Taxi Galactica v1.0

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

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Pleb
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Re: Taxi Galactica v0.5

Post by Pleb » Sat May 26, 2012 5:04 pm

SandJ wrote:When viewing the 3 contracts, it would be nice if "?" went to the galactic chart like it does when you are viewing normal cargo jobs.
I don't think this is possible I'm afraid, and even if it was it would be too easy to press another F* key and jump off of the mission screen. Then you would have to launch and dock all over again for the screen to come up again!
SandJ wrote:I am sure it promised me a free full fuel tank - but did not deliver!
This has now been fixed and will be included in the next release. Thanks for pointing it out to me. :)
SandJ wrote:Two of the three contracts went to Leleer; but I was only allowed to take 1 - you don't get the chance to take another. Why not?
This was designed so you can only take one contract at a time. I could change it to allow you to have more than one contract, but it felt right just to have it set at one. But if it becomes a popular demand I could change it.
SandJ wrote:On re-docking (to see if I could get that other Leleer contract) I was told "Welcome blah blah... supposed to be delivering Enitno Thmaat to the 2 system".
This has also now been fixed and will be included in the next release. Again, thanks for pointing it out to me. :D

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Re: Taxi Galactica v0.5

Post by Capt. Murphy » Sat May 26, 2012 6:07 pm

Pleb wrote:
SandJ wrote:When viewing the 3 contracts, it would be nice if "?" went to the galactic chart like it does when you are viewing normal cargo jobs.
I don't think this is possible I'm afraid, and even if it was it would be too easy to press another F* key and jump off of the mission screen. Then you would have to launch and dock all over again for the screen to come up again!
If you have a choice which is to 'leave to view long range chart', or similar you can set a variable when that is chosen, and then use this.guiScreenChanged = function(to,from) to watch out for the player leaving the long range chart and that the variable is set to re-run the missionScreen. Some examples of OXP's that do this include UPS and Escort Contracts.
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Re: Taxi Galactica v0.5

Post by Pleb » Mon May 28, 2012 9:13 pm

Updated Taxi Galactica OXP to version 0.6. I have fixed several bugs that were discovered, but I have not yet implemented the 'View Long Range Chart' function from the UPS and Escort Contracts OXP due to the fact I have yet to figure out how to implement it. However I have also included a randomly generated mission after the player has flown five missions for the Taxi Galactica corporation. I have also switched the market for the same one as a Rock Hermit - although I will include at a later date random encounters with traders who offer strange goods...

Any problems/ideas please post them here and I will try my best to put it right!

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Re: Taxi Galactica v0.6

Post by Pleb » Mon Jul 16, 2012 9:55 am

I will be releasing version 1.0 of my Taxi Galactica OXP later on today. This release will have the new Griff/dertian models replacing the Taxi Adder and Taxi Station, that are not dependant on any other OXP. Full credit goes to both Griff and dertian for these models/textures/shaders. I did toy with the idea of having two flavours, one with the old models and one with the Griff/dertian ones, but as I have Griff'd my own Ooniverse I didn't really see the point in using older models. This means, as far as I'm aware, the old Dr Nil Constore model is now no longer used in any OXPs... :cry:

Also in this release, I have made modifications to the main script for the game, incorporating all scripting into 1 script file and also brought it up to the standards raised in this thread. As the shipdata.plist file is now in openstep format and not xml based anymore, I have been forced to remove the Separatist Frigate from the OXP, which was taken from the Galactic Navy OXP. I have also moved the Taxi Station from the witchpoint to the planet, as Smivs pointed out it was rather pointless having a taxi station so far away from anything!

If you have Snoopers installed, there may be mentions of your exploits of doing special missions (but there is still only 1 mission - will be making more in a future release).

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Re: Taxi Galactica v1.0

Post by Pleb » Mon Jul 16, 2012 8:57 pm

Version 1.0 now uploaded. I have not been able to convert Frigate into OpenStep yet so it has been excluded from this release, but I have put in a billboard buoy for Taxi Station. Again full credit goes to dertian and Griff for the fantastic models in this OXP.

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Svengali
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Re: Taxi Galactica v1.0

Post by Svengali » Tue Jul 17, 2012 8:25 am

Pleb wrote:If you have Snoopers installed, there may be mentions of your exploits of doing special missions (but there is still only 1 mission - will be making more in a future release).
As it is a mission related newsflash I'd suggest to use Priority:1. This bypasses the CRC checks and has a higher chance to be displayed.

