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by pmw57
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...
by pmw57
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...
by pmw57
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...
by pmw57
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 ...
by pmw57
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 ...
by pmw57
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...
by pmw57
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...
by pmw57
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 ...
by pmw57
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...
by pmw57
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....
by pmw57
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...
by pmw57
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 ...
by pmw57
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...
by pmw57
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.
by pmw57
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...