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Re: Lovecats - stuck!
Posted: Thu Jul 28, 2011 7:01 pm
by Eric Walch
I just uploaded a version 1.3 of the lovecat.oxp. Nothing new at all, but the legacy script was replaced by a JS script.
Needs now Oolite 1.75 as minimum.
Re: Lovecats - stuck!
Posted: Thu Jul 28, 2011 7:17 pm
by Gimi
Eric Walch wrote:I just uploaded a version 1.3 of the lovecat.oxp. Nothing new at all, but the legacy script was replaced by a JS script.
Needs now Oolite 1.75 as minimum.
Wiki-link seems to be broken, would you mind checking it.
Re: Lovecats - stuck!
Posted: Thu Jul 28, 2011 7:45 pm
by Eric Walch
Gimi wrote:Wiki-link seems to be broken, would you mind checking it.
Thanks, it contained one character to much. Works now.
Re: Lovecats - stuck!
Posted: Wed Jan 04, 2012 2:05 pm
by HUMPERS
Hi all,
I need help as I have a problem concerning missions.
I have recently upgraded Oolite from 1.75.3 to 1.76. (latest version).
Following a jump to galactic chart 4 I have been hitting the missions hard and have 3 running at the same time.
However, I have a problem:
There is a mission involving Captain Curruthers and visiting his brother, (i think) at Teance. This, I believe, is the Love cats mission. I journey to Tiance but there is no sign of Felix Valrisian who is, apparently, at the milk palace! I go to the space station at this system and nothing appears.
I have the Trident Down mission running as well which is also without problems which I have posted.
The Nova mission hasn't appeared yet if that helps!
Any ideas?
Regards,
Humpers.
Re: Lovecats - stuck!
Posted: Wed Jan 04, 2012 2:08 pm
by another_commander
Humpers, you have posted almost the exact same message in three different threads. Please pick one and stick to it to avoid unnecessary duplication (or triplication, even) of discussions. Thanks.
Re: Lovecats - stuck!
Posted: Wed Jan 04, 2012 4:38 pm
by HUMPERS
Hi,
I realise I've done this and I apologise.
I'm just trying to direct my initial post in the right areas, hopeful that it will be answered and resolved.
Regards,
Humpers.
Re: Lovecats - stuck!
Posted: Sat Jun 30, 2012 10:33 am
by Rese249er
V pnhtug hc gb gur Inyevfvna Nfc va Rfnedher, sylvat n Trarfvf. Gur gheergf unq nofbyhgryl ab vffhrf sbepvat na rwrpg jvgubhg qrfgeblvat gur r-cbq.
Re: Lovecats - stuck!
Posted: Sat Jun 30, 2012 11:15 am
by Eric Walch
Rese249er wrote:V pnhtug hc gb gur Inyevfvna Nfc va Rfnedher, sylvat n Trarfvf. Gur gheergf unq nofbyhgryl ab vffhrf sbepvat na rwrpg jvgubhg qrfgeblvat gur r-cbq.
Abezny cbq rwrpgvba vf rinyhngrq jvgu n punapr sbe rirel uvg jura gur gbgny raretl vf orybj 25%. Jvgu n ybg bs irel fznyy uvgf yvxr gur gheergf, vg vf vaqrrq zber yvxryl gung lbh sbepr cbq rwrpgvba orsber xvyyvat vg.
However, version 1.3 has a change that always forces the pod to eject on low energy condition. I don't think the old situation was a deliberate choice of the author but just a way oolite handles pod ejection. Now it is scriptable, this part is made a bit easier. The problem should be the finding of the asp, not the pod-ejection.
Re: Lovecats - stuck!
Posted: Wed Sep 04, 2013 10:13 pm
by Commander Redec
Hi,
I found the Asp and shot him until the bubbles came. I did not see the pod ejecting. The Asp was just completely passive. The bubbles got away, and I shot him again until the bubbles came. I did that a few more times. Still no pod. Am I just impatient or am I doing something wrong?
/ Commander Redec
EDIT: Please, forget my question. I took one more shot, and now I did see the escape pod and caught him.
Re: Lovecats - stuck!
Posted: Thu Mar 01, 2018 1:52 am
by RockDoctor
After 40-odd cycles of trying to find the damned cat ... uninstalled.
Re: Lovecats - stuck!
Posted: Sat Apr 16, 2022 11:33 am
by Fontaine
Having spent an inordinate amount of time trying to get this mission to work, I have some observations which I hope may help others. To try to avoid spoilers I'm being deliberately vague or will use Rot13 if necessary.
1. Can't find ship
I spent a long time flying around and in-and-out of the target system without finding the ship. Eventually I checked the save file and found the mission variable set to 'DESTROYED' - I certainly didn't do it, must have been pirates or bounty hunters. I had docked several times; there was no notification that the ship had been destroyed.
I changed the variable to (iirc) STAGE3. While I was poking around in the mechanics, I checked the script to discover the spawn location -
nobhg n avagu bs gur jnl gbjneqf gur cynarg
- and was able to find it.
