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 Post subject: Re: [WIP] Station Ads
PostPosted: Tue Oct 13, 2015 2:00 pm 
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Luckily only one download of the previous one.
Yep, that was me!

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PostPosted: Fri Oct 16, 2015 10:55 am 
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It's a 1.0 release time. I haven't encountered any more errors so it's time to make it available from the manager.

* Compatible with the default and Griff's normalmapped system stations.
* Adds changing dock ads to all system stations.
* Adds changing front ads to roughly 1/2 of the stations in a sector/galaxy. Systems to be advertised in are selected by their marketing potential. The busier/safer the system, more likely it will have front ads. The busiest and safest stations will have more front ads than quiet/unstable systems.
* Over 400 selected ads from YAH! oxp and thread included.
* All models used are borrowed/modified from YAH! oxp. Models, textures and custom shaders originally by Griff and Ahruman.

Now it's out. Have fun. :D


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PostPosted: Fri Oct 16, 2015 8:01 pm 
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Working well - I suspect that I will be manually docking more often from now on...

My favourite so far:

Image


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PostPosted: Sat Oct 17, 2015 3:18 pm 
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Haha, I love this one too! Time to grab the OXZ, I guess...


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PostPosted: Sun Oct 18, 2015 12:40 pm 
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hmmh, apart from the fact that ADCK's Bulk Haulers still need adoption, iirc markets are also broken and packaging as OXZ, those station ads could also be nice way to get more variety of ads displayed and it even works without shaders.

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PostPosted: Mon Oct 19, 2015 5:07 pm 
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Seen at Teonan in G2 (Corporate State, Average Ind. Pop. 5.7 B, Prod. 45144 MCr. HC: 10, TL: 13, Human Colonials. )

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Capitalism at its finest...


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PostPosted: Wed Oct 21, 2015 11:53 pm 
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I think I found a bug:
Image

The ad picture in the foreground is floating freely. The system is Lezaer (G3), rich industrial, corporate state, TL 14, gross productivity 52800 MCr, dodecahedron station. The other ads including the tunnel ads are ok.

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PostPosted: Thu Oct 22, 2015 7:20 am 
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Nice shots, ffutures :D . The first one is funny: "We have this one ad screen and currently it's not working."

Amah, Bulk Haulers definitely need someone to fix them. If only I had time...

Fritz, thanks for the report :D . Bug found and fixed. New version (1.0.1) uploaded to the manager.


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PostPosted: Thu Oct 22, 2015 8:34 am 
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Wow, I reported this bug shortly before 2:00 AM, and now it is fixed already! Do you ever sleep? ;)

Thank you, I'll try and test it this evening!

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PostPosted: Thu Oct 22, 2015 12:59 pm 
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Wow, I reported this bug shortly before 2:00 AM, and now it is fixed already! Do you ever sleep? ;)

Thank you, I'll try and test it this evening!
:lol: I was at sleep when you reported and had an extra hour in the morning to spend before going to work. And I instantly knew the culprit, so it was an easy fix.


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PostPosted: Thu Oct 22, 2015 1:28 pm 
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Maybe it's just me, but I quite liked the look of that floating 'Holo-Ad'....

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PostPosted: Thu Oct 22, 2015 1:33 pm 
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Maybe it's just me, but I quite liked the look of that floating 'Holo-Ad'....
No, not just you! My first thought was could you fly through it (if positioned elsewhere)?

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PostPosted: Thu Oct 22, 2015 1:38 pm 
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Maybe it's just me, but I quite liked the look of that floating 'Holo-Ad'....
No, not just you! My first thought was could you fly through it (if positioned elsewhere)?
That makes three of us..

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PostPosted: Thu Oct 22, 2015 2:01 pm 
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Fly through Holo-Ads? Sure, with effectdata.plist that would be easy. Maybe that idea could be developed so that in the highest TL systems could somehow utilize these.


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PostPosted: Thu Oct 22, 2015 2:21 pm 
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Fly through Holo-Ads? Sure, with effectdata.plist that would be easy.
Sweet!
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Maybe that idea could be developed so that in the highest TL systems could somehow utilize these.
Yes, I was thinking of the higher TL systems - instead of on the station itself, could they be floating either side of the launch corridor?

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