Search found 2530 matches

by phkb
Fri Feb 21, 2020 9:30 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 224
Views: 85316

Re: [WIP] GalCop Missions

Bernd1983 wrote:
Fri Feb 21, 2020 3:54 pm
Unfortunately, the waypoint is still not generated.
Thanks for the log. I found the bug. A case of it staring me in the face. New version (0.5.8 ) ready for a test via the links above. If you can confirm the issue is resolved I'll put this version into the download manager.
by phkb
Fri Feb 21, 2020 1:03 am
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 224
Views: 85316

Re: [WIP] GalCop Missions

OK, new test version (v0.5.7) available here (ZIP/OXP or OXZ). Can you give this one a spin?
by phkb
Thu Feb 20, 2020 9:42 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 224
Views: 85316

Re: [WIP] GalCop Missions

Hmm. Do you have the latest.log file from one of those runs where the issue occurred?
Sorry, just ignore me. I should've checked first before I spoke. You've included the latest.log files. Thanks!
by phkb
Thu Feb 20, 2020 7:24 pm
Forum: Expansion Pack
Topic: [WIP] GalCop Missions
Replies: 224
Views: 85316

Re: [WIP] GalCop Missions

Brilliant. Thanks for testing it so well.
by phkb
Wed Feb 19, 2020 1:08 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1484
Views: 390879

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: 224
Views: 85316

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 v0.101
Replies: 134
Views: 85068

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: 224
Views: 85316

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: 224
Views: 85316

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: 222
Views: 105246

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: 224
Views: 85316

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: 1484
Views: 390879

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: 2596

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: 2596

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: 2596

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...