Search found 2451 matches

by phkb
Wed Feb 19, 2020 1:08 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1483
Views: 378873

Re: Scripters cove

any ideas yet what could be the reason for the problem ? OK, back in the saddle! Sorry the the break in transmission! Right, market scripts for new commodities. If I understand the logic correctly, you're trying to make the main station (or any neutral or GalCop station) deal with artefacts as ille...
by phkb
Mon Feb 17, 2020 7:28 am
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 205
Views: 74399

Re: [WIP] GalCop Missions

Hi phkb, I've tried a few other missions. Whenever I encountered a ship in a system, I couldn't find it. For example on a delivery mission I waited "forever" at the waypoint and nobody came to collect the cargo pods. Other missions, like hunter or recovery, seem to work without any problems. I've g...
by phkb
Mon Feb 17, 2020 6:14 am
Forum: Expansion Pack
Topic: [RELEASE] Towbar OXP v0.99
Replies: 125
Views: 71084

Re: [RELEASE] Towbar OXP v0.99

I am still finding that if I use the towbar to mine a derelict using ship miner and assistant that my injectors instantly break - I suspect that there may be a conflict with ship configuration oxp OK, I did some testing (apologies for how long it's taken!), and it appears that standard fuel injecto...
by phkb
Thu Feb 13, 2020 10:44 am
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 205
Views: 74399

Re: [WIP] GalCop Missions

The codes are assumed. When you get to the relay they’ll kick in automatically
by phkb
Wed Feb 12, 2020 8:30 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 205
Views: 74399

Re: [WIP] GalCop Missions

Thanks for the report. I'm still not 100% sure why ships aren't being spawned for you. But I have a plan I'm about the test out, so once I have a working build I'll get you to have a run with it and see if the situation improves.
by phkb
Sat Jan 11, 2020 12:34 am
Forum: Expansion Pack
Topic: (Release) Ship Configuration
Replies: 218
Views: 96655

Re: (Release) Ship Configuration

Thanks for the heads up. I’m not able to debug this at the moment, and won’t be in a position to do it for a couple of weeks. So if you could keep a copy of the log and the save game so I can get a copy later that would be awesome.
Thanks again!
by phkb
Sun Jan 05, 2020 8:46 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 205
Views: 74399

Re: [WIP] GalCop Missions

Thanks for the report. To make a full log accessible would normally require using a 3rd party hosting site, but in this case I can already see the important parts of the log. There was no clear reason why the ship failed to spawn, but my initial thought was some sort of OXP conflict. Unfortunately I...
by phkb
Thu Jan 02, 2020 7:01 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1483
Views: 378873

Re: Scripters cove

I’m going on a family holiday and won’t have access to do debugging until the end of the month. I will look at this more closely then.
by phkb
Sat Dec 28, 2019 11:52 pm
Forum: Discussion
Topic: Nav Buoy Replacement in Core
Replies: 13
Views: 1402

Re: Nav Buoy Replacement in Core

OK, PR merged. New nightly will be out shortly.
another_commander wrote:
Sat Dec 28, 2019 10:56 pm
Just got word that Terrastorage is going down - most likely permanently - in the next few days
Ah, that's going to be a problem. Is there an easy "just-repoint-the-script-to-new-site" solution?
by phkb
Thu Dec 26, 2019 11:05 am
Forum: Discussion
Topic: Nav Buoy Replacement in Core
Replies: 13
Views: 1402

Re: Nav Buoy Replacement in Core

Trunk has the final check ins. A Pull Request happens before the final check in, allowing changes to be checked and validated first. This PR is probably ok to check in, given no logic or code is changing, but still. Alternatively, I could check it in, allow the nightly to create a new distribution, ...
by phkb
Mon Dec 23, 2019 11:41 am
Forum: Discussion
Topic: Nav Buoy Replacement in Core
Replies: 13
Views: 1402

Re: Nav Buoy Replacement in Core

Before I attempt to merge this PR, it would be great to hear from a couple of users who might be in a position to test it out, you know, kick the tires, that sort of thing. Theoretically there should be no gameplay or visual issues, as I've made the addition a simple drop-in replacement of the origi...
by phkb
Wed Dec 18, 2019 9:59 pm
Forum: Suggestion Box
Topic: Morrigan - force a for sale script possible?
Replies: 14
Views: 2066

Re: Morrigan - force a for sale script possible?

Can you post the edited shipyard.plist file from the Morrigan OXP, and we can check to ensure everything is correct.
Also, can you check your latest.log file and look for any errors? Or you could post it as well and we can have a look.
by phkb
Wed Dec 18, 2019 3:04 am
Forum: Discussion
Topic: Nav Buoy Replacement in Core
Replies: 13
Views: 1402

Re: Nav Buoy Replacement in Core

With thanks to Cmd. Cheyd for releasing his buoy model under the same licence as the rest of the Oolite textures, I have just created a PR in the main code branch which adds this into core. Notes on differences between implementation and original: 1. I resized all textures to 1024x1024 to match othe...
by phkb
Thu Dec 05, 2019 9:25 pm
Forum: Discussion
Topic: Nav Buoy Replacement in Core
Replies: 13
Views: 1402

Re: Nav Buoy Replacement in Core

How do I do that? This is the part where I make a suggestion, while looking at the back-stage area for someone more knowledgeable to come forward and offer a more definitive reply. Is just changing the license statement/declaration in the script good enough? It would certainly be good enough from m...
by phkb
Wed Dec 04, 2019 8:57 pm
Forum: Outworld
Topic: Hi
Replies: 4
Views: 477

Re: Hi

Welcome back, Okti!
Okti wrote:
Wed Dec 04, 2019 7:33 pm
I need to to catch up what is the version now and what is changed
Quite a bit has changed, so enjoy the process of re-familiarisation!