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Posted: Thu Nov 05, 2009 7:52 pm
by pagroove
ClymAngus wrote:couple of things. I'll be uploading 7 and 8 tonight.
also I've noticed a couple of "traps". Mainly hyperdriving into a system group that has no tech 10 systems in it effectively locking a player in that part of the map.
I've located 2 traps so far one going from 7 to 8 and another spaning 5-6. I was going to mark these areas in red as places NOT to hyper jump from.
Great man! You're the first in doing a real good map for the 8 galaxies! congrats
Posted: Fri Nov 06, 2009 6:55 am
by Commander McLane
ClymAngus wrote:I've located 2 traps so far one going from 7 to 8 and another spaning 5-6. I was going to mark these areas in red as places NOT to hyper jump from.
You are aware that
by default Oolite doesn't let you jump there anyway? You will always end up in the closest system
belonging to the main group. Read
here for the technical stuff.
(And that doesn't mean that an OXP couldn't change the default, although I would advise against it.)
Posted: Fri Nov 06, 2009 10:12 am
by ClymAngus
pagroove wrote:
Great man! You're the first in doing a real good map for the 8 galaxies! congrats
Well we still need some route work and zones for sectors 7 and 8 so we ain't done yet. I've been noticing some clusters in g8 that might make good zones. Also I might be able to drag out a war zone (actually more like an ex-war zone) like map 4. But all the really hard work is done.
COMPLETE (Or as near as damn it anyway)
GALAXY1
GALAXY2
GALAXY3
GALAXY4
GALAXY5
GALAXY6 (compromise reached over zones, 2 maps basically)
Structure complete sectors being discussed (Routes & Systems done)
GALAXY7
GALAXY8
Still could have been worse. I could have had to makesomething like this:
http://www.solstation.com/47ly-ns.htm
Posted: Fri Nov 06, 2009 10:16 am
by ClymAngus
Commander McLane wrote:ClymAngus wrote:I've located 2 traps so far one going from 7 to 8 and another spaning 5-6. I was going to mark these areas in red as places NOT to hyper jump from.
You are aware that
by default Oolite doesn't let you jump there anyway? You will always end up in the closest system
belonging to the main group. Read
here for the technical stuff.
(And that doesn't mean that an OXP couldn't change the default, although I would advise against it.)
Interesting, so although possible to do something like this in the original it's now impossible? Begs the question how would anyone under any sercomstances get to ORESRATI? Actually, that's quite cool that gives you hidden places in the ooniverse that you could hang novella off. OK not quite Raxxla but you get the picture.
Anyway this is the FINAL call for people to stake their claim on the ooniverse! Sure things can change (they always do) and I'll be releasing all the code and short cuts (as will phantagorth if he's still talking to me (I wouldn't blame him if he's not)). So people don't have to start from scratch. if they fancy screwing about with this or taking it to the next level.
But for right now. 7 and 8 are up for negociation.
Posted: Fri Nov 06, 2009 10:41 am
by pmw57
[quote="ClymAngus"]Interesting, so although possible to do something like this in the original it's now impossible? Begs the question how would anyone under any sercomstances get to ORESRATI?
No longer would it be possible, which means that it's not possible to play through the circumstances seen in the Mutablis novel.
http://www.wagar.org.uk/downloads/book/ ... abilis.pdf
Posted: Fri Nov 06, 2009 10:42 am
by Kaks
You can remove the built-in safety checks via script.
If you go to the trouble of doing that, I fervently hope you also provide a way out of those pockets for the player (it could be as simple as raising the tech level of one of the planets, but a few more elaborate 'get out of the island cluster' scenarios were floated on the board way back then)
Posted: Fri Nov 06, 2009 10:47 am
by another_commander
ClymAngus wrote:
Interesting, so although possible to do something like this in the original it's now impossible? Begs the question how would anyone under any sercomstances get to ORESRATI?
Like this:
Code: Select all
this.shipWillEnterWitchspace = function(cause) // cause is one of: "standard jump", "galactic jump", "wormhole". Others may be added in future.
{
if (system.name == "Rainza") // GH from Rainza will lead to Oresrati, as the legend dictates.
{
if (cause == "galactic jump")
{
log("jstest.witchSpace.begin", "Player is executing intergalactic jump from Rainza, G7. Setting jump destination to Oresrati, G8.");
player.ship.galacticHyperspaceBehaviour="BEHAVIOUR_FIXED_COORDINATES";
player.ship.galacticHyperspaceFixedCoords=[16, 255, 0]; // Oresrati, G8.
}
}
}
This will set you up for arrival at Oresrati, if you jump from Rainza in G7, as per ancient legend.
Other than BEHAVIOUR_FIXED_COORDINATES, you can specify BEHAVIOUR_ALL_SYSTEMS_REACHABLE, which basically overrides the checks that prevent you from ending up in isolated systems, meaning that whatever coordinates you jump from, you arrive at the same coordinates in the next galaxy. It's all in the planetinfo.plist, if you want to have a peek.
Posted: Fri Nov 06, 2009 12:06 pm
by Commander McLane
@ a_c: You have forgotten the all-important second half:
Code: Select all
this.playerEnteredNewGalaxy = function(galaxyNumber)
{
if(galaxyNumber == 7 && system.ID == 162)
{
player.ship.galacticHyperspaceBehaviour="BEHAVIOUR_STANDARD";
}
}
This resets the behaviour to default on arrival in Oresrati.
ClymAngus wrote:Interesting, so although possible to do something like this in the original it's now impossible?
No, not at all. What on earth gave you this impression? I explicitely told you what the
default behaviour is, and linked to the documentation of the property that
changes the default.
And by the way, AFAIK in the "original" it was not possible to reach the disconnected systems. Oolite makes it possible for the first time.
Posted: Fri Nov 06, 2009 12:41 pm
by another_commander
Commander McLane wrote:@ a_c: You have forgotten the all-important second half:
I did not forget it actually, it was just out of the scope of my reply
Posted: Fri Nov 06, 2009 12:53 pm
by ClymAngus
OK point taken. Rubicon cross road is off map 8 but is still on 7 as a possible point of entry to dead space.
Posted: Fri Nov 06, 2009 12:59 pm
by Zieman
ClymAngus wrote:Anyway this is the FINAL call for people to stake their claim on the ooniverse!
Well, I'm doing an OXP that comes with a bunch of ships and 8 unique systems, so it would be nice if you could "reserve" a group of 8 stars as "Far Arm star cluster" for me... It can be in any galaxy and even (part of) an isolated group.
Posted: Fri Nov 06, 2009 3:04 pm
by ClymAngus
Zieman wrote:ClymAngus wrote:Anyway this is the FINAL call for people to stake their claim on the ooniverse!
Well, I'm doing an OXP that comes with a bunch of ships and 8 unique systems, so it would be nice if you could "reserve" a group of 8 stars as "Far Arm star cluster" for me... It can be in any galaxy and even (part of) an isolated group.
8 systems some where out there, that can be fritzed with at some point but if not, they still look in keeping with the rest of the maps? give me a minute and we'll see what we can do.
OK I think I've found something logical on map 8. Watch for the next update.
Posted: Fri Nov 06, 2009 3:21 pm
by Cody
Hi ClymAngus
There is a group of eight systems at bottom right of G8.
Maybe they fit for “Far Arm”.
Posted: Fri Nov 06, 2009 3:27 pm
by ClymAngus
great minds think alike.
Posted: Fri Nov 06, 2009 3:46 pm
by Zieman
El Viejo wrote:There is a group of eight systems at bottom right of G8.
Maybe they fit for “Far Arm”.
Looks fine, thanks.