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Re: Planetfall 2.0 (maybe)
Posted: Wed Apr 17, 2024 10:02 pm
by phkb
MrFlibble wrote: ↑Wed Apr 17, 2024 6:54 pm
phkb wrote: ↑Wed Apr 17, 2024 4:00 am
I think this is getting close to release quality now, but will be interested in any and all feedback.
I'm in. Still figuring out how to land. Attempt four.
Just paused the game at an altitude of 644.7267877715349m, which looks ugly. Can that be forced to an integer?
The altitude display is down to whatever HUD you’re using. Which one are you rocking at the moment?
Re: Planetfall 2.0 (maybe)
Posted: Thu Apr 18, 2024 1:37 am
by phkb
Yes, there is a bit of a bug. So here's version 2.4
PlanetFall2.oxz
Let me know how you get on.
Re: Planetfall 2.0 (maybe)
Posted: Thu Apr 18, 2024 11:54 am
by MrFlibble
phkb wrote: ↑Wed Apr 17, 2024 10:02 pm
MrFlibble wrote: ↑Wed Apr 17, 2024 6:54 pm
phkb wrote: ↑Wed Apr 17, 2024 4:00 am
I think this is getting close to release quality now, but will be interested in any and all feedback.
I'm in. Still figuring out how to land. Attempt four.
Just paused the game at an altitude of 644.7267877715349m, which looks ugly. Can that be forced to an integer?
The altitude display is down to whatever HUD you’re using. Which one are you rocking at the moment?
The large HUD with 10 MFDs from "HUD Selector with Large HUD"
Re: Planetfall 2.0 (maybe)
Posted: Thu Apr 18, 2024 12:02 pm
by phkb
MrFlibble wrote: ↑Thu Apr 18, 2024 11:54 am
The large HUD with 10 MFDs from "HUD Selector with Large HUD"
Yep, just confirmed it. That hud is pulling the raw data from Combat MFD and plonking it on the screen with no filter. Not sure if I should put a fix into Combat MFD, which will impact everything that uses it, or add a custom solution for this particular set of HUDs. I'll mull it over a bit.
Re: Planetfall 2.0 (maybe)
Posted: Thu Apr 18, 2024 12:31 pm
by MrFlibble
Flew up into the ball from about 600m and was correctly captured.
phkb wrote: ↑Wed Apr 17, 2024 9:58 pm
Markets are implemented, but disabled by default. You can turn them on via settings in Library Config.
That bit I'm struggling to find. I see an option to tweak "F3/F8 Main planet". In that menu it shows "true" for capital cities by default. with "Desc: True means site has F3 equip screen".. no option for F8 screen.
Re: Planetfall 2.0 (maybe)
Posted: Thu Apr 18, 2024 12:33 pm
by phkb
MrFlibble wrote: ↑Thu Apr 18, 2024 12:31 pm
That bit I'm struggling to find. I see an option to tweak "F3/F8 Main planet". In that menu it shows "true" for capital cities by default. with "Desc: True means site has F3 equip screen".. no option for F8 screen.
You should also see "Select values" underneath "Select flags". In "Select values" are all the options for markets.
Also note: after making a change to the markets, you will need to jump out and then jump back into a system for the change to have an effect where you are.
Re: Planetfall 2.0 (maybe)
Posted: Thu Apr 18, 2024 12:44 pm
by MrFlibble
phkb wrote: ↑Thu Apr 18, 2024 12:33 pm
You should also see "Select values" underneath "Select flags". In "Select values" are all the options for markets.
Thanks. Dim of me. I had used values in the past, but had everything "just right" for so long I forgot it was there.
Re: Planetfall 2.0 (maybe)
Posted: Thu Apr 18, 2024 10:45 pm
by Cholmondely
phkb wrote: ↑Thu Apr 18, 2024 1:37 am
Yes, there is a bit of a bug. So here's version 2.4
PlanetFall2.oxz
Let me know how you get on.
Might there be sense in splitting the oxp?
The graphics which don't change in one "heavy" oxp and the programming which does - frequently - in a lighter oxp?
Re: Planetfall 2.0 (maybe)
Posted: Thu Apr 18, 2024 10:57 pm
by phkb
Quite possibly! I’ll investigate.
Re: Planetfall 2.0 (probably)
Posted: Fri Apr 19, 2024 3:37 am
by phkb
MrFlibble wrote: ↑Thu Apr 18, 2024 11:54 am
The large HUD with 10 MFDs from "HUD Selector with Large HUD"
OK, there are updates now available for Combat MFD AND HUD Selector (but for different reasons for that one). Combat MFD will only output to 3 decimals when you're below 1000m now, which should address the issue with the Large HUD.
Re: Planetfall 2.0 (probably)
Posted: Fri Apr 19, 2024 1:16 pm
by MrFlibble
phkb wrote: ↑Fri Apr 19, 2024 3:37 am
MrFlibble wrote: ↑Thu Apr 18, 2024 11:54 am
The large HUD with 10 MFDs from "HUD Selector with Large HUD"
OK, there are updates now available for Combat MFD AND HUD Selector (but for different reasons for that one). Combat MFD will only output to 3 decimals when you're below 1000m now, which should address the issue with the Large HUD.
The HUD selector needs a version number name tweak. It ends up as a duplicate in ManagedAddOns when updated and is ignored.
Fine when name changed to
[email protected] and the old one deleted of course.
Re: Planetfall 2.0 (probably)
Posted: Fri Apr 19, 2024 11:38 pm
by phkb
MrFlibble wrote: ↑Fri Apr 19, 2024 1:16 pm
The HUD selector needs a version number name tweak. It ends up as a duplicate in ManagedAddOns when updated and is ignored.
This is weird. If you're only using the DM, there shouldn't have been an issue, because the DM doesn't add version numbers to it's downloads. Had you used OoliteStarter at all, at some point in the past?
Re: Planetfall 2.0 (probably)
Posted: Fri Apr 19, 2024 11:52 pm
by MrFlibble
phkb wrote: ↑Fri Apr 19, 2024 11:38 pm
This is weird. If you're only using the DM, there shouldn't have been an issue, because the DM doesn't add version numbers to it's downloads. Had you used OoliteStarter at all, at some point in the past?
Yes, now and then.
The mists are clearing about the interactions there now. Thanks. I'll know the cause in future.
Re: Planetfall 2.0 (probably)
Posted: Mon Apr 29, 2024 5:29 am
by phkb
OK, here's (hopefully) the final version of this:
PlanetFall2.oxz - v2.5 The guts of the mod.
PlanetFall_Resources.oxz - v1.0 All the images and textures.
FeudalPlanetFall.oxz - v1.1 Update for Feudal Systems (there's no change in this one, just putting it here for ease of access).
This version fixes an issue with creating custom systems, as well as the obvious one of splitting off the image-heavy resources pack.
Re: Planetfall 2.0 (probably)
Posted: Mon Apr 29, 2024 5:36 am
by phkb
And here's some working custom systems: Lave!
With thanks for Cholmondely for compiling the actual place names: