I think I've nutted it out. Some more tests over the next few days, and we might have an official release.
I've not fully tested it yet, but it seems to clobber DGill's Feudal States update. I'm now retrying it with the original Library from a couple of months ago.
You might wish to test it with Galactic Navy and possibly even the Vector mission which Roolite claimed to work fine back in 2016 or so (well after it was "broken" by v.1.80/1.82).
You might wish to test it with Galactic Navy and possibly even the Vector mission which Roolite claimed to work fine back in 2016 or so (well after it was "broken" by v.1.80/1.82).
But neither GalNavy or Vector was ever changed to use Library. Vector 1.7.2 even has it's own "PAD". So any change I think is unlikely to have an impact here.
With the update to Feudal States, I was hoping the changes I made wouldn't have made an impact. But I could be wrong. Is the 2.1 version on box.com the one I should be looking at? Never mind, I found the correct link.
My initial tests are OK, but admittedly all I've done is a couple of mission screens.
Can you PM my the save file you're using for Feudal states, and I'll see if I can work out what got clobbered and why.
1) The issue was this: I did get approached in the Orbital station by a gentlemen offering me a ticket to the Royal Court, which I accepted. But the three landing sites on the planet were not "Feudal States" Landing sites. And. When I got down-planet and ogled the F4 screen, I could not find the Royal Court, the Livery Office, the Royal Court Offices, the Royal Palace Administration Office or the Royal Bureau of the Privy Council as I had previously.
2) My save file is currently far too massive to fit into a PM (and I've moved on from Onarmala several stops). Which bits of it would you like?
3) I've reloaded my old copies of Library & GNN which used to work just fine, and plan on returning & landing on Onarmala (with them instead) again and see if things improve from a Feudal perspective! Forwards into the past!
My initial tests are OK, but admittedly all I've done is a couple of mission screens.
Can you PM my the save file you're using for Feudal states, and I'll see if I can work out what got clobbered and why.
1) The issue was this: I did get approached in the Orbital station by a gentlemen offering me a ticket to the Royal Court, which I accepted. But the three landing sites on the planet were not "Feudal States" Landing sites. And. When I got down-planet and ogled the F4 screen, I could not find the Royal Court, the Livery Office, the Royal Court Offices, the Royal Palace Administration Office or the Royal Bureau of the Privy Council as I had previously.
2) My save file is currently far too massive to fit into a PM (and I've moved on from Onarmala several stops). Which bits of it would you like?
3) I've reloaded my old copies of Library & GNN which used to work just fine, and plan on returning & landing on Onarmala (with them instead) again and see if things improve from a Feudal perspective! Forwards into the past!
Unlikely to be Library
probably an error in feudal_mission.js or possibly planetfall 2.0 does not recognise gal 7 & 8.
if (worldScripts["feudal-planetfall.js"]) {
pf.$addPrepopulationFunction("feudal-planetfall.js", "extraPopulation");
if (this.debug) log(this.name, "Monkey-patching shipWillEnterWitchspace, shipWillLaunchFromStation, and shipWillExitWitchspace functions of Feudal states PlanetFall script");
var f = worldScripts["feudal-planetfall.js"];
delete f.shipWillLaunchFromStation;
delete f.shipWillExitWitchspace;
f.extraPopulation = this.feudalstates_extraPopulation;
f.shipWillEnterWitchspace = this.feudalstates_shipWillEnterWitchspace;
}
add at original line 170 (i.e. before the function this.startUpComplete = function() { )
this.feudalstates_extraPopulation = function () {
if (system.government == 1 && worldScripts.PlanetFall2) {
if ((galaxyNumber == 6 && system.techLevel >= 7) || (galaxyNumber == 7 && system.techLevel >= 7)) {
var pf = worldScripts.PlanetFall2;
var key = galaxyNumber + " " + system.ID;
// if we have a full custom setup, don't use the override method
if (pf._locationOverrides[key]) return;
worldScripts.PlanetFall2.planetFallOverride = true; // set the override, so only external OXP locations appear
}
}
}
This method is better as it does not alter planetfall 2 files - but I have not tested it for unexpected issues.
But again, that's not something I see happening on a plain install.
Can you post a copy of your "RUS_Svengali_Library_Translation v1.oxz" mod? Perhaps send it to me via a PM, and I can have a look at what might be going on.
Извините за задержку. Скачал версию с форума для удобства перевода, присылаю скриншот. Не показывает картинки. Остальные версии ведут себя точно так же.
I get it. Something is not right. But this is what I see with a clean install of Oolite 1.90 and only the Library OXP (1.7.2, the one on the manager, or the 1.8.2 version I posted earlier) installed:
Tell me, what do you see when you go into the "GalCop" menu item? This is what I see:
Do you have the images in the top left and top right?
I get it. Something is not right. But this is what I see with a clean install of Oolite 1.90 and only the Library OXP (1.7.2, the one on the manager, or the 1.8.2 version I posted earlier) installed:
Do you have the images in the top left and top right?
Which means the entire system in use to display those images is breaking. That system very cleverly uses shaders and a sort-of ship model to put the images in the correct position. If that is breaking, then something is happening to the shaders to prevent them from being displayed. I did a quick check, and event with minimum detail selected as a game option, the images still display in Oolite 1.90, so it's not that. I'll have to devise a way we can debug this.
If you can get the debug console working, I can pass some commands to you to execute and you can pass the result back. It might be easier than loading up a version of Library with masses of logging commands.
OK, while I want for Krager to get the debug console working, here's the latest version: Library_1.8.3.oxz
I think I've got all text into missiontext.plist now, so there should be no need for any code changes in future. Let me know if I've missing something, though.