Page 8 of 10
Re: Taxi Galactica v1.0
Posted: Tue Jul 01, 2025 12:24 am
by phkb
The solution I've put together trades one messy solution for a slightly less messy solution!
The problem was always that IST (In-System Taxi for those not paying attention!) was trying to shoe-horn passenger details into a system it wasn't designed for. It worked, kind of, but it was having to do all sorts of shenanigans with swapping passengers in and out of the system to keep things accurate.
The solution I've created avoids the passenger system entirely. When you accept an IST contract, it removes a passenger berth and adds a new equipment item with the title "Passenger Berth (Occupied)". When the contract is completed, the original passenger berth is restored. But now, on the manifest page, I can control the output, wrapping long text items if required.
The downside (and there had to be one) is that at the top of the F5F5 manifest screen, where it would normally say "Passenger Cabins 1/1" (if you have an active passenger contract) now says "Passenger Cabins 0/0".
I'm going to play around with this a bit more and see if I can do something about it - I have an idea. It's a bit complicated, but it could work.
Re: Taxi Galactica v1.0
Posted: Tue Jul 01, 2025 4:28 am
by phkb
Well, I'm going to have to admit defeat on this one. I'm not able to tweak the manifest screen to show the correct number of passenger cabins when an in-system taxi passenger is active. I'm able to make sure other OXP's who query the "player.ship.passengerCapacity" and "player.ship.passengerCount" properties get the correct value, but I can't fix the value at the top of the screen. If you have 1 passenger cabin, and it's occupied by an in-system taxi passenger, it will show "Passenger Cabins 0/0".
But I still think that's a better result than having a text item that doesn't accurately reflect the taxi passenger, and is so long it runs off the side of the screen.
I'll push this out shortly, but I'll make sure I keep a backup of the current version so I can roll it back if there's a need for it.
Re: Taxi Galactica v1.0
Posted: Tue Jul 01, 2025 10:19 am
by Wildeblood
Mein Gott! Your penchant for over-complicating things shines like a beacon of turbulent bifurcation in a stream of previously laminar flow.
Hello. The fully self-contained passenger cabins (a variation of the escape pod) are for interstellar travellers, and non-human passengers who have specific, incompatible life-support requirements. Human in-system passengers can just ride in the cockpit.
Re: Taxi Galactica v1.0
Posted: Tue Jul 01, 2025 10:29 am
by Cholmondely
Wildeblood wrote: ↑Tue Jul 01, 2025 10:19 am
...Human in-system passengers can just ride in the cockpit.
But what if they haven't washed, and smell? Or if they're lobstoids and have not hermetically sealed their exo-skeletal joints?
Re: Taxi Galactica v1.0
Posted: Tue Jul 01, 2025 10:32 am
by Wildeblood
Cholmondely wrote: ↑Tue Jul 01, 2025 10:29 am
Wildeblood wrote: ↑Tue Jul 01, 2025 10:19 am
...Human in-system passengers can just ride in the cockpit.
But what if they haven't washed, and smell? Or if they're lobstoids and have not hermetically sealed their exo-skeletal joints?
Vagrants can't afford the fare. Lobstoids =/= human. Why, seriously
why do you people insist on over-complicating everything?
Re: Taxi Galactica v1.0
Posted: Tue Jul 01, 2025 10:42 am
by Cholmondely
Wildeblood wrote: ↑Tue Jul 01, 2025 10:32 am
Vagrants can't afford the fare. Lobstoids =/= human. Why, seriously why do you people insist on over-complicating everything?
Who says they are vagrants?
Tiraor is a revolting little planet.
Oreseren is a revolting little planet.
Cevege: This world is a revolting dump.
Velete is a revolting dump.
Enzaer is a revolting dump.
Aerater is a revolting little planet.
Ervein is a revolting little planet.
Larais: This world is a revolting dump.
Rigeti is a revolting dump.
Zasoceat is a revolting dump.
And that's just G1!
Why do you think all these places are so revolting? Hey? O August and Exalted Life President of the Guild of Explorers?
Re: Taxi Galactica v1.0
Posted: Wed Jul 02, 2025 7:42 pm
by Bicorn
Do you have plans to have the In-System Taxi contracts mention the species and disposition of the passenger like the multi-system contracts do?
Re: Taxi Galactica v1.0
Posted: Wed Jul 02, 2025 7:45 pm
by Bicorn
Cholmondely wrote: ↑Tue Jul 01, 2025 10:42 am
Why do you think all these places are so revolting? Hey? O August and Exalted Life President of the Guild of Explorers?
