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Re: Planetfall 2.0 (apparently)

Posted: Fri Jan 10, 2025 3:42 am
by Commander Mick
Made it in Planetfall...

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Don't know why space bar doesn't work here. Nothing works. May have to relaunch or exit the game...

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Re: Planetfall 2.0 (apparently)

Posted: Fri Jan 10, 2025 5:27 am
by Nite Owl
Try using Enter instead of the Space Bar despite what the screen prompt may say. Would also advise to remove the Docking Fees OXZ and see if that helps with the Space Bar not working. Very Nice messages in the Docking Fees OXZ but it is also costing you extra credits that a Commander who is just starting his journey can ill afford to spend.

Re: Planetfall 2.0 (apparently)

Posted: Fri Jan 10, 2025 6:15 am
by another_commander
Commander Mick wrote: Fri Jan 10, 2025 3:42 am
Image

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In case anyone is wondering, the squares inside the atmosphere are due to incorrect nebula image format used by a sky-altering OXP. Nebula images are expected to be grayscale 8 bits per pixel, but they are probably RGB 24 bits per pixel in whatever OXP it is that is causing this. The issue is visible only inside atmospheres; in space everything looks normal.

Just be aware of this.

Re: Planetfall 2.0 (apparently)

Posted: Tue Jan 28, 2025 3:44 pm
by RockDoctor
Nite Owl wrote: Fri Jan 10, 2025 5:27 am
Try using Enter instead of the Space Bar despite what the screen prompt may say. Would also advise to remove the Docking Fees OXZ and see if that helps with the Space Bar not working. Very Nice messages in the Docking Fees OXZ but it is also costing you extra credits that a Commander who is just starting his journey can ill afford to spend.
Probably completely unrelated, but I ran into a problem where I was instructed to "Press Spacebar to continue, Commander", to no effect. The context was trying to read my emails (F4, second screen R) and I'd get both the "next page / next message/ previous message" blurb offset from it's normal bottom of the screen position, AND the "Press spacebar" instruction. None of which work. Though another F4, or other F-key takes me to the expected screen and gets me out of there.
I just had a "night of the long OXP-knives" to throw away whatever I'd recently added (using year-old notes) and see if that resolved the problem. OXP management is probably better than doing it manually, but without any way to search for OXPs in the 40-odd screens, it's still sadly lacking.

Re: Planetfall 2.0 (apparently)

Posted: Thu Feb 27, 2025 10:05 am
by Cholmondely
Copied here from elsewhere:

Excursus: Replicating the Submersible Capabilities of the Moray
Cholmondely wrote: Wed Feb 26, 2025 7:04 pm
What can we do inside Oolite about the supposed submersible capabilities of the Moray?

Touching the surface of the planet results in death.

Our two versions of PlanetFall cut in just before touching the planet surface to transport one to a space-port.

Is there any way of simulating aquatic immersion? Can we add "depth" above the planet surface and transmogrify it into water?
Wildeblood wrote: Thu Feb 27, 2025 7:56 am
Do you mean, e.g. at the height where the altimeter colour changes to "panic", instantly increase the opacity of the atmosphere, and add a lot of retardation to all the ship's movements, to simulate a phase-change in the environment?
That sort of thing, exactly!

But what about the constantly changing depths of the sea-floor? And big fish (alien ones!)? And other ambient things to look at/interact with?

One could, presumably, also "land" at a real space-port rather than be forced into "using a shuttle", by using such contrivances.



Not sure if this is relevant, but we do have some stonking massive structures hiding out in our OXPs - Thargoid's G3 Aqualina ring-stations in his Aquatics OXP, the Colony in Colonization, KW's Isis Interstellar HQ and Eric Walch's Large Test Globe.



References:
Moray (classic)
Moray Star Boat (Oolite)
Famous Planets list of putative PF tweaks correlated with planet descriptions

Re: Planetfall 2.0 (apparently)

Posted: Thu Feb 27, 2025 11:33 am
by Wildeblood
Cholmondely wrote: Thu Feb 27, 2025 10:05 am
One could, presumably, also "land" at a real space-port rather than be forced into "using a shuttle", by using such contrivances.
You've always been able to land at a real spaceport, simply by placing the station low in the atmosphere, and rotating it 180 degrees to have the docking port facing away from the surface. Instructions from Eric Walch are here on the forum somewhere.