2. Cbq qbrf abg rwrpg
I eventually traced this problem to a mod conflict - removed the other oxp, and was immediately able to get this stage to work. The offending mod was:
Zber rfpncr cbqf
3. Persistent Bounty
Lbh trg n fpevcgrq obhagl nsgre cvpxvat hc gur rfpncr cbq. Vg vf fhccbfrq gb or renfrq ba qryvirevat gur png gb gur jrqqvat.
Mine didn't clear, forcing me to dock without clearance and CR5000 fine, and making the rest of the mission impossible. Again this is a mod conflict with Bounty System - removing that oxp fixed the problem.
I hope this might help others struggling with the quest.
Re: Lovecats - stuck!
Posted: Sun Apr 17, 2022 9:51 pm
by Cholmondely
Fontaine wrote: ↑Sat Apr 16, 2022 11:33 am
Having spent an inordinate amount of time trying to get this mission to work, I have some observations which I hope may help others. To try to avoid spoilers I'm being deliberately vague or will use Rot13 if necessary.
1. Can't find ship
I spent a long time flying around and in-and-out of the target system without finding the ship. Eventually I checked the save file and found the mission variable set to 'DESTROYED' - I certainly didn't do it, must have been pirates or bounty hunters. I had docked several times; there was no notification that the ship had been destroyed.
I changed the variable to (iirc) STAGE3. While I was poking around in the mechanics, I checked the script to discover the spawn location -
nobhg n avagu bs gur jnl gbjneqf gur cynarg
- and was able to find it.
2. Cbq qbrf abg rwrpg
I eventually traced this problem to a mod conflict - removed the other oxp, and was immediately able to get this stage to work. The offending mod was:
Zber rfpncr cbqf
3. Persistent Bounty
Lbh trg n fpevcgrq obhagl nsgre cvpxvat hc gur rfpncr cbq. Vg vf fhccbfrq gb or renfrq ba qryvirevat gur png gb gur jrqqvat.
Mine didn't clear, forcing me to dock without clearance and CR5000 fine, and making the rest of the mission impossible. Again this is a mod conflict with Bounty System - removing that oxp fixed the problem.
I hope this might help others struggling with the quest.
My lousy combat skills preclude my trying out the missions. Fontaine, do you think that there is anything here that desperately needs fixing? Or any oxp's which ruin it and which should be excluded from the game (manageable via the manifest.plist).
Re: Lovecats - stuck!
Posted: Sun May 08, 2022 7:26 pm
by Fontaine
Cholmondely wrote: ↑Sun Apr 17, 2022 9:51 pm
My lousy combat skills preclude my trying out the missions. Fontaine, do you think that there is anything here that desperately needs fixing? Or any oxp's which ruin it and which should be excluded from the game (manageable via the manifest.plist).
Sorry for the late reply. Bounty System and More Escape Pods definitely make Love Cats impossible.
I have no experience in creating or modifying oxps but I may have a go at some point. This might be a good one to try to out on.
Re: Lovecats - stuck!
Posted: Mon Jun 20, 2022 12:08 am
by Cholmondely
Fontaine wrote: ↑Sun May 08, 2022 7:26 pm
Sorry for the late reply. Bounty System and More Escape Pods definitely make Love Cats impossible.
I have no experience in creating or modifying oxps but I may have a go at some point. This might be a good one to try to out on.
Did you succeed at Love Cats?
And have you tried any other missions?
How goes it? (And have you seen Alnivel's rather super
Route Planner OXP?)
Re: Lovecats - stuck!
Posted: Tue Oct 24, 2023 3:21 am
by phkb
Fontaine wrote: ↑Sun May 08, 2022 7:26 pm
Bounty System and More Escape Pods definitely make Love Cats impossible.
It's certainly possible that Bounty System might break this OXP, but there is a bug in it anyway.
There are two instances in the code where the players bounty is attempted to be changed.
First, in "lovecat_romeo.js", line 12
That would work, and bounty system would probably record it as an unspecified major offense.
The next two are in "lovecat.js", lines 65 and 75:
Code: Select all
player.legalStatus += 64;
...
player.legalStatus = 0;
I think these lines are a leftover from one of the conversions from the old scripting system. In any event, neither of these lines of code will work. But, notably, they won't produce an error either.
In JavaScript, the "legalStatus" property is a text string, either "Clean", "Offender" or "Fugitive". Trying to add "64" to it will do nothing - no change in bounty or in the legal status text.
With "More Escape Pods", I'm not sure how this OXP could impact on Love Cats. More Escape Pods has one file in it, a "shipdata-overrides.plist" file, which, essentially, increases the chances that some core ships will have an escape pod, from the existing "0%" chance, to somewhere between 15% to 35%, depending on the ship. For the core "Asp", it's set at 30%.
Love cats has, in its shipdata, 5 ships in total, 4 of which are Asps, but importantly, *none of them are "like_shipped" from the core shipset. They are set up completely independently and without any link to the core ships. So, while they are "Asps", they won't be picked up by "More Escape Pods" to get a greater chance of an escape pod. And their definitions all explicitly say either "has_escape_pod" = NO; or "has_escape_pod" = YES;. So in my estimation, I don't think More Escape Pods is to blame for any issues with the mission. I'll need to run the mission myself to (a) fix the above mentioned bugs, and (b) to see if there are other issues lurking inside somewhere.