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by docwild
Sun Jul 25, 2010 12:24 pm
Forum: Expansion Pack
Topic: [RELEASE] - Mining OXP
Replies: 21
Views: 15916

That's appreciated Kaks, thank you. The 42k dl was the first upload, it was updated yesterday and now measures at <24k. I hadn't considered the directory structure, that's what happens when I spend all my time in a shell I guess. The ship reference is also handy info, I hadn't got round to testing a...
by docwild
Sun Jul 25, 2010 6:14 am
Forum: Outworld
Topic: China UFO
Replies: 14
Views: 2257

"As the Chinese say, 1001 words is worth more than a picture." - John McCarthy
by docwild
Sun Jul 25, 2010 5:10 am
Forum: Expansion Pack
Topic: Balance between Player and NPC ships.
Replies: 12
Views: 2991

As with all AI, it doesn't take long to get used to them. I'm all for a mod which toughens them up a bit as long as it has a big warning on it for newbies.
by docwild
Sat Jul 24, 2010 11:47 pm
Forum: Expansion Pack
Topic: Mining OXP
Replies: 59
Views: 14890

Okay, I've oopified it and added the option of non-slave mining. Not surprisingly this has cut the code in half, making bug hunting and feature adding much easier. It may be harder to take over claimed mines now, as they have a tendancy to explode. This wont kill anyone but if you're too close it wi...
by docwild
Sat Jul 24, 2010 10:18 pm
Forum: Outworld
Topic: Hubble find
Replies: 5
Views: 2086

Two lightyears per millenium. Roughly.
by docwild
Sat Jul 24, 2010 6:53 am
Forum: Testing and Bug reports
Topic: Return of the "shoot yourself" bug in a new guise?
Replies: 17
Views: 3080

But having now looked at the script there doesn't seem to be any reason for the timer object being collected while in flight. this.targetTimer is valid from it's instantiation through to leaving the system. It's only a hunch, but if it is the garbage collector being too hasty moving the: this.target...
by docwild
Fri Jul 23, 2010 9:52 pm
Forum: Testing and Bug reports
Topic: Return of the "shoot yourself" bug in a new guise?
Replies: 17
Views: 3080

I haven't looked at the script but I do know that occasionally a timer is garbage collected after a few minutes in the system. That might well be by design though.
by docwild
Fri Jul 23, 2010 7:21 pm
Forum: Expansion Pack
Topic: Mining OXP
Replies: 59
Views: 14890

Can I make a small appeal for the possibility to run mines without using slaves? I have moral qualms about using slaves (in fact, I find myself unable to eject any scooped pods with slaves in them, even if there are loads of other, potentially high-value, pods floating around out there). Don't get ...
by docwild
Fri Jul 23, 2010 7:24 am
Forum: Expansion Pack
Topic: Mining OXP
Replies: 59
Views: 14890

Interesting / exciting subject. :) I always planned to claim a rock for myself....but I kept snagging on my asteroids looking like turds. Mind if I try to code a sub-oxp at some point? 'Course not, sounds interesting. Your asteroids, objects as large as a station can often been seen from the witchp...
by docwild
Thu Jul 22, 2010 9:30 pm
Forum: Expansion Pack
Topic: [RELEASE] - Mining OXP
Replies: 21
Views: 15916

[RELEASE] - Mining OXP

http://www.box.net/shared/5i3h37u1ay Mines are placed in the system randomly for every new visit. Mines will persist in their locations when you save but only in the current system, allowing you to continue a search pattern (if that's your kind of thing). The exception to that is the mines which you...
by docwild
Thu Jul 22, 2010 9:29 pm
Forum: Expansion Pack
Topic: Mining OXP
Replies: 59
Views: 14890

Makes sense Kaks, will do. My gratitude. I will likely keep that download link updated, if anything else substantial is added in. It's these warm evenings, you see, when sleeping is impossible for me :P
by docwild
Thu Jul 22, 2010 7:11 pm
Forum: Expansion Pack
Topic: Mining OXP
Replies: 59
Views: 14890

http://www.box.net/shared/5i3h37u1ay Mines are placed in the system randomly for every new visit. Mines will persist in their locations when you save but only in the current system, allowing you to continue a search pattern (if that's your kind of thing). The exception to that is the mines which you...
by docwild
Thu Jul 22, 2010 4:11 pm
Forum: Expansion Pack
Topic: mission.runScreen and callback
Replies: 12
Views: 2273

Just as an aside, javascript supports the ?: operator too which goes:

Code: Select all

boolean condition ? do this if true : do this if false ;
so...

Code: Select all

missionVariables.Boo ? dothis() : dothat() ;
Which is handy for when you're nesting simple conditionals.
by docwild
Wed Jul 21, 2010 10:17 pm
Forum: Expansion Pack
Topic: So, with the new mission screen handling ...
Replies: 23
Views: 5455

The two I've been noticing recently are the Vector and blackbaron which both use mission.choice. I look at them in the logs, but I haven't got round to fixing them.

I deserve a good shouting at really, because I've fixed several and since forgotten which.

Sorry.
by docwild
Tue Jul 20, 2010 2:39 pm
Forum: Expansion Pack
Topic: Scripters cove
Replies: 1717
Views: 736830

I tend to think of a beacon as a broadcast on a specific frequency, I can imagine that turning off the main station beacon via script would be a pain but perhaps a separate class of OXP beacons could be script controllable. At the moment it is fairly clunky, having to remove and replace entities on ...