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The Feudal States

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

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CommRLock78
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Re: The Feudal States

Post by CommRLock78 »

Ramirez wrote:
I don't think there's any other way to win that even other than to play dirty!
:lol: very dirty indeed :twisted:
Ramirez wrote:
Don't know what's wrong with the jumpgate - it's not a dockable thing so shouldn't be related to any docking issues of a particular ship. I haven't tried using the jumpgate for a while and so I don't know if the method has stopped working - it looks like it should still be OK. Will have a look once I get back to my mac.
I had a feeling that the jumpgate wasn't a dockable, but I thought I'd ask, since the behavior is so strange, and I've had other (known) issues with the caddy :) .
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Re: The Feudal States

Post by Commander McLane »

CommRLock78 wrote:
Ramirez wrote:
Don't know what's wrong with the jumpgate - it's not a dockable thing so shouldn't be related to any docking issues of a particular ship. I haven't tried using the jumpgate for a while and so I don't know if the method has stopped working - it looks like it should still be OK. Will have a look once I get back to my mac.
I had a feeling that the jumpgate wasn't a dockable, but I thought I'd ask, since the behavior is so strange, and I've had other (known) issues with the caddy :) .
The Caddy had issues not only with dockables, but also with fly-throughs, for instance [EliteWiki] fuel stations. You could test how your ship behaves when flying through one of these. There may be a difference depending on in which direction you fly through it.
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Re: The Feudal States

Post by Ramirez »

RL has prevented me from doing a detailed test as part of a proper tournament. However I did quickly spawn two jumpgates ('feudal-gate-home' and 'feudal-gate-away') via the console and flew a de-turretted Caddy through one of them. The ship successfully jumped to the other gate, so it's not obvious why the same process isn't working in the tournament scenario.

CommRLock78, I'll send you a PM to go through this in more detail.
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CommRLock78
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Re: The Feudal States

Post by CommRLock78 »

Commander McLane wrote:
The Caddy had issues not only with dockables, but also with fly-throughs, for instance [EliteWiki] fuel stations. You could test how your ship behaves when flying through one of these. There may be a difference depending on in which direction you fly through it.
That's a reasonable idea. I'm trying that now..... and the exact same behavior :evil: . Ah, well, it seemed to be worth a try. Incidentally, someone (I don't recall who :oops: ) had informed me about how the caddy seems to do better entering fuel stations "planetside" than otherwise. Although this may be the case, I still don't even bother with them since I don't want to take the chance of my ship exploding for no reason :P.
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
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Re: The Feudal States

Post by Thargoid »

There's a flag you can set within fuel station OXP (either directly or via OXPConfig iirc) which makes it spawn only fuel satellites rather than a mix of them and stations. Designed especially for people who are having collision issues like this.
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Re: The Feudal States

Post by CommRLock78 »

Thargoid wrote:
There's a flag you can set within fuel station OXP (either directly or via OXPConfig iirc) which makes it spawn only fuel satellites rather than a mix of them and stations. Designed especially for people who are having collision issues like this.
I have to look into doing that - as it is, they're kind of useless except for causing mass locks :lol:
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
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Re: The Feudal States

Post by Thargoid »

I thought though we had that problem fixed. Can you confirm which version of the Caddy OXP you are running? Also in its shipdata.plist, under the entry for the player ship can you please post the subentities section here?
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Re: The Feudal States

Post by CommRLock78 »

Thargoid wrote:
I thought though we had that problem fixed. Can you confirm which version of the Caddy OXP you are running? Also in its shipdata.plist, under the entry for the player ship can you please post the subentities section here?
I went ahead and tested the Caddy with two different fuel stations (not satellites) in G2 and tried both of them from each approach - no problems at all :oops: - so I think it's fixed without my knowing that it had been.
To be clear, I'm using neoCaduceus_141210, namely, an omega.

Here's alpha-player sub-entity key

Code: Select all

      <key>subentities</key>
      <array>
         <string>cenginea -4.5 -0.5 -60.5 1 0 0 0</string>
         <string>cengineb 4.5 -0.5 -60.7 1 0 0 0</string>
         <string>cmount 0.0 -2.6 26.0 1 0 0 0</string>
         <string>cmount 0.0 -2.6 13.0 1 0 0 0</string>
         <string>cmount 0.0 -2.6 0.0 1 0 0 0</string>
      </array>
Here's omega-player sub-entity key

Code: Select all

      <key>subentities</key>
      <array>
         <string>cenginea -4.5 -0.5 -60.5 1 0 0 0</string>
         <string>cengineb 4.5 -0.5 -60.7 1 0 0 0</string>
         <string>cmount 0.0 -2.6 26.0 1 0 0 0</string>
         <string>cmount 0.0 -2.6 13.0 1 0 0 0</string>
         <string>cmount 0.0 -2.6 0.0 1 0 0 0</string>
      </array>
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
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Re: The Feudal States

Post by Thargoid »

Yes, that's the up to date one. So I'm pleased that it's working in the FS.

