Escape Pod Tweaks
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Re: Escape Pod Tweaks
Relatedly: who is maintaining Thargoid's Fuel Station OXP? I ask because it has two entries in the update manager. One needs removing.
- phkb
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Re: Escape Pod Tweaks
Not sure how Fuel Station is related to Escape Pod Tweaks...
- gsagostinho
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Re: Escape Pod Tweaks
I have uploaded the second version with Thargoid's permission and I asked if he could remove the previous one from the manager but so far I haven't heard back from him. The only difference between the two is cosmetic (textures and model).UK_Eliter wrote:Relatedly: who is maintaining Thargoid's Fuel Station OXP? I ask because it has two entries in the update manager. One needs removing.
I am a bit confused about this supposedly connection between these two OXP, are you reporting anything else than the duplicate in the manager?UK_Eliter wrote:
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Re: Escape Pod Tweaks
gsagostinho, there's no connection, except that when going to installer the one OXP (Escape Pod Tweaks) I discovered that there were two versions of the other OXP (Thargoid's one). Anyhow, well done for working on the latter issue, and thanks to phkb for fixing his OXP.gsagostinho wrote: ↑Wed Aug 02, 2017 9:02 amI am a bit confused about this supposedly connection between these two OXP, are you reporting anything else than the duplicate in the manager?
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Re: Escape Pod Tweaks
@UK_Eliter I see now So thanks for reporting it.
- phkb
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Re: Escape Pod Tweaks
Version 0.6 has just been released. I was overriding the wrong ship keys, meaning that Rock Hermits could still have docked police ships.
- phkb
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Re: Escape Pod Tweaks
Version 0.7 has been released. After launching, held escape pods were not being added back into the active array correctly.
- montana05
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Re: Escape Pod Tweaks
I just had a test-run with customized escape pods and got after I finally docked at the main station for every escape pod the same standard message from Oolite, in this case 15x an insurance of C 125 instead of special payments from the Navy. Since I use the same logic as Galactic Navy I guess the same problem will appear there.
Edit: The Navy escape pods work well if you dock straight at a GalCop station, still the display on F5 is wrong.
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- phkb
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Re: Escape Pod Tweaks
Ah, I haven’t ever used the GalNavy OXP, so I wasn’t aware of customised escape pods inside it. I’ll have a look and let you know what I find.
- montana05
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Re: Escape Pod Tweaks
Like every time I discover a problem, thanks for the quick reply. Its not a big deal, as long as you head straight to a GalCop station the unload js is working well.
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Re: Escape Pod Tweaks
Hey phkb,
There seems to be some debug info left in EscapePodTweaks:
Unless I myself enabled some debugging by accident. But, ah, the version is 0.7 . .
EDITED: a typo.
There seems to be some debug info left in EscapePodTweaks:
Code: Select all
EscapePodTweaks 0.7
[. . .]
19:51:19.026 [EscapePodTweaks]: got here
EDITED: a typo.
Last edited by UK_Eliter on Tue May 07, 2019 8:23 pm, edited 2 times in total.
- phkb
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Re: Escape Pod Tweaks
Yes I have that one on my list to republish without the debug info. I’ll get an update out soon. Thanks!
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Re: Escape Pod Tweaks
It's easy to make small mistakes. (Witness my post and its 'let in'!)
- phkb
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Re: Escape Pod Tweaks
Version 0.8 is now available, which removes the debug message noted by UK_Eliter.
I've added some code to check the definition of the escape pod shipdata being scooped. If that definition includes a pilot, it won't try to override it with it's own definition which doesn't (and can't) have a script.
This still won't fix the GalNavy issue without some extra steps. What you would need to do is create a
And then create a
That should (fingers crossed) fix the issue, although I haven't fully tested it.
The issue with GalNavy is a little tricky. The problem at the moment is that some GalNavy ships are defined with a predefined "pilot". That pilot has a script attached, which does some special tasks when the pilot is offloaded at a station. The problem is that I have no visibility of that attached script, so I don't know when this special pilot is in play.
I've added some code to check the definition of the escape pod shipdata being scooped. If that definition includes a pilot, it won't try to override it with it's own definition which doesn't (and can't) have a script.
This still won't fix the GalNavy issue without some extra steps. What you would need to do is create a
shipdata.plist
file that has something like this in it:Code: Select all
{
"galnavy-escapepod" = {
like_ship = "oolite_template_escape-capsule";
pilot = "galNavy_officer"; // links to an entry in "characters.plist", which has an unload script attached
roles = "galNavySpecialEscapePod";
};
// create unique escape pod entries for any special pilot definitions that have character scripts.
}
shipdata-overrides.plist
file that has something like this in it (I've used the GalNavy ship key entries as examples here):Code: Select all
{
"navy-transport" = {
escape_pod_model = "galNavySpecialEscapePod";
};
"navy-lander" = {
escape_pod_model = "galNavySpecialEscapePod";
};
"navy-medship" = {
escape_pod_model = "galNavySpecialEscapePod";
};
"navy-shuttle" = {
escape_pod_model = "galNavySpecialEscapePod";
};
// repeat for any other shipkey that has the "galNavy_officer" pilot
}