(WIP) Coyote's Run mission pack v2.0

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Cody
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Cody »

<chortles> That was me, embellishing during testing of the OXP... a reason was needed for why no trade.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

I'm happy to restore the "no trade" option and show the message. But we can also keep the F4 interface screen, so both will work.
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Cody »

phkb wrote: Thu Jun 17, 2021 1:29 am
A core-game issue, that one. Planets spawned in interstellar space are lit up like Christmas.
Ah... interesting. The lighting in IS has always been strangely directional, but it's only really noticeable when there's a planet or other large object. It depends on which direction (system) you approach from.
phkb wrote: Thu Jun 17, 2021 1:29 am
I'm happy to restore the "no trade" option and show the message. But we can also keep the F4 interface screen, so both will work.
Yep, cool! I might be wrong, but I think you couldn't have a commodity market in IS back then. Crikey, that's ten years ago!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Cody »

phkb wrote: Thu Jun 17, 2021 1:29 am
A core-game issue, that one. Planets spawned in interstellar space are lit up like Christmas.
Do you know when that became an issue? Overlit and over nebulae'd.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Cholmondely »

Cody wrote: Thu Jun 17, 2021 9:07 pm
phkb wrote: Thu Jun 17, 2021 1:29 am
A core-game issue, that one. Planets spawned in interstellar space are lit up like Christmas.
Do you know when that became an issue? Overlit and over nebulae'd.
... your "interstellar space" sounds more and more like "witchspace", what?
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

Cody wrote: Thu Jun 17, 2021 9:07 pm
Do you know when that became an issue? Overlit and over nebulae'd.
I believe it's always been an issue. I mean, from the core game's point of view, everything is fine. It's just us pesky players and story-tellers who want to do crazy things like spawning random planets in the middle of nowhere.

For the over nebulae'd issue, I'm not as sure. I think there might be an OXP in play, maybe Zygo's?
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Cody »

phkb wrote: Thu Jun 17, 2021 9:43 pm
I believe it's always been an issue.
Time was, Lago wasn't overlit...

Image

Perhaps it's me! Never mind!
phkb wrote: Thu Jun 17, 2021 9:43 pm
I think there might be an OXP in play, maybe Zygo's?
You're right, Zygo's is the culprit. Time for some more OXP butchery!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

Cody wrote: Thu Jun 17, 2021 9:57 pm
Time was, Lago wasn't overlit...
Hmm... I'll have to see if I can track down where in the source code the lighting is set for interstellar objects.
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Cody »

Cody wrote: Thu Jun 17, 2021 9:57 pm
Zygo's is the culprit. Time for some more OXP butchery!
Done! That's much better! You got an updated Coyote's Run OXZ handy?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

Almost. Just trying to track down a rather annoying OXP interaction.
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

Cody wrote: Thu Jun 17, 2021 10:07 pm
You got an updated Coyote's Run OXZ handy
One last question: I'm finalising some other station settings, and realised I hadn't given Avernus a specific allegiance. Of the standard types (see this wiki entry), which do you think is the most appropriate for the station? I'm leaning towards "chaotic", but perhaps "neutral" would make more sense. Let me know what you think.
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

Version 2.1 is available via the link in the first post.

Oh, ok, here's the link again because I'm a nice guy and want to save everyone a click or two: Coyote's Run.oxz

This should restore the restaurant menu when going to the F8 screen, and I also tweaked the textures a little bit.

In this version I've set the allegance to "chaotic", but it can be easily changed again.
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Cody »

Thankee, Admiral - I'll take a look when I've had my morning coffee. And "chaotic" fits perfectly!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Cody »

The menu in L'Auberge de Lago displays nicely now - thanks! However...

Code: Select all

10:09:02.742 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Coyote-Main 2.1): TypeError: station is null
10:09:02.742 [script.javaScript.exception.unexpectedType]:       ../AddOns/Coyote's Run.oxz/Scripts/Coyote-Main.js, line 57.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

Cody wrote: Fri Jun 18, 2021 9:23 am
However...
OK, version 2.2 should fix that issue. Available in links above.
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