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PostPosted: Tue Sep 17, 2013 11:41 am 
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Hah, yes, just came back to lurk around because of computer troubles. :D

But the script version... that's odd... :?
I'll take a look and change the cript to include a check for nova systems...


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PostPosted: Tue Sep 17, 2013 11:50 am 
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Ha, welcome back! :D


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PostPosted: Tue Sep 17, 2013 12:11 pm 
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Thanks, and done!
I think, haven't tested it, because of said problems... :D
I haven't played in a while because I'll have to rebuild either a shaderless oxps only version now or wait a little bit longer until I have a new card... :roll: :oops:
Edit: and I have forgotten to include the info text... :?


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PostPosted: Tue Sep 17, 2013 12:18 pm 
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It seems that something went wrong with the 'zipping'. It unpacks something with a '.cpgz' extension. That unpacks into a '.zip'. And that one generates again a ".cpgz'. And so on. :mrgreen:

EDIT: THe problem is with the build-in unzipper on my mac. With StuffIt expander, it unpacks okay. Although only the oxp and not the readme that was in the 1.04 version.

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UPS-Courier & DeepSpacePirates & others at the box and some older versions


Last edited by Eric Walch on Tue Sep 17, 2013 12:25 pm, edited 1 time in total.

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PostPosted: Tue Sep 17, 2013 12:22 pm 
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Quote:
It seems that something went wrong with the 'zipping'. It unpacks something with a '.cpgz' extension. That unpacks into a '.zip'. And that one generates again a ".cpgz'. And so on. :mrgreen:
Huh? :shock:
Ok, wait a moment... :wink:
Does it work now? :?:


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PostPosted: Tue Sep 17, 2013 12:25 pm 
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Quote:
Huh? :shock:
Ok, wait a moment... :wink:
Does it work now? :?:
Ha, I bet you'd forgotten how much fun all this is! :P
And welcome back :)

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PostPosted: Tue Sep 17, 2013 12:27 pm 
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Yes, the new one unzips without problems and I also see the readme. :D

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PostPosted: Tue Sep 17, 2013 12:32 pm 
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Quote:
Quote:
Huh? :shock:
Ok, wait a moment... :wink:
Does it work now? :?:
Ha, I bet you'd forgotten how much fun all this is! :P
And welcome back :)
:lol: Made a mistake with the zipping, thought it would work anyway... :oops: :P
And thanks. :mrgreen:


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PostPosted: Wed Dec 18, 2013 9:42 am 
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Whatever. Grabbing it right now!


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PostPosted: Wed May 06, 2015 1:37 am 
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Joined: Mon May 20, 2013 9:53 pm
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Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
OXZ-ified and available in the manager.

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OXPs by Norby


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PostPosted: Tue Aug 15, 2017 6:36 am 
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Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Satellites v1.06 is in the manager, phkb made the next improvements:
-Added satellites to any extra planets in the system.
-Reworked populator methods to use new functions, and to make the number and types of satellites the same in each system.
-Added Library config options to turn off beacons and control the number of satellites spawned.

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OXPs by Norby


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PostPosted: Thu Aug 17, 2017 11:58 am 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Ah, Norby, I found a bug in my code - line 83 of script.js. The line starts
Code:
pos[i] = ...
but it should read
Code:
var pos = ...
Apologies for not catching this sooner.

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PostPosted: Thu Aug 17, 2017 1:31 pm 
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No problem, v1.07 is up with the fix. :)

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OXPs by Norby


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PostPosted: Fri Aug 25, 2017 6:53 am 
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In Satellites v1.08 destroyed ones stay destroyed while you are in the system across save games, thanks to phkb.

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OXPs by Norby


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PostPosted: Tue Aug 29, 2017 8:04 am 
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Version 1.09 fixed bugs with Library interface. Satellites wiki page is also made by phkb.

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OXPs by Norby


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