Re: Vector OXP
Posted: Fri Oct 25, 2013 2:51 pm
First things first of course. Now that the official version of Oolite is 1.77.1, the wiki oxp main list might be needing some updating.
Sorry for the thread derailment, but this is a very good point that is worth considering. I fell victim to this (twice!) with Xeptatl's Sword, which needed bugfixes to overcome problems caused by other OXPs. Specifically in my case an OXP which added a TL12 station to a TL9 system thus making equipment available that shouldn't have been available there, and another which caused a main station to be removed permanently (as in for ever, even after 'years' of travelling right round all eight galaxies). Both of these 'broke' the mission quite badly.Svengali wrote:There's another showstopper - if I can't control my own settings and code runtimes anymore (OXPs are uncalled changing accuracy, energy, equipment, etc... or inject code) or entities are simply removed by other OXPs my motivation is nearly not existing anymore. We need solutions, otherwise it gets more and more pointless to write any mission related stuff.
This topic sounds to me like it could use a dedicated thread, and perhaps have some kind of framework hammered out to make it easier to avoid conflicts..Smivs wrote:Sorry for the thread derailment, but this is a very good point that is worth considering. I fell victim to this (twice!) with Xeptatl's Sword, which needed bugfixes to overcome problems caused by other OXPs. Specifically in my case an OXP which added a TL12 station to a TL9 system thus making equipment available that shouldn't have been available there, and another which caused a main station to be removed permanently (as in for ever, even after 'years' of travelling right round all eight galaxies). Both of these 'broke' the mission quite badly.Svengali wrote:There's another showstopper - if I can't control my own settings and code runtimes anymore (OXPs are uncalled changing accuracy, energy, equipment, etc... or inject code) or entities are simply removed by other OXPs my motivation is nearly not existing anymore. We need solutions, otherwise it gets more and more pointless to write any mission related stuff.
This is important as I think the future of OXPs probably depends more and more on mission OXPs. There are already more 'ship' OXPs than we really need, and with the promise of better 'default' models and graphics for the game, replacement texture sets etc are going to become less important. So the future probably lies more with ambience and mission OXPs.
I hope that all authors will be ever more vigilant when designing their future releases, and will keep in mind how disruptive a badly thought through (or not thought about at all!) feature could be to the work of others.
It has nowDiziet Sma wrote:This topic sounds to me like it could use a dedicated thread...
Good point. Should we do it?spara wrote:First things first of course. Now that the official version of Oolite is 1.77.1, the wiki oxp main list might be needing some updating.
Based on the author's words I think it works, just a few pirates use old-looking ships.SARR wrote:does it work with 1.80?
Congrats - I think you are the first who found it. And yes, it's supposed to be dockable.Travis wrote:I have a question -
This was true for v1.77. But if I should guess then I'd say quite a few things are completely broken in v1.80. The escape pods and the background story may still be playable, but all sidequests probably won't work anymore.Norby wrote:Based on the author's words I think it works, just a few pirates use old-looking ships.SARR wrote:does it work with 1.80?
What a pity Yes, various bits seem to work fine (Benus Triadon, the PAD, Vectors and other ships) though escape pods are erratic (some like like they'll trigger something interesting but turn out to be plain old slaves). Don't know about any sidequests yet, but it looks like I'm about to find out! Must be a nuisance having your OXPs/OXZs broken every time a new version of the game comes outSvengali wrote:This was true for v1.77. But if I should guess then I'd say quite a few things are completely broken in v1.80. The escape pods and the background story may still be playable, but all sidequests probably won't work anymore.Norby wrote:Based on the author's words I think it works, just a few pirates use old-looking ships.SARR wrote:does it work with 1.80?
Well, it doesn't happen with every new release, but the last couple of updates have introduced some more-than-usual major changes.. as will the next. In fact, what we have now and are working towards could almost be called Oolite2.Travis wrote:Must be a nuisance having your OXPs/OXZs broken every time a new version of the game comes out
For me it was clear that such a mission needs working and stable tools and mechanisms - not only to do specific tasks, but also to control the environment. The Vector uses Cabal_Common, Snoopers and OXPConfig and before it can be fixed these AddOns must be prepared for v1.80+ (which is not the case yet). Personally I've stopped to work on releasable OXPs in December 2013 when it got clear that the policy for Oolites stable versions has changed. I really think that v1.80 is not a stable v1.x version, but I absolutely agree with Oolites development team. Oolite must evolve.Travis wrote:Hmmm yes it seems the mission at the Specialist station isn't working as expected.
Not that I know of. I think the trick is trial and error :) It took me several trips, and a whole lot of persistence. Keep an eye on your cabin temp guage! Once within scanner range it's pretty obvious, but that doesn't narrow it down much - there's a lot of space out there. I finally found it using the V button for maximum coverage. The station is small and dark, so as long as it's between you and the sun, it'll show up as a little black blob. (On the other hand, if there's space behind it, you probably won't see it.)Is there a trick to it I should have picked up from the text?