I've always assumed it's the environment of those planets that is revolting, rather than the inhabitants. I suppose it could be the inhabitants too.
"Revolting" is a word quite open to interpretation. Maybe the locals are really rude to visitors?
Re: Taxi Galactica v1.0
Posted: Wed Jul 02, 2025 8:49 pm
by Cholmondely
No. They stink! You can smell them from the other side of the room! Even a Wildebloodian Yurt!
Re: Taxi Galactica v1.0
Posted: Thu Jul 03, 2025 8:28 am
by Wildeblood
Bicorn wrote: ↑Wed Jul 02, 2025 7:45 pm
"Revolting" is a word quite open to interpretation. Maybe the locals are really rude to visitors?
Maybe the locals are busy guillotining the heads of their aristos?
Cholmondely wrote: ↑Wed Jul 02, 2025 8:49 pm
You can smell them from the other side of the room! Even a Wildebloodian Yurt!
Hillfort-yurt-manor, thank you.
Re: Taxi Galactica v1.0
Posted: Thu Jul 03, 2025 11:09 am
by Cholmondely
Wildeblood wrote: ↑Thu Jul 03, 2025 8:28 am
Hillfort-yurt-manor, thank you.
Manors in the "people's paradise" of Vetitice?
Re: Taxi Galactica v1.0
Posted: Sun Jul 20, 2025 9:34 am
by Cholmondely
Wildeblood wrote: ↑Thu Jul 03, 2025 8:28 am
Hillfort-yurt-manor, thank you.
Just to say... I
finally tried to sneak a peek with your OXP in my game. I can't see it on my F7 screen. I don't see the planet either.
Has there been a revolution?
Was the yurt burned down? Are you now yurtless?
If it wasn't for all your codswallop about cheese, Digby would have happily put you up. Instead, he's cherishing the concept of creaming you with an extreme domino. And
I'm over at Larais trying to work out how to work in orange smog, so I'm no good, sorry.
Re: Taxi Galactica v1.0
Posted: Sun Jul 20, 2025 10:44 am
by Wildeblood
Cholmondely wrote: ↑Sun Jul 20, 2025 9:34 am
Just to say... I finally tried to sneak a peek with your OXP in my game. I can't see it on my F7 screen. I don't see the planet either.
Has there been a revolution?
Was the yurt burned down? Are you now yurtless?
Is this your way of saying that
you broke
my javascript? Do I need to list the obvious questions? Version? Error log? MissionVariables?
If you don' see the planet, the script is working. So, if you don' see the yurt, you've corrupted the mission variables, or some other script has interfered. I can't imagine what it could have been.
Re: Taxi Galactica v1.0
Posted: Sun Jul 20, 2025 12:25 pm
by Cholmondely
Wildeblood wrote: ↑Sun Jul 20, 2025 10:44 am
Cholmondely wrote: ↑Sun Jul 20, 2025 9:34 am
Just to say... I finally tried to sneak a peek with your OXP in my game. I can't see it on my F7 screen. I don't see the planet either.
Has there been a revolution?
Was the yurt burned down? Are you now yurtless?
Is this your way of saying that
you broke
my javascript? Do I need to list the obvious questions? Version? Error log? MissionVariables?
Actually, don' bother. You use XenonUI, don't you?
If you don' see the planet, the script is working. So, if you don' see the yurt, you've corrupted the mission variables, or some other script has interfered. I can't imagine what it could have been.
Nothing obvious in the error log - or I'd have mentioned it. "Missions variables"? What the dickens are they supposed to be?
No XenonUI (this is a tester Jameson which Cody gave me, so I doubt that I engaged the options for Littlebear's Galactic Almanac either).
Current cocktail mix is:
Code: Select all
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08:23:22.886 [shipData.load.begin] +[OOShipRegistry(Singleton) allocWithZone:] (OOShipRegistry.m:1689): Loading ship data.
08:23:27.049 [startup.complete] -[GameController applicationDidFinishLaunching:] (GameController.m:269): ========== Loading complete in 5.47 seconds. ==========
08:23:36.693 [shipData.load.begin] +[OOShipRegistry(Singleton) allocWithZone:] (OOShipRegistry.m:1689): Loading ship data.
