Page 2 of 3
Re: Escape Pod Tweaks
Posted: Wed Aug 02, 2017 3:01 am
by UK_Eliter
Relatedly: who is maintaining Thargoid's Fuel Station OXP? I ask because it has two entries in the update manager. One needs removing.
Re: Escape Pod Tweaks
Posted: Wed Aug 02, 2017 3:33 am
by phkb
Not sure how Fuel Station is related to Escape Pod Tweaks...
Re: Escape Pod Tweaks
Posted: Wed Aug 02, 2017 3:37 am
by UK_Eliter
phkb wrote: ↑Wed Aug 02, 2017 3:33 am
Not sure how Fuel Station is related to Escape Pod Tweaks...
The connection is obvious, surely! Well, no, admittedly it's not.
I meant: when looking through the in-game manager - which I was doing to install Escape Pods Tweaks - I discovered that . .
Re: Escape Pod Tweaks
Posted: Wed Aug 02, 2017 9:02 am
by gsagostinho
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 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:
phkb wrote: ↑Wed Aug 02, 2017 3:33 am
Not sure how Fuel Station is related to Escape Pod Tweaks...
The connection is obvious, surely! Well, no, admittedly it's not.
I meant: when looking through the in-game manager - which I was doing to install Escape Pods Tweaks - I discovered that . .
I am a bit confused about this supposedly connection between these two OXP, are you reporting anything else than the duplicate in the manager?
Re: Escape Pod Tweaks
Posted: Wed Aug 02, 2017 9:24 am
by UK_Eliter
gsagostinho wrote: ↑Wed Aug 02, 2017 9:02 am
I am a bit confused about this supposedly connection between these two OXP, are you reporting anything else than the duplicate in the manager?
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.
Re: Escape Pod Tweaks
Posted: Wed Aug 02, 2017 10:10 am
by gsagostinho
@UK_Eliter I see now
So thanks for reporting it.
Re: Escape Pod Tweaks
Posted: Fri Nov 17, 2017 2:22 am
by phkb
Version 0.6 has just been released. I was overriding the wrong ship keys, meaning that Rock Hermits could still have docked police ships.
Re: Escape Pod Tweaks
Posted: Sun Jun 10, 2018 6:20 am
by phkb
Version 0.7 has been released. After launching, held escape pods were not being added back into the active array correctly.
Re: Escape Pod Tweaks
Posted: Mon Jun 11, 2018 9:39 am
by montana05
phkb wrote: ↑Sun Jun 10, 2018 6:20 am
Version 0.7 has been released. After launching, held escape pods were not being added back into the active array correctly.
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.
Re: Escape Pod Tweaks
Posted: Mon Jun 11, 2018 9:59 am
by phkb
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.
Re: Escape Pod Tweaks
Posted: Mon Jun 11, 2018 10:17 am
by montana05
phkb wrote: ↑Mon Jun 11, 2018 9:59 am
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.
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.
Re: Escape Pod Tweaks
Posted: Tue May 07, 2019 6:55 pm
by UK_Eliter
Hey phkb,
There seems to be some debug info left in EscapePodTweaks:
Code: Select all
EscapePodTweaks 0.7
[. . .]
19:51:19.026 [EscapePodTweaks]: got here
Unless I myself enabled some debugging by accident. But, ah, the version is
0.7 . .
EDITED: a typo.
Re: Escape Pod Tweaks
Posted: Tue May 07, 2019 8:02 pm
by phkb
UK_Eliter wrote: ↑Tue May 07, 2019 6:55 pm
There seems to be some debug info let in EscapePodTweaks:
Yes I have that one on my list to republish without the debug info. I’ll get an update out soon. Thanks!
Re: Escape Pod Tweaks
Posted: Tue May 07, 2019 8:24 pm
by UK_Eliter
It's easy to make small mistakes. (Witness my post and its 'let in'!)
Re: Escape Pod Tweaks
Posted: Thu May 09, 2019 5:34 am
by phkb
Version 0.8 is now available, which removes the debug message noted by UK_Eliter.
montana05 wrote: ↑Mon Jun 11, 2018 9:39 am
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
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.
}
And then create a
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
}
That should (fingers crossed) fix the issue, although I haven't fully tested it.