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Posted: Thu Oct 07, 2010 6:02 pm
by Switeck
If you're using the older versions of Free Trade Zone, you could be attacked by 2 credit "pirates" that are failed escorts.

Posted: Thu Oct 07, 2010 6:10 pm
by pagroove
El Viejo wrote:
maik wrote:
I seem to remember that there was some demo code left in that OXP which always spawned a few...
You're memory is correct.
Look into the link and the thread that El Viejo mentioned. By removing the script.js in the config folder of the Griff ships. Otherwise they are spawned at launch. Griff did this to make it easier to test the ships. But this are testscripts.

Posted: Thu Oct 07, 2010 6:17 pm
by maik
El Viejo wrote:
maik wrote:
I seem to remember that there was some demo code left in that OXP which always spawned a few...
You're memory is correct.
Thanks for confirming. :)

I updated the OXP's Wiki page and put this information there.

Posted: Thu Oct 07, 2010 6:36 pm
by CheeseRedux
Strangely enough, the Griff Krait in my AddOns folder is labeled v1.11 (and has no spawnscript), whereas the link on the Wiki leads to v1.1. Hmmm...

Posted: Thu Oct 07, 2010 6:51 pm
by Griff
Eric Walch has been quietly developing the griff krait oxp and has added in a load of really cool scripting that makes it a lot of fun to battle against (shootable subentites that affect the ships performance!), to download, you'll find it as "fixed_shader_krait(EW).zip" in the link in Eric Walch's sig (in the "1.74 only versions"). Here's a link to a post by Eric where you can find the links to his oxp's
https://bb.oolite.space/viewtopic.ph ... 4&start=33


edit: lol, spelling error - 'shooitable'

Posted: Thu Oct 07, 2010 6:55 pm
by Cody
CheeseRedux wrote:
Strangely enough, the Griff Krait in my AddOns folder is labeled v1.11 (and has no spawnscript), whereas the link on the Wiki leads to v1.1. Hmmm...
I reckon you renamed it yourself, after removing the script.js from config, then forgot that you'd done it.

As Griff says, you should try Eric's Griff Krait variant… it’s more entertaining.

(Maybe a wiki wizard should add that link to the wiki, as well.)

Posted: Thu Oct 07, 2010 7:03 pm
by CheeseRedux
El Viejo wrote:
I reckon you renamed it yourself, after removing the script.js from config, then forgot that you'd done it.
Nope. Whenever I download an OXP, I keep a copy of the zipfile in a separate folder, where it stays until I download an updated version.
My v1.11 comes straight from that zipfile. So unless I've tinkered with the OXP, re-zipped it, replaced the original and then forgotten all about it, the one I just checked is just like when it came from the factory.

Posted: Thu Oct 07, 2010 7:07 pm
by Griff
i probably fiddled with the oxp to fix something i'd forgotten so the script.js was in it for a few days then vanished in the next edit and re-upload

Posted: Thu Oct 07, 2010 7:09 pm
by Cody
CheeseRedux wrote:
Whenever I download an OXP, I keep a copy of the zipfile in a separate folder, where it stays until I download an updated version.
That's exactly what I do... but I have renamed a couple of the extracted oxps in my addons folder (can't remember why, though).

Posted: Thu Oct 07, 2010 8:20 pm
by CheeseRedux
So now I have GriffKrait v1.1, GriffKrait v1.11 anf GriffKrait vEW.
Me confused now... :roll:

(Actually, I'm more curious than confused. Why do I have v1.11 when current version appears to be v1.1? Will v1.1 and vEW live together peacefully in the AddOns folder, or will one have to go? Will v1.11 and vEW? Which, if any, is the preferred version? Should the Wiki link to both (all three?) versions? These questions—and many others—will be answered in the next episode of Krait.)

Posted: Thu Oct 07, 2010 10:48 pm
by maik
Griff wrote:
i probably fiddled with the oxp to fix something i'd forgotten so the script.js was in it for a few days then vanished in the next edit and re-upload
The current download is still v1.1 and still contains the script. Where do I find v1.11?

Posted: Thu Oct 07, 2010 10:52 pm
by maik
El Viejo wrote:
As Griff says, you should try Eric's Griff Krait variant… it’s more entertaining.

(Maybe a wiki wizard should add that link to the wiki, as well.)
I added it to the Griff Krait Wiki page.

Posted: Thu Oct 07, 2010 11:17 pm
by Cody
maik wrote:
I added it to the Griff Krait Wiki page.
Thanks maik… even Griff’s own readme in the 1.1 version says that you should use the Eric Walch special.

Just checked the wiki page... I think the script.js is still in the config folder of this oxp.

Posted: Thu Oct 07, 2010 11:19 pm
by CheeseRedux
maik wrote:
Where do I find v1.11?
I've checked the ReadMe of the v1.11, and it says "This version uploaded 20/04/2009". The datestamp on the file confirms this.
A possible scenario is that version numbers somehow got muddled and that the v1.11 was just up for a short while; resulting in me not updating my copy on the mistaken belief that I had the latest version.
El Viejo wrote:
Just checked the wiki page... I think the script.js is still in the config folder of this oxp.
It's called "~script.js", though. Don't know it that makes a difference.

Posted: Thu Oct 07, 2010 11:32 pm
by Cody
CheeseRedux wrote:
El Viejo wrote:
Just checked the wiki page... I think the script.js is still in the config folder of this oxp.
It's called "~script.js", though. Don't know it that makes a difference.
Good spot... probably stops it loading.
It does... it’s a good option… that’s probably why Eric left it in. If you want to get ‘up-close-and-personal’ with three of them immediately, just remove the ‘~’… instant firefight, and the ones with mil lasers can be quite tough.