trident down bug?

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Ramirez
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Post by Ramirez »

The liner.AI is sourced from the Transports OXP by Murgh. The full list of dependencies is in the readme and on the Trident Downpage on the wiki, but they are: Aegidian's X-ships, Executive SpaceWays, Commies, Marret Space Corporation, Murgh's X-Ships, Nu Vipers, Saleza Aeronautics and Murgh's Transports. Do make sure you have these otherwise you'll run into other problems.
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Hoopy
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Post by Hoopy »

ah! I didn't know there was a list of required OXPs anywhere. I think I must have downloaded it at work and emailed myself the zip - so I wouldn't have seen the list on the page. Thanks!
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Commander McLane
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Post by Commander McLane »

Hoopy wrote:
ah! I didn't know there was a list of required OXPs anywhere.
...not that I hadn't told you and even gave you the link to the wiki-page with the complete list quite early in this very thread.

[sigh]Why does nobody ever listen to me?[/sigh]


:wink:
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Hoopy
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Post by Hoopy »

did you?
<checks>
:oops: :oops: :oops:
hmm.. I don't remember reading that - i must have missed it after confusing the read/unread status when reading from another PC whilst not logged in.

I do listen to you, but only when i know you've spoken :?

Sorry!
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Post by Commander McLane »

Never mind. :wink:

Actually it seems that you sent your next post just before I inserted the EDIT:-part into mine (both my edit and your post have 12:35 as timetag). So it is very likely that you had read the first and second paragraph and then didn't realize that a third paragraph had appeared.
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Hoopy
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Post by Hoopy »

i like that explanation :)

edit: actually - was it you that 'told me off' for posting twice in a row instead of editting my previous post? :P
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Post by Commander McLane »

Probably. I sometimes tend to be a little educative to other people. :roll:

But here you see: I myself do use the edit button, if I want to add something just after having sent my message. And if I on reading it see a typo, I take no offense in re-editing it again. Sometimes I am editing my last post up to five times before I am finally happy. And as long as nobody else posts a reply in-between, no traces of that are visible in the post itself (the "last edited"-line is only added by the board if there is already another post following).

EDIT: done it again. I just added the "a little" in first paragraph. Sounds better. :wink:
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Hoopy
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Post by Hoopy »

ok, now i've got everything installed i've played a lot further through the OXP and think I've found a couple of ERAL bugs :)

When I was meant to be awarded the disruptor missile I wasn't. I think because I already had a full set of fuel tanks installed. I couldn't see any code for removing one of my missiles to make room.

Secondly when I hit killed delany with the disrpuptor missile (I editted the save file to add it) he jumped and appeared in normal space rather than witchspace. I followed his jump and killled him. But I think he went to the wrong place so his death action didn't update my save file to say he was dead. It looks like if he dies in witchspace you got one variable (ie he died in secret), but if he dies at a certain planet you get the other. I got neither :( Never mind, i set the save file and carried on.

Anyway, I've got one of the later UPS missions (a pirate base) to do before I trundle off to Bianti for the next bit if Trident down.
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Ramirez
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Post by Ramirez »

Thanks Hoopy, I've had a chance to check these out.

The problem with the missile award bit is that the test and remove equipment script functions don't seem to work with pylon-mounted weapons, so I can't remove random bits of kit from the player's ship. What I might to do is alter the briefing slightly and have the player pick up the weapon from a cargo canister delivered outside the space station.

With Delaney, I set his ship to have conditions so that it should only appear in Laquused and witchspace, as I knew there was a small chance that a player could follow in his wake, even though the wormhole only lasts for a few seconds. For some reason this conditioning isn't working and he's appearing in normal space, which the script isn't accommodating. I'll see if I can found out what's going on here.
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Hoopy
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Post by Hoopy »

cool - glad that you were able to hunt them down!

I also found that the three agents didn't put up much of a fight. Ezra spawned at the witchpoint buoy when i left the station and never moved - even when shot. No wonder I had difficultly finding him/her ;)

The next one just sat there as well - near the hoopy casino I think

And Playfair just raced straight into the planet once I started shooting. He crashed before i managed to finished him off. It still counted though.

I'm using 1.69.1, is this not compatible with their AI perhaps?

I also only recently saw someone saying there are 9 routes to play through trident down - must be a NIGHTMARE to test!

Thanks for taking the time to look at these minor issues. I think it's the best of the mission OXPs I've played. Lots of variation, intrigue and interest (Assassins and UPS take silver and bronze medals BTW :) )
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Ramirez
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Post by Ramirez »

Hoopy wrote:

I also found that the three agents didn't put up much of a fight. Ezra spawned at the witchpoint buoy when i left the station and never moved - even when shot. No wonder I had difficultly finding him/her ;)
In the case of Jenssen, while I've added custom textures and AIs, I'm still referring to the original Marret Space Corp OXP for all the performance info. If this isn't present the ship will appear in space and even send some AI messages, but it won't move because it doesn't have the right information.

Ezra on the other hand should be operating properly so long as the linerAI.plist is present. Really I should write a custom AI that makes her a more difficult opponent. Something for v0.6 perhaps.

As for Playfair, he should usually fight rather than just run away but that's entirely down to standard AI. Again I might revisit this to make it more robust, particularly making better use of the escorts.
Hoopy wrote:

I also only recently saw someone saying there are 9 routes to play through trident down - must be a NIGHTMARE to test!
Yes, it is! I can only apologise for all these little errors that are still there - despite having done loads of step-by-step testing it's so easy to miss something, especially if you're not specifically looking for it (Delaney's surprise appearance outside witchspace being a good example). I hope it's not spoiling the fun too much, as I really appreciate people's help and patience on it and with any luck I'll soon be able to reach v1.0.
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Hoopy
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Post by Hoopy »

I downloaded all the OXPs listed as required, maybe it has changed? I'll check the version number.

She did take several bursts of military laser so would be pretty tough with some combat AI.

He might have been scared! I got a full military laser burst in before he begin his witch space run away. Does the AI change behaviour based on energy level etc? I haven't ever poked around in one.

Maybe one of them should be left as very weak, after all they're a corrupt undercover agent, doesn't mean they have to be a good pilot. Perhaps another plot point, they could drop 100kg of Platinum for you to leave them alone and get you to report they were dead. Then maybe later in the game they could return with a few bounty hunter escorts?
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