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- Thu Oct 15, 2009 6:17 am
- Forum: Testing and Bug reports
- Topic: Caduceus Autorepair update for OSE
- Replies: 19
- Views: 3237
There are some code issues with the caduceus autorepair script. There is no let keyword in javascript. Instead, var must be used instead. These declarations have been moved to the top of the method. The array loops have been updated so that a more standard technique can be applied. Instead of loopin...
- Thu Oct 15, 2009 6:05 am
- Forum: Testing and Bug reports
- Topic: Updated OSE NPC timer scripts
- Replies: 17
- Views: 2798
Just apply the engineering addage - if it isn't broken, don't fix it. Unless you want to risk starting to upset people. I'm coming not from an engineering background, but a programming background. Code needs to change. Why? How much code is good enough to stay around for decades without change? Vir...
- Thu Oct 15, 2009 5:37 am
- Forum: Testing and Bug reports
- Topic: Updated OSE NPC timer scripts
- Replies: 17
- Views: 2798
Re: Updated OSE NPC timer scripts
The current release version of Fuel station and fuel satellite scripts (and presumably PlayerFuelStation_station, although I didn't write that) already tidy up after themselves when the player leaves the system, hence should be no risk for crashes. Please show me your proof that their script timers...
- Thu Oct 15, 2009 5:04 am
- Forum: Testing and Bug reports
- Topic: Caduceus Autorepair update for OSE
- Replies: 19
- Views: 3237
Caduceus Autorepair update for OSE
The caduceus autorepair script is updated to protect the timers from causing potential damage. CaduceusAutorepair.js The code has been updated so that it is easier to consistently maintain, and is formatted in a more stable manner. As there are multiple timer events occurring, some timer management ...
- Thu Oct 15, 2009 4:46 am
- Forum: Testing and Bug reports
- Topic: Updated OSE NPC timer scripts
- Replies: 17
- Views: 2798
It seems that a lot of code is being taken up with conditions for timers. I propose that we come up with a consistent way to manage timers, something like this: this.startTimer = function (timerName) { var timerSettings; if (this[timerName]) { this[timerName].start(); return this[timerName]; } else ...
- Thu Oct 15, 2009 3:41 am
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 201165
The thread Updated OSE NPC timer scripts has been created. The first message contains a summary of the scripts, and links to the appropriate discussions. The discussion threads relating to the OSE scripts will be notified in this thread as well. For example: Behemoth carrier update for OSE Does anyo...
- Thu Oct 15, 2009 2:51 am
- Forum: Testing and Bug reports
- Topic: Behemoth carrier update for OSE
- Replies: 1
- Views: 718
A significant change has occurred to the statusCheck method. Here is how the original statusCheck code was structured this.statusCheck = function () { if (!this.cloakedTarget) { if (this.cloakingTimer) { this.cloakingTimer.stop(); delete this.cloakingTimer; } } else { if (!this.cloakedTarget.isCloak...
- Thu Oct 15, 2009 2:42 am
- Forum: Testing and Bug reports
- Topic: Behemoth carrier update for OSE
- Replies: 1
- Views: 718
Behemoth carrier update for OSE
The behemoth carrier script has been updated to protect it from crashing Oolite. scripts/behemoth-carrier.js The code has been updated so that it is easier to consistently maintain and is formatted in a more stable manner. Timer events have been updated so that they will fail elegantly, rather than ...
- Thu Oct 15, 2009 2:38 am
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 201165
For this very reason a special event was defined for ship scripts: playerWillExitSystem . This event informs all ship scripts of all ships in system A that the player is no longer there, and after a split second all of them will cease to exist. So it is the task of each ship script to react to this...
- Thu Oct 15, 2009 2:25 am
- Forum: Testing and Bug reports
- Topic: Updated OSE NPC timer scripts
- Replies: 17
- Views: 2798
The playerWillExitSystem event is purpose-designed to allow NPC ships to perform necessary tasks before the player exists the system. This is when it is best to stop and delete any timers that the ship script may have created. this.playerWillExitSystem = function () { if (this.cloakingTimer) { this....
- Thu Oct 15, 2009 2:22 am
- Forum: Testing and Bug reports
- Topic: Updated OSE NPC timer scripts
- Replies: 17
- Views: 2798
Updated OSE NPC timer scripts
While updating OSE we found several NPC ship scripts that use timers, some of which inadvertantly crash the game due to the timer still going after the NPC ship has died. All of the ship-based timer scripts are: behemoth-carrier.js - discuss , download buzzer-wowbagger-insult.js - download CaduceusA...
- Wed Oct 14, 2009 11:48 pm
- Forum: Testing and Bug reports
- Topic: Combat computers
- Replies: 12
- Views: 4481
Re: ..
so players should see the difference and know what is causing it. Maybe put some [CC] before every message? If it would read CC Incoming: that would be strange, but perhaps [CC] incoming: works? I am happy with that sort of thing, though CC seems to be confusingly similar to the EMail CC term, and ...
- Wed Oct 14, 2009 10:05 pm
- Forum: Discussion
- Topic: Whichspace?
- Replies: 63
- Views: 14844
I have this screen saver. I'd not hazard a guess at how many hours I've wasted staring at it.... Business is slow lately? Who would think that recession reached trumble sales already... :) This is because I am partaking in the sales part of the business. He just has to sit back on his pile of trumb...
- Wed Oct 14, 2009 10:00 pm
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 201165
A new thread has been posted regarding Combat Computers messages.
https://bb.oolite.space/viewtopic.php?p=91163#91163
In the red team is Lestradae, and in the blue team is Screet.
A decision on the content of the message updated is to be arrived at.
Let the battle commence.
https://bb.oolite.space/viewtopic.php?p=91163#91163
In the red team is Lestradae, and in the blue team is Screet.
A decision on the content of the message updated is to be arrived at.
Let the battle commence.
- Wed Oct 14, 2009 9:58 pm
- Forum: Testing and Bug reports
- Topic: Combat computers
- Replies: 12
- Views: 4481
Combat computers
Bringing together some updates to the combat computers scripts, from Screet and Lestradae, the following differences require a decision/discussion. A consensus needs to be come to as to which set of messages to use. The first of each list is from Lestradae's copy, and the second of each is from Scre...