The last 4 digits in the sub-ent key (the 1 0 0 0) are its orientation. That was the problem in the original, it had 0 0 0 0 which was at least a major contributor to the problem with the stations as it's invalid.

At least that bit's OK. Now for the jumpgates.
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Re: The Feudal States

Post by CommRLock78 »

Ramirez: The tweak to the feudal-jumpgate.js script worked great, and I was able to make the jump successfully. No worries about this one being a bit easier than you'd like it to be, I think after the previous one, an easy one is in order (let's just say that I had to use some tactics I wouldn't normally employ ;) ) :lol:.
No matter this set back, I'm definitely still enjoying the OXP - thanks for the help bud :mrgreen: .
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
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Re: The Feudal States

Post by Ramirez »

I've been rather neglecting my Oolite support duties of late, although like almost everyone else here I've been helping out with the Elite Kickstarter.

I've had some bugfixes/improves on the to-do list for a while and I've finally had a chance to sit down for a few hours to sort them out and put them into a v1.15 available from my site.

Thanks to CommRLock78 for identifying some of the issues; changes include:

- fixing the problem with the raid mission where 2nd and 3rd transports weren't releasing their cargo

- improving the ransom mission - the target is always in a Zerstorer that stars near the hunting lodge but then proceeds to the planet with a Jaeger escort. It's actually a pretty tough mission but that's why its reserved for higher ranks

- included the tweak to the jumpgate script discussed previously

- I've done a load of work on the melee tournament event to make it work a bit better. Ships now return to the buoy between each kill, rather than immediately going after their nearest available opponent; I've also reduced the flee distance. This keeps the action within the tournament area. I also needed to update the script that handles the outcome of the melee so that the remaining ship is your opponent in the final event. Playing through it took around two minutes for the number of ships to be whittled down to 50-60, and I suffered some major damage by that point. I might modify further by letting the player have a free re-up at the hunting lodge at the halfway point. At the moment, any attempt to return to the lodge forfeits the event.
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Re: The Feudal States

Post by JazHaz »

I got this warning in trunk the other day:

Code: Select all

20:13:44.315 [script.javaScript.warning.ooliteDefined]: ----- JavaScript warning (feudal-challenge.js 8.0): Unknown expansion key [%H] in string.
20:13:44.315 [script.javaScript.stackTrace]:  0 (feudal-challenge.js:507) <anonymous function>
20:13:44.315 [script.javaScript.stackTrace]:     this: [Script "feudal-challenge.js" version 8.0]
20:13:44.315 [script.javaScript.stackTrace]:     currentLocationName: "Enbirare"
20:13:44.315 [script.javaScript.stackTrace]:     currentLocationNo: 254
20:13:44.315 [script.javaScript.stackTrace]:  1 (feudal-challenge.js:449) <anonymous function>
20:13:44.315 [script.javaScript.stackTrace]:     this: [Script "feudal-challenge.js" version 8.0]
And here is the solution:
Eric Walch wrote:
Unknown expansion key [%H] in string.
That is an oxp error. 1.77 is a bit more strict and does no longer accept '[%H]'. It should be just '%H'. A lot more oxp's will suffer from this.
JazHaz

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drew wrote:
£4,500 though! :shock: <Faints>
Cheers,
Drew.
Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
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Re: The Feudal States

Post by CommRLock78 »

Ramirez wrote:
I've been rather neglecting my Oolite support duties of late, although like almost everyone else here I've been helping out with the Elite Kickstarter.

I've had some bugfixes/improves on the to-do list for a while and I've finally had a chance to sit down for a few hours to sort them out and put them into a v1.15 available from my site.
Great news Ramirez! <Downloaded :)>. It's good that those issues are worked out now (even if JazHaz pointed out another small bug :lol:). I'm really excited about the melee event - I think I may have to do a tournament again for just that reason, and it'll be good to have the raid missions working right, too :D.
Thanks for the great work (and great expansion) Ramirez :).
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
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Re: The Feudal States

Post by CommRLock78 »

JazHaz wrote:
I got this warning in trunk the other day:

And here is the solution:
Eric Walch wrote:
Unknown expansion key [%H] in string.
That is an oxp error. 1.77 is a bit more strict and does no longer accept '[%H]'. It should be just '%H'. A lot more oxp's will suffer from this.
This is such a small fix I'm just fixing it now - was that the only script that came up from Feudal states? I wonder how many (and which) other OXPs have this error... :(
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
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Re: The Feudal States

Post by Thargoid »

No, it's quite a common one. A few of mine have been fixed along the way, either specifically or as part of their beta updates.
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