Re: Planetfall 2.0 (apparently)

Posted: Thu Feb 27, 2025 12:26 pm
by Cholmondely
Wildeblood wrote: Thu Feb 27, 2025 11:33 am
Cholmondely wrote: Thu Feb 27, 2025 10:05 am
One could, presumably, also "land" at a real space-port rather than be forced into "using a shuttle", by using such contrivances.
You've always been able to land at a real spaceport, simply by placing the station low in the atmosphere, and rotating it 180 degrees to have the docking port facing away from the surface. Instructions from Eric Walch are here on the forum somewhere.
So how does this work?

It must, because Phkb's external docking points seem to stay at the same spot above the planet surface.

But I thought that the reference point for any solar system was the witchpoint, with everything else moving around it.

In a static solar system, this is presumably less of a problem. But with either Orbits.oxp or the Stranger's World suite making the planet "revolve around the sun" and other planets "move around the sun" too, this might make placing docking points on the main planet tough and on the other planets a nasty exercise in juggling quaternions. (Hence, no landing sites on other planets/moons in Stranger's World).



A Quaternion for your collection:

Image

Re: Planetfall 2.0 (apparently)

Posted: Thu Feb 27, 2025 1:04 pm
by Wildeblood
Cholmondely wrote: Thu Feb 27, 2025 12:26 pm
Wildeblood wrote: Thu Feb 27, 2025 11:33 am
Cholmondely wrote: Thu Feb 27, 2025 10:05 am
One could, presumably, also "land" at a real space-port rather than be forced into "using a shuttle", by using such contrivances.
You've always been able to land at a real spaceport, simply by placing the station low in the atmosphere, and rotating it 180 degrees to have the docking port facing away from the surface. Instructions from Eric Walch are here on the forum somewhere.
So how does this work?
I don't remember. I thought Eric told me how to do it, and I've been searching his posts, but can't find it. Anyway, I tested the rotating function in a little demo OXP called Priority Launch, which unfortunately is lost:

viewtopic.php?p=178057#p178057

- and it definitely worked. I wanted it for, and used it in, Save & Jump OXP. Lowering the station I had no use for, but I recall spending an afternoon testing it out in the debugging console thingamy. You could definitely lower it into the atmosphere. It might have been RyanHoots who asked for that, he was having fun with a personal hide-out/home-base station around that time (July 2012), IIRC.
Cholmondely wrote: Thu Feb 27, 2025 12:26 pm
It must, because Phkb's external docking points seem to stay at the same spot above the planet surface.
I think he fiddles the planet rotation to zero once the player ship is low enough for the fiddling to go unnoticed.

Re: Planetfall 2.0 (apparently)

Posted: Sun Mar 02, 2025 9:20 pm
by Cholmondely
cbr wrote: Sun Mar 02, 2025 6:22 pm
Image

Optical could work, shadertrickery from A_C, colorize, darkened, overlay.

But what should the engine show underwater, underwater stations? hmm...
I would have thought that underwater cities would be more likely than underwater stations. But to my mind the real problem is replicating the sea floor.

I presume that issues of too much water pressure (due to excessive depth) could be dealt with relatively simply.

Re: Planetfall 2.0 (apparently)

Posted: Mon Mar 03, 2025 11:10 pm
by Cholmondely

Re: Planetfall 2.0 (apparently)

Posted: Sat Mar 15, 2025 7:20 am
by phkb
Wildeblood wrote: Thu Feb 27, 2025 1:04 pm
I think he fiddles the planet rotation to zero once the player ship is low enough for the fiddling to go unnoticed.
Correct, although that job is being performed by "Planet Rotation Cosmetics", rather than PlanetFall 2.
Cholmondely wrote: Thu Feb 27, 2025 12:26 pm
It must, because Phkb's external docking points seem to stay at the same spot above the planet surface.
The points above the surface of the planet are not actually docks. From a technical point of view, it's just a flasher and a point of reference. The player "docks" when they get close enough to the point. What happens is that the *actual* dock (located at point a long,long way away) force docks the player. And because that real dock is in a static position that doesn't change from save to save, it allows the game to be saved at those docks.

Re: Planetfall 2.0 (Really!!!!)

Posted: Sun May 25, 2025 3:38 pm
by Cholmondely
DGill wrote: Thu May 22, 2025 9:17 pm
Cholmondely wrote: Thu May 22, 2025 5:56 pm
1) The issue was this: I did get approached in the Orbital station by a gentlemen offering me a ticket to the Royal Court, which I accepted. But the three landing sites on the planet were not "Feudal States" Landing sites. And. When I got down-planet and ogled the F4 screen, I could not find the Royal Court, the Livery Office, the Royal Court Offices, the Royal Palace Administration Office or the Royal Bureau of the Privy Council as I had previously.

