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

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

Post by Cody »

Cool - and your texture on Avernus Orbital looks pretty good too. That was Okti's first attempt at creating a model.


Now, if only the lighting in interstellar space could be fixed!
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

Small oversight in previous release - I'd left a debug flag set which was causing the Avernus planet and station to be spawned at every interstellar location. New version now at Coyte's Run.oxz.
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Cody »

Missed this, amigo! Does that make it v2.3?
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 Nite Owl »

Still v2.2 according to the Manifest.
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

It should have been 2.3 -- but I forgot. It's probably not worth an upload just to change the number, as it's not on the download manager yet.
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Cody »

<nods>
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 »

Since I'm in G5 and am looking to ramp up my kill score, I've added this to my OXP cocktail recipe.


Initial quibble:


It adds "Coyote's Run History" to the F4 screen under "logs"

But the Iron Raven OXZ adds "Iron Raven Mission Log" to the F4 screen under "missions"
(and is set in G8).



I've yet to find other such mission additions - but would developing some sort of consistency be worth considering?

Ideally something "immersive".

I've not yet done either, but maybe if both contributed to a generic "mission log"?

Or is all this too pedantic?
Last edited by Cholmondely on Sun Sep 03, 2023 1:13 pm, edited 1 time in total.
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Re: (WIP) Coyote's Run mission pack v2.0

Post by Cody »

The tractor beam is (or should be) mission-specific - very hush-hush!
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 MrFlibble »

So I stopped breaking GalCop missions for a while :)

The Rock Hermit at Ergeso appears on the space compass as "|".
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

MrFlibble wrote: Fri Mar 08, 2024 8:59 pm
The Rock Hermit at Ergeso appears on the space compass as "|".
Yes.

Apparently that's how it's supposed to be. It was in the original code.
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

I've just put the latest version of this on the Expansion Manager. Only difference to the previous release is some updated station textures and specular maps. No code changes.
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Re: (WIP) Coyote's Run mission pack v2.0

Post by MrFlibble »

Have been having a hoot with this since the update today got me past a blockage.
Spoiler
Am at 'splash the ferdies'... Got a couple of them, and assumed that was all because Sahana flew in to main station and there were no more red bogeys. I followed.
F5F5 still at 'splash the ferdies'.
The F4 Coyote's Run History has "No mission information currently available." :shock:
Left main station, to quickly mop up any loose ones, checking with LR that they were all gone.
Back to the station. No change.
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

MrFlibble wrote: Thu Mar 21, 2024 1:11 am
Back to the station. No change.
Which system are you in at this point?
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Re: (WIP) Coyote's Run mission pack v2.0

Post by MrFlibble »

phkb wrote: Thu Mar 21, 2024 2:06 am
MrFlibble wrote: Thu Mar 21, 2024 1:11 am
Back to the station. No change.
Which system are you in at this point?
Cecear.
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Re: (WIP) Coyote's Run mission pack v2.0

Post by phkb »

I might need a copy of your saved game if possible.
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