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[UPDATE RELEASE] Xeptatl's Sword OXP

Discussion and information relevant to creating special missions, new ships, skins etc.

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Re: Xeptatl's Sword

Post by Smivs »

Thanks for that cim.
Unfortunately the scripting wizard behind much of Xeptatl's Sword is currently occupied with RL work etc, so if I can't fix this myself it might need to wait for Okti's return.
I have a list of tweaks needed for this OXP, so an update will be along at some point.
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Re: Xeptatl's Sword

Post by Smivs »

Just a quick update note.
As you will be aware there are a few minor bugs in XS at the moment, and since I became ill recently I have also learnt that it may not be entirely v1.77 compatible.
I have officially updated XS to v1.0.3 now, the only difference being a change to the requires.plist adding a max_version of 1.76.1 until this can be looked at. I hope to be up and running in a week or so and my first priorities will be to update XS to clear the bugs and confirm compatibility with Oolite v1.77.

Edited to add:-
The 1.77 compatibility issues are more complex than originally thought, and therefore this may take a little longer to fix than I'd hoped. Work is ongoing and an Oolite v1.77 compatible re-release will be along as soon as possible.
Apologies for any disappointment or inconvenience caused.
Smivs. 28th January, 2013.
Last edited by Smivs on Mon Jan 28, 2013 11:49 am, edited 1 time in total.
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Re: Xeptatl's Sword

Post by Smivs »

UPDATE
Work has now commenced on the v1.77-compliant version of this OXP. As well as ironing-out any v1.77 issues I will be applying the (short) list of required bug-fixes which have been identified since the original release, and updating the 'materials' to add normal and specular maps which will further enhance the look of things on shadery computers. :D
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Re: [UPDATE RELEASE] Xeptatl's Sword

Post by Smivs »

Xeptatl's Sword v2.0 is now available.

This re-release fixes a few bugs and issues with compatibility with other OXPs which have come to light since first release, improves the graphics of the OXP and makes this OXP Oolite v1.77 compatible.

Now requires Oolite v1.77
Complete revision of textures - some detail improvements and normal and specular maps added where appropriate for simple or full shader-capable computers.
Problems fixed:-
Fuel issues in G2 wormhole run/interstellar space fixed. Now compatible with all extra fuel-tank OXPs.
Problems caused by 'Commies OXP' during one sub-mission resolved.
Extra Comms messages added to several stages to help avoid confusion and to guide players.
Problems caused by 'Asteroid Storm OXP' resolved.

Thanks to P A Groove and CommRLock for much useful feedback regarding issues they experienced, to Eric Walch for suggesting how to deal with the incompatibility with 'Commies OXP', and to Timer for advice regarding his Duplex Fuel Tank OXP. If I've missed anybody, sincere apologies.

I hope that this OXP is now working fully and properly, but if anybody does find any issues or problems, please report them here.
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Re: [UPDATE RELEASE] Xeptatl's Sword

Post by pagroove »

Well done commander :D
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Re: [UPDATE RELEASE] Xeptatl's Sword

Post by Smivs »

Thanks, and thank you for your help :)
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Re: Xeptatl's Sword OXP

Post by Commander Redec »

I screwed up this mission by making a intergalactic hyper space to early. I wanna start the mission completely from fresh. Can I do this by just removing these two entries from my save file:

Code: Select all

	<key>XeptatlsSword-Main</key>
	<string>Gal-jump to Estebiin in G6 and dock at the Xeptatl Society HQ.</string>

	<key>mission_XeptatlsSword_status</key>
	<string>STAGE_1</string>
?

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Re: Xeptatl's Sword OXP

Post by Smivs »

Yes, that should work at this stage. Just remove any mention of the mission from the save file. Remember you will need to be in G5 to start though.
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Re: Xeptatl's Sword OXP

Post by Commander Redec »

Smivs wrote:
Yes, that should work at this stage. Just remove any mention of the mission from the save file. Remember you will need to be in G5 to start though.
Thanks, it worked. I'll soon jump to G5 to start again.

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Re: Xeptatl's Sword OXP

Post by Smivs »

Commander Redec wrote:
Thanks, it worked. I'll soon jump to G5 to start again.
OK, that's good. Sounds like you're having fun in G7 at the moment... :D
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Re: Xeptatl's Sword OXP

Post by pagroove »

I also screwed something up. I saved at Estebiin main. But when I get again at the HQ I don't see the Thunderchild anymore. The briefing is normal but when I launch the Anthilliator doesn't show up anymore. I stopped halfway during the first attempt because the Taxi Galactica.OXP placed a taxi station right next to the HQ.

I see this in my save file:

Code: Select all

	<key>mission_XeptatlsSword_status</key>
		<string>STAGE_300</string>
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Re: Xeptatl's Sword OXP

Post by Smivs »

Ha, yes, not the first time that's happened!
It was fixable, but a bit complicated and I think there might be an easier way.
Try jumping to Estebiin's sister planet Tetier, and back again. Don't do anything there - a full tank will get you there and back if I remember correctly - sunskim if you do need fuel. If you are stage 300 that should reset things (I hope :P ) and Thunderchild should be in orbit. Go directly to the XS headquarters and dock there.
Don't get distracted by Taxis! :lol:
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Re: Xeptatl's Sword OXP

Post by Cody »

Smivs wrote:
Ha, yes, not the first time that's happened!
<chortles>
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Xeptatl's Sword OXP

Post by pagroove »

Sorry for the late reply but thank you for the support. I'm gonna try that. :)
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Re: Xeptatl's Sword OXP

Post by spara »

Look like the guys running a ConStore are in desperate need of regular missiles :mrgreen: .

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