08:23:39.161 [script.load.world.listAll] +[ResourceManager loadScripts] (ResourceManager.m:2132): Loaded 142 world scripts:
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AutoRefuel 1.0
Baakili Populator 2.0
BarrelRoll 1.1
behemoth 3.1.1
BGS 2.5.3
BGS-PAGsoundsetv2 2.3
BroadcastCommsMFD 1.3.7
cagsdebug 1.0
combat_MFD 1.17
CommsLogMFD 1.7.10
Contextual_Jukebox 0.2
Deep_Horizon_Adv_Nav_Comp 1.0.5
EmailSystem 1.11
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Famous Planets Overhaul 1.2
Famous_Planets_PF2_landing_sites 3.0
FastTargetSelector 1.6
feudal-additionalMissions.js 1.0
feudal-challenge.js 9.1
feudal-enfeoff.js 1.00
feudal-fireW 1.2
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feudal-mission.js 9.1
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feudal-promotion.js 6.1
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feudal-tournament.js 10.1
feudal_pad.js 1.0
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feudalAItest 1.0
feudalcarrier 2.0
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gallery 1.21
GalNavy 5.4.3 MOD 4
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GNN 1.3
GNN_PhraseGen 1.3
GNN_Words 1.3
hofd 5.3.0
hudselector 1.25
ils 1.15
Jaguar Company 2.6
Jaguar Company Ships 2.6
Lib_2DCollision 1.8.2
Lib_Animator 1.8.2
Lib_BinSearch 1.8.2
Lib_Config 1.8.2
Lib_Crypt 1.8.2
Lib_Cubecode 1.8.2
Lib_EntityStrength 1.8.2
Lib_GUI 1.8.2
Lib_Main 1.8.2
Lib_MissionCoord 1.8.2
Lib_Music 1.8.2
Lib_PAD 1.8.2
Lib_PAD_Events 1.8.2
Lib_Starmap 1.8.2
Library book: EFTTCAOIL 1.2
LoadoutCategories 1.3.6
logevents 1.4
LongRangeScanner 0.3
ManualWitchspaceAlignment 2.13
market_inquirer 1.14.1
market_observer3 3.7
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Mauiby's Wormhole Drones 1.1
mo-traders_rating3 3.7
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Oolite Equipment Control 1.90
Oolite Ship Library 1.90
oolite-cloaking-device 1.90
oolite-constrictor-hunt 1.90
oolite-contracts-cargo 1.90
oolite-contracts-helpers 1.90
oolite-contracts-parcels 1.90
oolite-contracts-passengers 1.90
oolite-libPriorityAI 1.90
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oolite-registership 1.90
oolite-thargoid-plans 1.90
oolite-trumbles 1.90
oolite-tutorial 1.90
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PlanetFall2 2.19
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PlanetFall2_Transit 2.19
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PlanetRotationCosmetics 1.2
planner.js 1.0.0
Police_Scanner_Upgrade 1.3.1
Povray Planets Galaxy1 Textures 1.2
PrimeableEquipmentMFD 1.1
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StationDockControl 1.1.26
StationDockControl_EscortLaunch 1.1.26
StationDockControl_HackChip 1.1.26
StationDockControl_Interface 1.1.26
StationDockControl_MFD 1.1.26
StationDockControl_Populator 1.1.26
StationDockControl_ShuttleLaunch 1.1.26
sysInfoChangeLog 1.2.10
System Features: Rings 2.10.3
TargetSystemPlugins_FilterSort 0.81
TargetSystemPlugins_SharedHandlers 0.81
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TargetSystemPlugins_TargetMemoryInterface 0.81
telescope 2.0.2
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telescope_fps_monitor 1.2
telescopeeq 2.0.1
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VimanaX_Alerts 1.25
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Wildeblood Manor 1.2
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Re: Taxi Galactica v1.0
Posted: Mon Jul 21, 2025 6:23 pm
by Wildeblood
Cholmondely wrote: ↑Sun Jul 20, 2025 12:25 pm
Nothing obvious in the error log - or I'd have mentioned it. "Missions variables"? What the dickens are they supposed to be?
No XenonUI (this is a tester Jameson which Cody gave me, so I doubt that I engaged the options for Littlebear's Galactic Almanac either).
Current cocktail mix is:
Code: Select all
~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.Svengali.BGS.oxz
08:23:39.161 [script.load.world.listAll] +[ResourceManager loadScripts] (ResourceManager.m:2132): Loaded 142 world scripts:
BGS 2.5.3
Police_Scanner_Upgrade 1.3.1
Wildeblood Manor 1.2
1. You're not getting the plain black background when the planet is hidden? You're getting the same BGS background image, both with and without the planet, right?
2. Only 142 simultaneous world scripts? I expected at least 400.
3. BTW, I updated Police_Scanner_Upgrade back in May or June.
4. Yes, mission variables. On first run, it copies the file information to mission variables, so you can edit the save game - rather than editing the javascript - to use it with a different image or different planet.