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Re: Commies.oxp (v2.07)
Posted: Sun Dec 04, 2011 4:11 am
by Switeck
Part of this may be intentional, for the monitoring station placed right at the witchpoint.
Re: Commies.oxp (v2.07)
Posted: Sun Dec 04, 2011 4:27 am
by Fatleaf
But that can't be right for anything to survive a supernovae. It would glow whit hot very quickly and just spend the rest of the time throwing sparks. It wouldn't look right.
Re: Commies.oxp (v2.07)
Posted: Sun Dec 04, 2011 8:31 am
by Eric Walch
Okti wrote: Looking at Commies code, it does not check for if the system has gone nova.
I have added it for a next release.
Re: Commies.oxp (v2.07)
Posted: Sun Dec 04, 2011 9:25 am
by Switeck
If you're going to make a new release of Commies, any chance you'll make changes to its commodities market?
Also, Commies in interstellar space might want to check for other ships or events happening there.
Re: Commies.oxp (v2.07)
Posted: Sun Dec 02, 2012 10:21 am
by Smivs
Switeck wrote:If you're going to make a new release of Commies, any chance you'll make changes to its commodities market?
Apologies for this prime example of thread necromancy.
For the second time to my knowledge a player working through my Xeptatl's Sword mission OXP has encountered an issue caused by this OXP.
The problem is that as part of Xeptatl's Sword you find yourself stranded in Galaxy Six at Beanxeat, one of the unreacheable systems, without an obvious way to leave. One of the Xeptatl sub-missions allows you (by unconventional means) to obtain a Galactic Hyperdrive so that you can leave.
Beanxeat is a Communist tech-level 9 world, and was chosen for its modest TL as gal-drives are not available there.
Not available there unless you have Commies OXP installed! It seems that gal-drives
are available from one of the stations added by Commies. So to follow on from Switeck's request of a year ago, can I suggest that the equipment market used by this OXP also be changed so that the market reflects the market a planet of this status should really have please.
Re: Commies.oxp (v2.07)
Posted: Sun Dec 02, 2012 4:14 pm
by Eric Walch
I have no problem in removing bugs or improving this oxp. But, it is not my oxp and giving some station a specific tech level is clearly a decision of Dr. Nil that I don't want to change.
Apparently, it is only one system that is affected. So I think it would be better that your oxp checks for that station and removes it when the mission is active. And because there might be many more oxp's adding such stations and not only Commies, It is better that you check the tech level of all stations and remove the unwanted.
e.g.
Code: Select all
this._blowUpHighTechStations = function ()
{
system.filteredEntities(this, function (entity)
{
if (entity.isStation && entity.equivalentTechLevel > ?)
{
entity.explode();
}
});
};
Re: Commies.oxp (v2.07)
Posted: Sun Dec 02, 2012 5:27 pm
by Smivs
Eric Walch wrote:
Apparently, it is only one system that is affected.
I can sort of see a logic to this as being a way to allow players to escape, although of course in the 'normal' game they will not be able to get there in the first place.
Thanks for the coding suggestion - something i might take up in a future 'bugfix' release. There are several parts of Xeptatl's Sword which are open to influence by other OXPs (including one or two of mine
) so I'll add this to the list of tweaks to be made at some point.
Re: Commies.oxp (v2.07)
Posted: Tue May 06, 2014 4:24 pm
by Norby
Commies v2.11 and
retextures are merged in
v2.12 in the wiki and added into the oxz expansion manager of Oolite
1.79.
Commies.oxp v2.13
Posted: Mon Apr 25, 2016 12:17 am
by Norby
[wiki]Commies[/wiki] v2.13 removed the quotes out of the name of Sun Ray to avoid the computer pronouncing them audibly when it's passing on the radio chatter, as requested
here.
Commies.oxp v2.14
Posted: Thu Dec 01, 2016 12:05 am
by Norby
Commies v2.14 contain markets and updated scripts for current version of Oolite (1.82 and onwards), thanks to phkb.
Re: Commies.oxp (v2.07)
Posted: Thu Dec 01, 2016 6:57 am
by phkb
Thanks Norby. BTW, ILS seems to have a problem docking the Astromine convicts, largely I think due to the fact that the docking port of Astrofactories is off centre by quite a ways. I sat outside an Astromine and watched as convict after convict detonated against the central pylon of the station. It was sad, in a way...
Edit: I expect the same probably applies to the SLAPU.
Re: Commies.oxp (v2.07)
Posted: Mon Jan 02, 2017 2:15 am
by Keeper
Years ago I made some different textures to fix "problems" with Amaranth's retexturing. The main problem was that a few things that used to have different textures now had identical textures. Notably the three Worker's Commuters, and the Guard & Viper rays. So I made some slight coloration differences between the three Worker's Commuters, and made the Guard have a military green in place of the white.
In addition, there was a solar panel with a painted-on reflection, which looks really silly in motion, so I replaced the solar panels with the same sort of glowing green power panels that are on the Kiota stations.
You may want to add these to the next version.
http://www.keeper1st.com/Oolite/commiestex.zip
Commies.oxp v2.15
Posted: Thu Jan 05, 2017 11:21 pm
by Norby
In v 2.15:
Added code to utilise Station Validator, if installed.
Added improved texture files, courtesy of Keeper.
Re: Commies.oxp (v2.07)
Posted: Tue May 07, 2019 8:50 pm
by UK_Eliter
Comrades,
I'm getting this in the log, fairly regularly (though just how regularly, I have not checked):
[commies.populator]: OOPS! No com liners spawned (1)
I have Commies 2.16 and Oolite 1.88.
Re: Commies.oxp (v2.07)
Posted: Tue May 07, 2019 11:34 pm
by phkb
UK_Eliter wrote: ↑Tue May 07, 2019 8:50 pm
I'm getting this in the log, fairly regularly (though just how regularly, I have not checked):
[commies.populator]: OOPS! No com liners spawned (1)
It can be ignored. The
addShips
method being utilised may decide (for reasons known only to itself!)
not to create the ships you requested. So, an attempt was made to add the com liners, but it returned nothing, meaning no ships were created, and so I included a log file notification of the fact. I get these in my log file fairly regularly, but I also see com liners in system, so I know it's working most of the time. I think you can safely ignore these messages.
This is a bit of a hold-over from my conversion of the population script to use the new populator functions. I could add code to try the addition a second time, but given they are only for scenery I didn't think it was vital.