Page 50 of 70

Re: Random Hits OXP

Posted: Sat Dec 21, 2013 11:45 pm
by Eric Walch
Falcon777 wrote:
If I went with the larger download, do I need to download it from all three links?
The difference is only the graphics. You only need one. If you don't use shaders, the smaller file is probably the best. Those ships also look well with shaders turned off.

I don't know which ships are in the big download, but I know that griffs ships look bad without shaders. (All very dark)

Re: Random Hits OXP

Posted: Sat Dec 21, 2013 11:55 pm
by Cody
Falcon777 wrote:
And if it doesn't require it but for some reason my computer is capable of running shaders, is there a way to turn it off?
Unrelated to this OXP (about which Eric has answered), but in F2/Game Options you can select full, simple, or no shaders.

Re: Random Hits OXP

Posted: Sun Dec 22, 2013 6:37 am
by Diziet Sma
Eric Walch wrote:
I don't know which ships are in the big download, but I know that griffs ships look bad without shaders. (All very dark)
Though there is CaptSolo's Griff's No Shaders Shipset.. perhaps they could be incorporated into a shaderless version of Random Hits.

Re: Random Hits OXP

Posted: Sun Dec 22, 2013 7:48 am
by spara
Diziet Sma wrote:
Eric Walch wrote:
I don't know which ships are in the big download, but I know that griffs ships look bad without shaders. (All very dark)
Though there is CaptSolo's Griff's No Shaders Shipset.. perhaps they could be incorporated into a shaderless version of Random Hits.
If they are in your main shipset, they are be used by RH.

Re: Random Hits OXP

Posted: Sat Feb 15, 2014 7:57 pm
by CaptSolo
I did not want a Seedy Space Bar in every anarchy, so edited the following line in my copy of. oolite-randomHits.js:

Code: Select all

if (system.government === 0 && system.economy === 2)

Re: Random Hits OXP

Posted: Sun Feb 16, 2014 8:53 am
by Diziet Sma
CaptSolo wrote:
I did not want a Seedy Space Bar in every anarchy, so edited the following line in my copy of. oolite-randomHits.js:

Code: Select all

if (system.government === 0 && system.economy === 2)
Something I've been mulling over for a while is a thread dedicated to posting personal tweaks of OXPs, for others who may find them useful.. opinions?

Re: Random Hits OXP

Posted: Sun Feb 16, 2014 10:04 am
by Diogenese Senna
Diziet Sma wrote:
CaptSolo wrote:
I did not want a Seedy Space Bar in every anarchy, so edited the following line in my copy of. oolite-randomHits.js:

Code: Select all

if (system.government === 0 && system.economy === 2)
Something I've been mulling over for a while is a thread dedicated to posting personal tweaks of OXPs, for others who may find them useful.. opinions?
Yes

Re: Random Hits OXP

Posted: Mon Feb 17, 2014 12:45 am
by CaptSolo
Great idea, Diz. Just might start some very interesting discussions.

Re: Random Hits OXP

Posted: Thu Feb 27, 2014 9:44 am
by phkb
I think I found a bug in RandomHits. I'm running version 1.7 (which I believe is the latest) in Oolite 1.77.1.

I'd just finished a hit in Gal 5, at Divees. I'd docked, unloaded some cargo, picked up some new stuff, then jumped out to Arzaquar. When I arrived in system, there was another ship at the witchpoint beacon who gave me a warning. But the message read:

"Hi there, Baliff Rogers. The word is the associates of [mission_random_hits_revenge_mark_first_name] [mission_random_hits_revenge_mark_second_name] are hunting you. My advice is that you guard your back!"

Have I done something wrong, or is this a bug?

For reference, here's the Random Hits stuff from my save file. I haven't taken another contract yet, although I have docked with a seedy space bar.

