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Re: (WIP) Coyote's Run mission pack v2.0
Posted: Thu Jun 17, 2021 1:32 am
by Cody
<chortles> That was me, embellishing during testing of the OXP... a reason was needed for why no trade.
Re: (WIP) Coyote's Run mission pack v2.0
Posted: Thu Jun 17, 2021 1:34 am
by phkb
I'm happy to restore the "no trade" option and show the message. But we can also keep the F4 interface screen, so both will work.
Re: (WIP) Coyote's Run mission pack v2.0
Posted: Thu Jun 17, 2021 1:36 am
by Cody
phkb wrote: ↑Thu Jun 17, 2021 1:29 amA core-game issue, that one. Planets spawned in interstellar space are lit up like Christmas.
Ah... interesting. The lighting in IS has always been strangely directional, but it's only really noticeable when there's a planet or other large object. It depends on which direction (system) you approach from.
phkb wrote: ↑Thu Jun 17, 2021 1:29 amI'm happy to restore the "no trade" option and show the message. But we can also keep the F4 interface screen, so both will work.
Yep, cool! I might be wrong, but I think you couldn't have a commodity market in IS back then. Crikey, that's ten years ago!
Re: (WIP) Coyote's Run mission pack v2.0
Posted: Thu Jun 17, 2021 9:07 pm
by Cody
phkb wrote: ↑Thu Jun 17, 2021 1:29 amA core-game issue, that one. Planets spawned in interstellar space are lit up like Christmas.
Do you know when that became an issue? Overlit and over nebulae'd.
Re: (WIP) Coyote's Run mission pack v2.0
Posted: Thu Jun 17, 2021 9:10 pm
by Cholmondely
Cody wrote: ↑Thu Jun 17, 2021 9:07 pm
phkb wrote: ↑Thu Jun 17, 2021 1:29 amA core-game issue, that one. Planets spawned in interstellar space are lit up like Christmas.
Do you know when that became an issue? Overlit and over nebulae'd.
... your "interstellar space" sounds more and more like "witchspace", what?
Re: (WIP) Coyote's Run mission pack v2.0
Posted: Thu Jun 17, 2021 9:43 pm
by phkb
Cody wrote: ↑Thu Jun 17, 2021 9:07 pm
Do you know when that became an issue? Overlit and over nebulae'd.
I believe it's always been an issue. I mean, from the core game's point of view, everything is fine. It's just us pesky players and story-tellers who want to do crazy things like spawning random planets in the middle of nowhere.
For the over nebulae'd issue, I'm not as sure. I think there might be an OXP in play, maybe Zygo's?
Re: (WIP) Coyote's Run mission pack v2.0
Posted: Thu Jun 17, 2021 9:57 pm
by Cody
phkb wrote: ↑Thu Jun 17, 2021 9:43 pmI believe it's always been an issue.
Time was, Lago wasn't overlit...
Perhaps it's me! Never mind!
phkb wrote: ↑Thu Jun 17, 2021 9:43 pmI think there might be an OXP in play, maybe Zygo's?
You're right, Zygo's is the culprit. Time for some more OXP butchery!
Re: (WIP) Coyote's Run mission pack v2.0
Posted: Thu Jun 17, 2021 10:00 pm
by phkb
Cody wrote: ↑Thu Jun 17, 2021 9:57 pm
Time was, Lago wasn't overlit...
Hmm... I'll have to see if I can track down where in the source code the lighting is set for interstellar objects.
Re: (WIP) Coyote's Run mission pack v2.0
Posted: Thu Jun 17, 2021 10:07 pm
by Cody
Cody wrote: ↑Thu Jun 17, 2021 9:57 pmZygo's is the culprit. Time for some more OXP butchery!
Done! That's much better! You got an updated Coyote's Run OXZ handy?
Re: (WIP) Coyote's Run mission pack v2.0
Posted: Thu Jun 17, 2021 10:11 pm
by phkb
Almost. Just trying to track down a rather annoying OXP interaction.
Re: (WIP) Coyote's Run mission pack v2.0
Posted: Fri Jun 18, 2021 2:49 am
by phkb
Cody wrote: ↑Thu Jun 17, 2021 10:07 pm
You got an updated Coyote's Run OXZ handy
One last question: I'm finalising some other station settings, and realised I hadn't given Avernus a specific allegiance. Of the standard types (see
this wiki entry), which do you think is the most appropriate for the station? I'm leaning towards "chaotic", but perhaps "neutral" would make more sense. Let me know what you think.
Re: (WIP) Coyote's Run mission pack v2.0
Posted: Fri Jun 18, 2021 7:01 am
by phkb
Version 2.1 is available via the link in the first post.
Oh, ok, here's the link again because I'm a nice guy and want to save everyone a click or two:
Coyote's Run.oxz
This should restore the restaurant menu when going to the F8 screen, and I also tweaked the textures a little bit.
In this version I've set the allegance to "chaotic", but it can be easily changed again.
Re: (WIP) Coyote's Run mission pack v2.0
Posted: Fri Jun 18, 2021 7:41 am
by Cody
Thankee, Admiral - I'll take a look when I've had my morning coffee. And "chaotic" fits perfectly!
Re: (WIP) Coyote's Run mission pack v2.0
Posted: Fri Jun 18, 2021 9:23 am
by Cody
The menu in L'Auberge de Lago displays nicely now - thanks! However...
Code: Select all
10:09:02.742 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Coyote-Main 2.1): TypeError: station is null
10:09:02.742 [script.javaScript.exception.unexpectedType]: ../AddOns/Coyote's Run.oxz/Scripts/Coyote-Main.js, line 57.
Re: (WIP) Coyote's Run mission pack v2.0
Posted: Fri Jun 18, 2021 9:31 am
by phkb
Cody wrote: ↑Fri Jun 18, 2021 9:23 am
OK, version 2.2 should fix that issue. Available in links above.