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Re: Taxi Galactica v1.0

Post by Pleb » Tue Jul 17, 2012 8:28 am

Svengali wrote:As it is a mission related newsflash I'd suggest to use Priority:1. This bypasses the CRC checks and has a higher chance to be displayed.
Okay thanks Svengali, I will make the adjustment and update in next release. I also intend to put more special missions into the OXP, depending on how many passenger contracts the player has completed, so more news bulletins will be making appearences. :)

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Re: Taxi Galactica v1.0

Post by BuggyBY » Wed Jul 18, 2012 3:57 am

Pleb wrote: v1.0 - Changed models for Taxi Adder and Taxi Station to ones Griff designed with textures by dertian. Also moved Taxi Station to planet and added billboard buoy.
Is there a reason for moving it to the planet? I had quite enjoyed the refueling opportunity near the witchpoint in systems without a constore or fuel station. Also weren't there supposed to be taxi station-to-planet ferrying jobs for those with [wiki]Planetfall OXP[/wiki] installed?

Oh wait, I had it confused with the following bit from that wiki page: "Taxi - Adds an example mission showing how planetary locations can be used for missions. When docked (anywhere) there is a 25% chance of a taxi fare being offered on the ships manifest (F5-F5) screen. For a small reward the player is asked to carry someone to another planet-side location within the system." Still, I'd always expected to get a mission like that at a taxi station, and possibly one or several to ferry back from the planet in lieu of Commies-style commuter ships—is the lack of those the reason for the move?
Pleb wrote:Also when leaving galaxy script will check to see if on a contract and if so will now cancel contract and remove passenger.
:shock: That seems a bit harsh on the passenger, without even so much as an escape pod ... then again, being stuck in a different galaxy might be a fate worse than death for some. Still, removing the passenger at the nearest main/taxi station would be a lot less gruesome ... erm, unless that is what you meant.

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Re: Taxi Galactica v1.0

Post by Thargoid » Wed Jul 18, 2012 7:00 am

Planetfall taxi is just a little demo add-on for PF, and isn't anything to do with any of the other OXPs which may or may not have taxi in their title. It only needs PF to run, although works much better with another OXP which adds planets and moons into the system too.

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Re: Taxi Galactica v1.0

Post by BuggyBY » Wed Jul 18, 2012 7:08 am

Thargoid wrote:Planetfall taxi is just a little demo add-on for PF, and isn't anything to do with any of the other OXPs which may or may not have taxi in their title. It only needs PF to run, although works much better with another OXP which adds planets and moons into the system too.
Ah, OK. I have all of those installed, but seem to land on planets too rarely to ever trigger the Taxi add-on.

Now that the Taxi station is near the planet, might it not be a good idea to have fares wanting to get to the constore in the same system (if there is one) and back as well? Or how about someone wanting to get to a Monastery before they can afford the fare? (I think those offer the closest thing to an ATM in the Ooniverse.) Also, if the passenger is removed during an intergalactic jump, if there are police ships nearby that ought to give you Fugitive status.

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Re: Taxi Galactica v1.0

Post by Pleb » Wed Jul 18, 2012 7:31 am

BuggyBY wrote:Is there a reason for moving it to the planet? I had quite enjoyed the refueling opportunity near the witchpoint in systems without a constore or fuel station.
I moved it because, I believe it was Smivs who pointed it out, it didn't make any sense having a Taxi Station so far away from the planet. It would mean that passengers wanting a taxi service to take them to another system would have to travel all the way out to the witchpoint to get a lift! Also, this OXP only adds Taxi Stations to Corporation systems, so there aren't many systems where a Taxi Station is present and a Constore and Fuel Station is not.
BuggyBY wrote:Now that the Taxi station is near the planet, might it not be a good idea to have fares wanting to get to the constore in the same system (if there is one) and back as well? Or how about someone wanting to get to a Monastery before they can afford the fare? (I think those offer the closest thing to an ATM in the Ooniverse.)
This is a possibility, I've tried to not make this OXP dependant on any other OXPs (but there is an optional news bulletin after completing the special mission if you have Snoopers OXP installed) so I could add this as a future feature.
BuggyBY wrote: :shock: That seems a bit harsh on the passenger, without even so much as an escape pod ... then again, being stuck in a different galaxy might be a fate worse than death for some. Still, removing the passenger at the nearest main/taxi station would be a lot less gruesome ... erm, unless that is what you meant.
BuggyBY wrote:Also, if the passenger is removed during an intergalactic jump, if there are police ships nearby that ought to give you Fugitive status.
I assumed that the passenger could eject themselves with an Escape Pod, didn't occur to me you could simply jettison passengers into space! Maybe it would be better to simply have them removed at the next main station you visit rather than in space. I will make this adjustment for the next release.

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Re: Taxi Galactica v1.0

Post by spara » Tue Jan 22, 2013 9:03 pm

I have a bunch of log entries looking like this. I'm using Oolite 1.77.

