Disappearing Spöbs

In a Nova plug-in I'm currently woking on I'm using the Mxxxx command to move the player between two otherwise unconnected planets. It works fine in the first direction, as a mission activated by buying an outfit. But the mission getting back presents a problem.

It is offered by a Përs, and the mission itself works fine. But when the player is transported back to the first system, all of the Spöb graphics disappear. I can still land on the planets just fine and they show up on the radar, but no graphical representation appears on the main screen.

I persued old topics here, but no luck. If anybody knows if it is just a bug (I'm only on EVN 1.0.3, Dial-up doesn't like updates) or how to work around it, that would be great.

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Are you using any extra graphics from a plug that may not be present?
Are you using the right plug?

If everything is fine for both, then I'll report this to the beta list, because that sounds like a bug...

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Quote

Originally posted by mrxak:
**Are you using any extra graphics from a plug that may not be present?
Are you using the right plug?

**

Yes to both questions.

1. The graphic in question is just a copy of Earth's as my Plugin is not a TC, just a small add-on. The planets graphic is present the first time I'm in the system, then when I Mxxx to a different system and back it's gone. After I land and exit the planet, everything is fine again.

2. The Plug works fine in every other way

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Okay, reporting now...

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And this just in, from Matt C. Burch:

Quote

"Sounds like something he may not want to be doing; Mxxx is probably only useful when landed."

So, there you have it.

Dave @ ATMOS

Quote

Originally posted by pipeline:
**And this just in, from Matt C. Burch:
"Sounds like something he may not want to be doing; Mxxx is probably only useful when landed."
So, there you have it.

Dave @ ATMOS**

Hmmm. Interesting. What happens if you use Nxxx, because the context of that in the Bible suggests that it can be used non-landed (why else would it state that Nxxx kept the player at the same x/y coords in the system?)

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Quote

Originally posted by Azratax2:
Hmmm. Interesting. What happens if you use Nxxx, because the context of that in the Bible suggests that it can be used non-landed (why else would it state that Nxxx kept the player at the same x/y coords in the system?)

Yes, that should swap systems for the player, and be fine.

Dave @ ATMOS

Thanks alot Pipeline and mrxak, I'll go test the Nxxx statement now. I'll edit this when I'm done.

(edit)
I tested Nxxxx and nothing changed, still the same. As a side note, are Nxxxx and Mxxxx supposed to do different things? Because when I use them (In space), they both transport me to the system and at the same xy coordinates. Probably just becuase I'm in space. I've got a few ideas that I'll try, maybe it will work this time.
(/edt)
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(This message has been edited by Lumpy the Elf (edited 11-09-2003).)

Lumpy, I'd try upgrading to 1.0.6, as well. I know you're on dial-up, but if you're doing any kind of development work, the latest EVN is essential software.

Dave @ ATMOS

I've just had a look at the bible; without waiting for Matt to get back to me, I think that the Nxxx operator will suffer from the same issue. All it will do is move the player to the new system, but they'll be out in space hovering over the coordinates of the stellar object they just got teleported from (as opposed to over the first stellar object in the system).

I'll update the bible with a note saying that these only work while landed.

all the best,

Dave @ ATMOS

Quote

Originally posted by pipeline:
**I've just had a look at the bible; without waiting for Matt to get back to me, I think that the Nxxx operator will suffer from the same issue. All it will do is move the player to the new system, but they'll be out in space hovering over the coordinates of the stellar object they just got teleported from (as opposed to over the first stellar object in the system).

I'll update the bible with a note saying that these only work while landed.

all the best,

Dave @ ATMOS**

Dave if you get a minute I'd be interested to hear your opinion on this topic:

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_bomb

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Quote

Originally posted by pipeline:
**Lumpy, I'd try upgrading to 1.0.6, as well. I know you're on dial-up, but if you're doing any kind of development work, the latest EVN is essential software.

Dave @ ATMOS**

I'll take your advice, 1.0.6 downloading now. 1.5 hours and counting!

Also I recreated the problem using Earth and Tichel, just to make sure it wasn't because of my plugin. If there is anyway to force a system you are in to reload itself, I think the problem would be fixed. If that doesn't work I could always use a one-way hypergate...

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I've experienced this exact same thing using both Mxxx and Nxxx in SFA (it happens in the very first mission you get -- the Kobayashi Maru scenario). The solution I had to implement was separate systems -- empty, connected to duplicate systems that were disconnected from the rest of the universe -- but my solution works for me only because the player's being railroaded through the mission at the very beginning with no choice to explore further until it's finished (Academy simulator).

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The only goal these missions were producing was too limit the player from freely entering and exiting the second system. I haven't tested one way hypergates, but if I they work how I think they do it would be possible.

If anybody else has an easier way of getting the player back from system 2 without letting them get back, I would appreciate it. Thanks.

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