2) My save file is currently far too massive to fit into a PM (and I've moved on from Onarmala several stops). Which bits of it would you like?

3) I've reloaded my old copies of Library & GNN which used to work just fine, and plan on returning & landing on Onarmala (with them instead) again and see if things improve from a Feudal perspective! Forwards into the past!

Image
Unlikely to be Library OXP

probably an error in feudal_mission.js or possibly planetfall 2.0 does not recognise gal 7 & 8.

If I get a chance I'll have a look
DGill wrote: Fri May 23, 2025 5:12 am
Cholmondely wrote: Thu May 22, 2025 9:46 pm
Hunh! I'd finally worked up my Jameson so that I could pledge my fealty! And now, back to being on ice. Humph!
The issue can be corrected by either of two methods:

1. Alter the script.js in Feudal_PlanetFall2.oxp

Replace line 65 with:

Code: Select all

        if ((galaxyNumber == 0 && system.techLevel >= 7) || (galaxyNumber == 1 && system.techLevel >= 5) || (galaxyNumber == 2 && system.techLevel >= 7) || (galaxyNumber == 4 && system.techLevel >= 7) || (galaxyNumber == 5 && system.techLevel >= 8) || (galaxyNumber == 6 && system.techLevel >= 7) || (galaxyNumber == 7 && system.techLevel >= 7)) {
The disadvantage with this method is that it amends planetfall 2 files which I wanted to avoid.

2. Alter the feudal-mission.js file in Feudal_States_Extended.oxp

add at line 167:

Code: Select all

    if (worldScripts["feudal-planetfall.js"]) {
        pf.$addPrepopulationFunction("feudal-planetfall.js", "extraPopulation");
        if (this.debug) log(this.name, "Monkey-patching shipWillEnterWitchspace, shipWillLaunchFromStation, and shipWillExitWitchspace functions of Feudal states PlanetFall script");
        var f = worldScripts["feudal-planetfall.js"];
        delete f.shipWillLaunchFromStation;
        delete f.shipWillExitWitchspace;
        f.extraPopulation = this.feudalstates_extraPopulation;
        f.shipWillEnterWitchspace = this.feudalstates_shipWillEnterWitchspace;
    }
add at original line 170 (i.e. before the function this.startUpComplete = function() { )

Code: Select all

this.feudalstates_extraPopulation = function () {
    if (system.government == 1 && worldScripts.PlanetFall2) {
        if ((galaxyNumber == 6 && system.techLevel >= 7) || (galaxyNumber == 7 && system.techLevel >= 7)) {
            var pf = worldScripts.PlanetFall2;
            var key = galaxyNumber + " " + system.ID;
            // if we have a full custom setup, don't use the override method
            if (pf._locationOverrides[key]) return;
            worldScripts.PlanetFall2.planetFallOverride = true; // set the override, so only external OXP locations appear
        }
    }
}
This method is better as it does not alter planetfall 2 files - but I have not tested it for unexpected issues.
phkb wrote: Fri May 23, 2025 6:47 am
I pushed the update into Feudal_PlanetFall2.oxz. It should be in the manager shortly.
Apologies for being the bearer of bad news, but when I tried it out, there was nothing. Nothing! Even the non-feudal landing sites had gone!



Was it the Thargoids?



Have they exterminated all intelligent life in Onarmala, apart from a few feudals cowering in the Coriolis and the Royal Hunting Lodge, awaiting the triumphant thargons touting the torn tabards of the terrifying thargoidal terminators? Is poor Onarmala now a waste-heap, littered with the corpses of the honourable defenders?



The Bard:

In the depths of space where shadows creep,

Jaftra's Onarmala, a vigil we keep.

Brave souls who ventured, with hearts full of fire,

Fell to the Thargoids, in a dance of desire.

Stars bore witness to the clash of fate,

As courage met terror, a battle innate.

With ships like comets, they soared through the night,

Defending their home, they stood for the fight.

In the silence of void, their echoes remain,

Heroes of Onarmala, we honour your pain.

For every lost pilot, a story untold,

In the annals of starlight, your legacy bold.

Though Thargoid shadows may darken the skies,

Your spirit ignites in the hearts of the wise.

We gather in memory, united we stand,

For the fallen of Onarmala, we honour this land.

So let us remember, as we chart our own course,

The bravery shown in the face of dark force.

