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

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

Moderators: another_commander, winston

User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16052
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

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!
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!
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4596
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

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.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16052
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

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!
User avatar
Nite Owl
---- E L I T E ----
---- E L I T E ----
Posts: 516
Joined: Sat Jan 20, 2018 4:08 pm
Location: In The Dark

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

Post by Nite Owl »

Still v2.2 according to the Manifest.
Humor is the second most subjective thing on the planet

Brevity is the soul of wit and vulgarity is wit's downfall

Good Night and Good Luck - Read You Soon
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4596
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

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.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16052
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

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!
User avatar
Cholmondely
Archivist
Archivist
Posts: 4942
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

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.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16052
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

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!
User avatar
MrFlibble
Dangerous
Dangerous
Posts: 126
Joined: Sun Feb 18, 2024 12:13 pm

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 "|".
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4596
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

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.
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4596
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

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.
User avatar
MrFlibble
Dangerous
Dangerous
Posts: 126
Joined: Sun Feb 18, 2024 12:13 pm

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.
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4596
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

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?
User avatar
MrFlibble
Dangerous
Dangerous
Posts: 126
Joined: Sun Feb 18, 2024 12:13 pm

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.
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4596
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

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

Post by phkb »

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