recognisable distress call indicating that it was being sent out from a small, remotely located, dying body. The alarm screeched out on forty channels, shifting wavelength within each channel four times a second. One hundred and twenty chances to catch attention . . .
Messages from ships to both the planet and its ring of Coriolis stations were abruptly broken as the split second message came screaming through. TV programmes were interrupted, the screen dissolving into a permanently recorded display of the space-grid location of the RemLok. Every advertising space module changed its garish display to flash, in brilliant green, the same information.
In the orbit-space around Leesti, a million heads turned starwards. That split second of panic, that moment's cry of distress, was a sound they knew too well to ignore, and were too frightened of to take for granted.
I doubt that the game's script would easily allow for ad-screens and -haulers and so on to display actual locations; but could they be triggered to show some generic "brilliant green" screen for half-a-minute when escape pods in the system are launched, or are blown up, or something of the sort?
Thank you for your time,
--
DataPacRat
"Does aₘᵢₙ=2c²/Θ ? I don't know, but wouldn't it be fascinating if it were?"
I doubt that the game's script would easily allow for ad-screens and -haulers and so on to display actual locations; but could they be triggered to show some generic "brilliant green" screen for half-a-minute when escape pods in the system are launched, or are blown up, or something of the sort?
This short of system override could be interesting. Maybe not with escape pods though, since that happens quite often.
Something like this could happen when the station goes to red alert. All screens could show a Gal Coop warning that could be something like "The station is under attack, all docking canceled!".
If someone wants to design such a screen, I'm all in for coding it.