In the vastness of space, your light will not fade,

For the fallen of Jaftra, our tribute is made.



The Bard: duckduckgo's GPT-4o mini (prompt: "Poem for the fallen of Oolite's Onarmala, slain by the Thargoids" with light editing).

Re: Planetfall 2.0 (Really!!!!)

Posted: Sun May 25, 2025 6:08 pm
by DGill
Cholmondely wrote: Sun May 25, 2025 3:38 pm
DGill wrote: Thu May 22, 2025 9:17 pm
Cholmondely wrote: Thu May 22, 2025 5:56 pm
1) The issue was this: I did get approached in the Orbital station by a gentlemen offering me a ticket to the Royal Court, which I accepted. But the three landing sites on the planet were not "Feudal States" Landing sites. And. When I got down-planet and ogled the F4 screen, I could not find the Royal Court, the Livery Office, the Royal Court Offices, the Royal Palace Administration Office or the Royal Bureau of the Privy Council as I had previously.

2) My save file is currently far too massive to fit into a PM (and I've moved on from Onarmala several stops). Which bits of it would you like?

3) I've reloaded my old copies of Library & GNN which used to work just fine, and plan on returning & landing on Onarmala (with them instead) again and see if things improve from a Feudal perspective! Forwards into the past!

Image
Unlikely to be Library OXP

probably an error in feudal_mission.js or possibly planetfall 2.0 does not recognise gal 7 & 8.

If I get a chance I'll have a look
DGill wrote: Fri May 23, 2025 5:12 am
Cholmondely wrote: Thu May 22, 2025 9:46 pm
Hunh! I'd finally worked up my Jameson so that I could pledge my fealty! And now, back to being on ice. Humph!
The issue can be corrected by either of two methods:

1. Alter the script.js in Feudal_PlanetFall2.oxp

Replace line 65 with:

Code: Select all

        if ((galaxyNumber == 0 && system.techLevel >= 7) || (galaxyNumber == 1 && system.techLevel >= 5) || (galaxyNumber == 2 && system.techLevel >= 7) || (galaxyNumber == 4 && system.techLevel >= 7) || (galaxyNumber == 5 && system.techLevel >=8) || (galaxyNumber == 6 && system.techLevel >= 7) || (galaxyNumber == 7 && system.techLevel >= 7)) {
The disadvantage with this method is that it amends planetfall 2 files which I wanted to avoid.

2. Alter the feudal-mission.js file in Feudal_States_Extended.oxp

add at line 167:

Code: Select all

    if (worldScripts["feudal-planetfall.js"]) {
        pf.$addPrepopulationFunction("feudal-planetfall.js", "extraPopulation");
        if (this.debug) log(this.name, "Monkey-patching shipWillEnterWitchspace, shipWillLaunchFromStation, and shipWillExitWitchspace functions of Feudal states PlanetFall script");
        var f = worldScripts["feudal-planetfall.js"];
        delete f.shipWillLaunchFromStation;
        delete f.shipWillExitWitchspace;
        f.extraPopulation = this.feudalstates_extraPopulation;
        f.shipWillEnterWitchspace = this.feudalstates_shipWillEnterWitchspace;
    }
add at original line 170 (i.e. before the function this.startUpComplete = function() { )

Code: Select all

this.feudalstates_extraPopulation = function () {
    if (system.government == 1 && worldScripts.PlanetFall2) {
        if ((galaxyNumber == 6 && system.techLevel >= 7) || (galaxyNumber == 7 && system.techLevel >= 7)) {
            var pf = worldScripts.PlanetFall2;
            var key = galaxyNumber + " " + system.ID;
            // if we have a full custom setup, don't use the override method
            if (pf._locationOverrides[key]) return;
            worldScripts.PlanetFall2.planetFallOverride = true; // set the override, so only external OXP locations appear
        }
    }
}
This method is better as it does not alter planetfall 2 files - but I have not tested it for unexpected issues.
phkb wrote: Fri May 23, 2025 6:47 am
I pushed the update into Feudal_PlanetFall2.oxz. It should be in the manager shortly.
Apologies for being the bearer of bad news, but when I tried it out, there was nothing. Nothing! Even the non-feudal landing sites had gone!



Was it the Thargoids?



Have they exterminated all intelligent life in Onarmala, apart from a few feudals cowering in the Coriolis and the Royal Hunting Lodge, awaiting the triumphant thargons touting the torn tabards of the terrifying thargoidal terminators? Is poor Onormala now a waste-heap, littered with the corpses of the honourable defenders?



