(WIP) Coyote's Run mission pack v2.0
Moderators: winston, another_commander
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: (WIP) Coyote's Run mission pack v2.0
<chortles> That was me, embellishing during testing of the OXP... a reason was needed for why no trade.
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!
And any survivors, their debts I will certainly pay. There's always a way!
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4829
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: (WIP) Coyote's Run mission pack v2.0
I'm happy to restore the "no trade" option and show the message. But we can also keep the F4 interface screen, so both will work.
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: (WIP) Coyote's Run mission pack v2.0
Ah... interesting. The lighting in IS has always been strangely directional, but it's only really noticeable when there's a planet or other large object. It depends on which direction (system) you approach from.
Yep, cool! I might be wrong, but I think you couldn't have a commodity market in IS back then. Crikey, that's ten years ago!
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!
And any survivors, their debts I will certainly pay. There's always a way!
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: (WIP) Coyote's Run mission pack v2.0
Do you know when that became an issue? Overlit and over nebulae'd.
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!
And any survivors, their debts I will certainly pay. There's always a way!
- Cholmondely
- Archivist
- Posts: 5339
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: (WIP) Coyote's Run mission pack v2.0
... your "interstellar space" sounds more and more like "witchspace", what?
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4829
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: (WIP) Coyote's Run mission pack v2.0
I believe it's always been an issue. I mean, from the core game's point of view, everything is fine. It's just us pesky players and story-tellers who want to do crazy things like spawning random planets in the middle of nowhere.
For the over nebulae'd issue, I'm not as sure. I think there might be an OXP in play, maybe Zygo's?
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: (WIP) Coyote's Run mission pack v2.0
Time was, Lago wasn't overlit...
Perhaps it's me! Never mind!
You're right, Zygo's is the culprit. Time for some more OXP butchery!
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!
And any survivors, their debts I will certainly pay. There's always a way!
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4829
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: (WIP) Coyote's Run mission pack v2.0
Hmm... I'll have to see if I can track down where in the source code the lighting is set for interstellar objects.
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: (WIP) Coyote's Run mission pack v2.0
Done! That's much better! You got an updated Coyote's Run OXZ handy?
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!
And any survivors, their debts I will certainly pay. There's always a way!
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4829
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: (WIP) Coyote's Run mission pack v2.0
Almost. Just trying to track down a rather annoying OXP interaction.
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4829
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: (WIP) Coyote's Run mission pack v2.0
One last question: I'm finalising some other station settings, and realised I hadn't given Avernus a specific allegiance. Of the standard types (see this wiki entry), which do you think is the most appropriate for the station? I'm leaning towards "chaotic", but perhaps "neutral" would make more sense. Let me know what you think.
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4829
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: (WIP) Coyote's Run mission pack v2.0
Version 2.1 is available via the link in the first post.
Oh, ok, here's the link again because I'm a nice guy and want to save everyone a click or two: Coyote's Run.oxz
This should restore the restaurant menu when going to the F8 screen, and I also tweaked the textures a little bit.
In this version I've set the allegance to "chaotic", but it can be easily changed again.
Oh, ok, here's the link again because I'm a nice guy and want to save everyone a click or two: Coyote's Run.oxz
This should restore the restaurant menu when going to the F8 screen, and I also tweaked the textures a little bit.
In this version I've set the allegance to "chaotic", but it can be easily changed again.
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: (WIP) Coyote's Run mission pack v2.0
Thankee, Admiral - I'll take a look when I've had my morning coffee. And "chaotic" fits perfectly!
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!
And any survivors, their debts I will certainly pay. There's always a way!
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: (WIP) Coyote's Run mission pack v2.0
The menu in L'Auberge de Lago displays nicely now - thanks! However...
Code: Select all
10:09:02.742 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Coyote-Main 2.1): TypeError: station is null
10:09:02.742 [script.javaScript.exception.unexpectedType]: ../AddOns/Coyote's Run.oxz/Scripts/Coyote-Main.js, line 57.
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!
And any survivors, their debts I will certainly pay. There's always a way!
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4829
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: (WIP) Coyote's Run mission pack v2.0
OK, version 2.2 should fix that issue. Available in links above.