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Posted: Fri Feb 19, 2010 7:05 pm
by allikat
There's no need for a pure ships OXP to have a configuration other than the shader settings.. or things like the missiles oxp, but others like missions and eye candy certainly should. And I'd like it to have a spot in the menus to make it even easier to get into, and thus cut processing even more :)

Posted: Fri Feb 19, 2010 10:10 pm
by Svengali
allikat wrote:
There's no need for a pure ships OXP to have a configuration other than the shader settings.. or things like the missiles oxp, but others like missions and eye candy certainly should. And I'd like it to have a spot in the menus to make it even easier to get into, and thus cut processing even more :)
Absolutely right and I've said somewhere else that I would be happy if the engine or a third party tool would do the job. In the same moment OXPConfig is gone .-)
Anyway - some work is waiting...

Posted: Mon Feb 22, 2010 11:48 pm
by kalm-man
Hello to all. Happy to found this game and forum. (first post but not the last)

Back to the Welcome Mat subject :) , Thargoid thanks for this awesome script.

From curiosity, "becuse I can" and found how, alredy modified it a little, added a line with:

Code: Select all

player.commsMessage("Head count: "+this.policeCount+" police, "+this.pirateCount+" pirates, "+this.thargoidCount+" thargs", 6);
So don't let you fool by his "No reports of major pirate activity." message, 17 police and 51 pirates is a "safe" feudal sistem :D

Posted: Tue Feb 23, 2010 12:01 am
by JazHaz
Welcome to the friendliest forum this side of Riedquat!™

Nice mod!!

Posted: Tue Feb 23, 2010 6:51 am
by Thargoid
There are several such mods that can be used to extend Welcome Mat. I coded it as deliberately vague with its information so it was hints rather than a system-census.

But nice to see people using it, and making it more speciifcally what they want for their ooniverse. Oh, and a 17:51 ratio shouldn't give a safe message, that sounds wrong.

Re: Welcome Mat

Posted: Sat Jan 15, 2011 6:37 am
by Critter
Hi guys, I seem to be having a slight counting problem with the Welcome Mat oxp... see pics below:

In short, most systems I enter have more planets than are reported by the welcome mat, and the number it reports sometimes changes each time I enter the system:

Image

Furthermore, upon returning to the same system, i got this:

Image


I'm running Deep Horizons Systems v2.0.1, and Welcome Mat v1.10.

Is there an easy fix for this? Is Welcome Mat designed to be compatible with any particular system oxps?

Note this is not a criticism of the oxp, I find it useful and friendly, if a little dyscalculic... I'm just wondering if I should be using certain oxps and not others with it.

Re: Welcome Mat

Posted: Sat Jan 15, 2011 8:27 am
by Thargoid
Umm, Welcome Mat doesn't report anything about number of planets and moons. It pre-dates a lot of the OXPs that change the system like that.

What WM does report are the specs of the system, specifically the tech level, government type and a (deliberately vague, as mentioned above) idea of the safety of the system.

The sensors have detected part of the message is from another OXP, not WM.

Re: Welcome Mat

Posted: Sat Jan 15, 2011 6:05 pm
by Cmd. Cheyd
It is part of DH_Systems. The relevant code is:

Code: Select all

this.Num_Moons = Math.floor((this.seedRadius-(Math.floor(this.seedRadius/1000)*1000))/this.Moon_Limit);

Code: Select all

	var planetSeed = this.seedPopulation + this.seedTechLevel + system.pseudoRandom100;
	this.Num_Planets = Math.ceil((100-planetSeed)/this.Planet_Limit);

Code: Select all

      if (player.ship.equipmentStatus("EQ_ADVANCED_COMPASS") == "EQUIPMENT_OK") {
		player.commsMessage("Sensors have detected  " + (+this.Num_Planets + 1) + " planets and " + this.Num_Moons + " moons.", 6);
	}
The sensor message is reporting the exact number of each body that the script generates. Can you list the other OXP's you have installed? Maybe there is another adding bodies in addition to DH_Systems, and therefore the 'count' is off. And I can fix this in the new version of the script that is in-works.

Re: Welcome Mat

Posted: Tue Feb 08, 2011 3:27 pm
by Critter
Thanks for the clarification Thargoid, sorry for the delayed reply guys.

Cheyd, I'm running a whole plethora of OXPs, but the possibly relevant ones would be:

Famous planets 2.5
DH Systems
Orbits 1.4.1 (likely culprit?)

Re: Welcome Mat

Posted: Wed Feb 09, 2011 9:24 pm
by Cmd. Cheyd
It could easily be Orbits, or System Redux / Demux if you are running those in addition to DH_Systems?

Re: Welcome Mat

Posted: Wed Feb 09, 2011 10:02 pm
by DaddyHoggy
Cmd. Cheyd wrote:
It could easily be Orbits, or System Redux / Demux if you are running those in addition to DH_Systems?
I keep seeing this and keep thinking I haven't written anything and then I recall you mean Deepspace Horizons! :lol: :oops:

Re: Welcome Mat

Posted: Thu Feb 10, 2011 12:45 pm
by Critter
I'll remove orbits and see what happens... the others I have but don't run.

Thanks for the tip

Re: Welcome Mat

Posted: Fri Feb 11, 2011 7:18 pm
by Zireael
Welcome Mat 1.10 is reported as uncompatible with the latest nightly.

Re: Welcome Mat

Posted: Fri Feb 11, 2011 7:33 pm
by gizmo
Zireael wrote:
Welcome Mat 1.10 is reported as uncompatible with the latest nightly.
Many OXPs are reported as incompatible.
However, most of them work anyway if you either modify or remove the version check (in requires.plist).

Re: Welcome Mat

Posted: Fri Feb 11, 2011 7:36 pm
by JensAyton
Zireael wrote:
Welcome Mat 1.10 is reported as uncompatible with the latest nightly.
Yes…

Dear OXP makers: stop using max_version. This is not meant for you.