The Bard:

In the depths of space where shadows creep,

Jaftra's Onarmala, a vigil we keep.

Brave souls who ventured, with hearts full of fire,

Fell to the Thargoids, in a dance of desire.

Stars bore witness to the clash of fate,

As courage met terror, a battle innate.

With ships like comets, they soared through the night,

Defending their home, they stood for the fight.

In the silence of void, their echoes remain,

Heroes of Onarmala, we honour your pain.

For every lost pilot, a story untold,

In the annals of starlight, your legacy bold.

Though Thargoid shadows may darken the skies,

Your spirit ignites in the hearts of the wise.

We gather in memory, united we stand,

For the fallen of Onarmala, we honour this land.

So let us remember, as we chart our own course,

The bravery shown in the face of dark force.

In the vastness of space, your light will not fade,

For the fallen of Jaftra, our tribute is made.



The Bard: duckduckgo's GPT-4o mini (prompt: "Poem for the fallen of Oolite's Onarmala, slain by the Thargoids" with light editing).
Are you sure you only have one copy of Feudal_PlanetFall2.oxz in the addons folder (and not an oxp version as well)?

Make sure the latest version has:

if ((galaxyNumber == 0 && system.techLevel >= 7) || (galaxyNumber == 1 && system.techLevel >= 5) || (galaxyNumber == 2 && system.techLevel >= 7) || (galaxyNumber == 4 && system.techLevel >= 7) || (galaxyNumber == 5 && system.techLevel >= 8) || (galaxyNumber == 6 && system.techLevel >= 7) || (galaxyNumber == 7 && system.techLevel >= 7)) {

Re: Planetfall 2.0 (Really!!!!)

Posted: Sun May 25, 2025 6:24 pm
by Cholmondely
DGill wrote: Sun May 25, 2025 6:08 pm
Are you sure you only have one copy of Feudal_PlanetFall2.oxz in the addons folder (and not an oxp version as well)?

Make sure the latest version has:

if ((galaxyNumber == 0 && system.techLevel >= 7) || (galaxyNumber == 1 && system.techLevel >= 5) || (galaxyNumber == 2 && system.techLevel >= 7) || (galaxyNumber == 4 && system.techLevel >= 7) || (galaxyNumber == 5 && system.techLevel >= 8) || (galaxyNumber == 6 && system.techLevel >= 7) || (galaxyNumber == 7 && system.techLevel >= 7)) {
So, yes, my copy of the latest version has:

Code: Select all

//-------------------------------------------------------------------------------------------------------------
this.feudalstates_extraPopulation = function () {
    if (system.government == 1 && worldScripts.PlanetFall2) {
        if ((galaxyNumber == 0 && system.techLevel >= 7) || (galaxyNumber == 1 && system.techLevel >= 5) || (galaxyNumber == 2 && system.techLevel >= 7) || (galaxyNumber == 4 && system.techLevel >= 7) || (galaxyNumber == 5 && system.techLevel >= 8) || (galaxyNumber == 6 && system.techLevel >= 7) || (galaxyNumber == 7 && system.techLevel >= 7)) {
        //if ((galaxyNumber == 0 && system.techLevel >= 7) || (galaxyNumber == 1 && system.techLevel >= 5) || (galaxyNumber == 2 && system.techLevel >= 7) || (galaxyNumber == 4 && system.techLevel >= 7) || (galaxyNumber == 5 && system.techLevel >= 8)) {
            var pf = worldScripts.PlanetFall2;
            var key = galaxyNumber + " " + system.ID;
            // if we have a full custom setup, don't use the override method
            if (pf._locationOverrides[key]) return;
            worldScripts.PlanetFall2.planetFallOverride = true; // set the override, so only external OXP locations appear
        }
    }
}
And, no, there were no culprits lurking anywhere else, that I could spot.

Now, I could easily have made a mistake (my shock at the genocide :shock: ). I'll give phkb's version another stab - and then I'll try your second (preferred) solution.

Will report back.

Re: Planetfall 2.0 (apparently)

Posted: Sun May 25, 2025 6:54 pm
by Cholmondely
So the first solution is still genocidal. The second solution restores the status quo ante - back to non-Feudal landing sites (Amazonius Starbase - Customs Control) & New Wakefield (Department of Trade).

But I'll next try landing again and see if I have a bit more luck.

Might it be that the Feudal Landing sites are just not specified anywhere for Onarmala?