Code: Select all

	<key>mission_random_hits_criminal_hate_score</key>
	<string>92</string>
	<key>mission_random_hits_criminal_kill_score</key>
	<string>26</string>
	<key>mission_random_hits_currentrank</key>
	<string>a fearsome</string>
	<key>mission_random_hits_dockings_number</key>
	<string>31</string>
	<key>mission_random_hits_events_dice</key>
	<string>45</string>
	<key>mission_random_hits_events_number</key>
	<string>0</string>
	<key>mission_random_hits_events_timer</key>
	<string>101</string>
	<key>mission_random_hits_has_news_feed</key>
	<string>TRUE</string>
	<key>mission_random_hits_hunter_kill_score</key>
	<string>13</string>
	<key>mission_random_hits_mark_ship_ad_name</key>
	<string>Ghavial: &apos;Simple Thunderbolt&apos;</string>
	<key>mission_random_hits_mark_ship_name</key>
	<string>Ghavial: Simple Thunderbolt</string>
	<key>mission_random_hits_playertitle</key>
	<string>Bailiff</string>
	<key>mission_random_hits_revenge</key>
	<string>YES</string>
	<key>mission_random_hits_revenge_count</key>
	<string>2</string>
	<key>mission_random_hits_revenge_warned</key>
	<string>YES</string>
	<key>mission_random_hits_score</key>
	<string>20</string>
	<key>mission_random_hits_show_galaxy</key>
	<string>5</string>
	<key>mission_random_hits_special_mission</key>
	<string>WAITING</string>
	<key>mission_random_hits_special_mission_timer</key>
	<string>101</string>
	<key>mission_random_hits_striketime</key>
	<string>SLOW_BURN</string>
	<key>mission_random_hits_timer</key>
	<string>3</string>
	<key>mission_random_hits_total_boss_kills</key>
	<string>35</string>
	<key>mission_random_hits_total_player_boss_kills</key>
	<string>14</string>
	<key>mission_random_hits_triad_rank</key>
	<string>their top priority for being killed</string>

Re: Random Hits OXP

Posted: Thu Feb 27, 2014 10:22 am
by spara
Looks like a bug alright. I'll check it out.

Re: Random Hits OXP

Posted: Thu Feb 27, 2014 1:30 pm
by spara
Ok. Good news. It's a minor bug that does not affect anything :) . Bad news, I can't see how that has happened :( .

When you kill your mark, mission_random_hits_revenge_mark_first_name and mission_random_hits_revenge_mark_second_name get written and they are nullified only after you have successfully dealt with revenge. Have you met/dealt with angry relatives earlier in game?

I made quick and simple test, accepted a job, killed the mark, flew to the main station, saved and checked the save file. All fine. Then I jumped to another system and forced a warning hunter to appear and the message was fine. So at least in a simple scenario it seems to work.

I'll do some more tests, but don't hold your breath. Thanks for reporting and keep reporting if/when this happens again.

Edit. And that save file snippet was after the incident? Right?

2nd edit. Trying to narrow things here. Do you remember the type of the mark ship?

3rd edit. I think I found it. Did your mark use the escape pod?

Re: Random Hits OXP

Posted: Thu Feb 27, 2014 8:24 pm
by phkb
Yes, the save file snippet was after the incident.
It was a mid-level mark.
Yes, the mark used an escape pod.

Re: Random Hits OXP

Posted: Thu Feb 27, 2014 9:48 pm
by spara
phkb wrote:
Yes, the save file snippet was after the incident.
It was a mid-level mark.
Yes, the mark used an escape pod.
Thanks, I'm fairly positive it's the escape pod part. I have a strong feeling, it's fixed now. If not, please report. New version of the oxp is up.

Re: Random Hits OXP

Posted: Fri Mar 07, 2014 7:52 pm
by CommRLock78
Hello fellow bounty hunters, long time. It's been great to get back into Oolite these past few weeks. I even came across an interesting hit, which (sorry to the one 'related') I went ahead and pasted:

Image

(LOL - 'Mini-Egg' :lol: )

Re: Random Hits OXP

Posted: Fri Mar 07, 2014 8:03 pm
by CaptSolo
CommRLock78 wrote:
(LOL - 'Mini-Egg' :lol: )
Wait till you come up against, 'Final Orders Selezen'. :)