Code: Select all

22:48:13.394 [station.launchShip.failed]: Cancelled launch for a Python with role trader, as it is too large for the docking port of the ?.
22:48:13.396 [station.launchShip.failed]: Cancelled launch for a Cobra Mark III with role sunskim-trader, as it is too large for the docking port of the ?.
22:48:13.397 [station.launchShip.failed]: Cancelled launch for a Cobra Mark III with role trader, as it is too large for the docking port of the ?.
After oxp iteration, it looks like these are from Taxi Galactica, it being the only oxp in AddOns.

And now that I'm writing here, I must say that I'm very much enjoying this oxp. These contracts tend to have more action than the stock ones. :D

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Re: Taxi Galactica v1.0

Post by Pleb » Tue Jan 22, 2013 11:25 pm

Hmm, strange I can't seem to replicate this error myself. Also only the Taxi Adders ever launch from the Taxi Station, no other ship (not even police ships) launch from the Taxi Station. I am also using Oolite 1.77 so I really have no idea what is causing these errors... :?

I'm glad you like the OXP. I intend to update this OXP with some of the newer features from 1.77, such as Long Range Charts in mission screens and linking in the Interface (F4) screen. I'm also making sure that all the Taxi Adders are yellow, as although its funny having bright pink taxis it isn't very fitting (although living in England I can't say we have many, if any, yellow taxis!). I also want to give the Taxi Station some personalised defence ships, which will be re-textured Griff Sidewinders no doubt! :twisted:

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Re: Taxi Galactica v1.0

Post by spara » Wed Jan 23, 2013 7:50 am

Pleb wrote: Hmm, strange I can't seem to replicate this error myself. Also only the Taxi Adders ever launch from the Taxi Station, no other ship (not even police ships) launch from the Taxi Station. I am also using Oolite 1.77 so I really have no idea what is causing these errors... :?
Strange indeed. :? Maybe it's my installation of Oolite (Linux), that's causing these. I wonder if someone else has has seen these in their log.
Pleb wrote:
I intend to update this OXP with some of the newer features from 1.77, such as Long Range Charts in mission screens and linking in the Interface (F4) screen. I'm also making sure that all the Taxi Adders are yellow, as although its funny having bright pink taxis it isn't very fitting (although living in England I can't say we have many, if any, yellow taxis!). I also want to give the Taxi Station some personalised defence ships, which will be re-textured Griff Sidewinders no doubt! :twisted:
Looking forward to these. Have you considered adding a tweak to the adder, so that it can be fitted with a 3 tn cargo expansion to allow it to be used as a taxi cab by player? It would make sense. Switeck's Shipping OXP and my Start Choices OXP do that. How about the market, is there going to be something suitable to be bought/sold? Like food, liquors or luxuries?

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Re: Taxi Galactica v1.0

Post by GGShinobi » Wed Jan 23, 2013 9:31 am

spara wrote:Strange indeed. :? Maybe it's my installation of Oolite (Linux), that's causing these. I wonder if someone else has has seen these in their log.

Indeed:

Code: Select all

17:38:57.300 [shader.load.failed]: ***** ERROR: Could not build shader venomshaderv.vertex/venomshaderf.fragment.
17:38:57.312 [station.launchShip.failed]: Cancelled launch for a Venom with role trader, as it is too large for the docking port of the ?.
17:38:57.343 [station.launchShip.failed]: Cancelled launch for a Anaconda with role trader, as it is too large for the docking port of the ?.
17:39:44.208 [script.javaScript.warning.ooliteDefined]: ----- JavaScript warning (militarytargettingsystem 1.0): removeFrameCallback(): invalid tracking ID.
17:39:44.208 [script.javaScript.warning.ooliteDefined]:       /home/ggshinobi/.Oolite/AddOns/MilitaryTargettingSystemv1.oxp/Scripts/militarytargettingsystem.js, line 195.
I am getting A LOT of these since I upgraded to 1.77. I thought it was a feature of the new version, attempting to make ship launches not look odd (by preventing that a ship that is bigger than the docking port pops up there). I didn't think it has to do with Taxi Galactica.

I'm also getting lot's of these:

Code: Select all

17:39:50.425 [shader.load.failed]: ***** ERROR: Could not build shader kwkingcobrashaderv.vertex/kwkingcobragun.fragment.
  17:39:50.592 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for c4shaderv.vertex:
>>>>> GLSL log:
0:0(9): preprocessor error: Redefinition of macro OO_TANGENT_ATTR
But from another post I found I believe that the cause for these is:

Code: Select all

17:35:58.178 [rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 Mesa 8.0.4"). Vendor: "Tungsten Graphics, Inc". Renderer: "Mesa DRI Intel(R) 965GM x86/MMX/SSE2".
(Intel) :roll:
忍 knowing that enough is enough, you'll always have enough.

Running Oolite 1.77 on Ubuntu Linux 12.04 LTS

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