Search found 389 matches

by pmw57
Mon Oct 05, 2009 2:27 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204340

If an oxp removes a map marker when a mission is complete, that might be a map marker for the same system that we still have an interest in. So, we can add the player station map markers whenever someone visits the galactic view page. The game though really does need a way of managing multiple inte...
by pmw57
Mon Oct 05, 2009 2:17 pm
Forum: Testing and Bug reports
Topic: Oolite 1.73.3 and 1.73.4 reliably crash, bad commodity.plist
Replies: 36
Views: 8555

another_commander wrote:
pmw57: No, to be precise:
1.74 (not out yet): Crash fixed and forced units.
1.73.5 (not out yet): Crash fixed.
1.73.4: Bugged.
Your precision is appreciated. Thanks!
by pmw57
Mon Oct 05, 2009 2:14 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204340

Well, all .plists are always run at all times, so there's always some lag in that respect. LittleBear and Commander McLane have a lot of experience on optimising the .plists so that the minimal amount of testing is done while in flight, etc. Either of them might be able to help, if it's not already...
by pmw57
Mon Oct 05, 2009 2:12 pm
Forum: Testing and Bug reports
Topic: Oolite 1.73.3 and 1.73.4 reliably crash, bad commodity.plist
Replies: 36
Views: 8555

For the moment, the fix is only in trunk, which means that the no overiddable commodity units are scheduled for v1.74. However, the actual crash is fixed in both maintenance and trunk, which means that in the event of a v1.73.5, there will be no crashes because of inconsistencies with the commodity...
by pmw57
Mon Oct 05, 2009 1:48 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204340

Diziet Sma wrote:
There's always F9 and F10.. if you can convince the devs.. :?:
F4 isn't being used right now :twisted:
by pmw57
Mon Oct 05, 2009 1:46 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204340

Re: ...

The weekly reports appear often enough as it is, to remind you of the stations you own. Good idea, but the reason why I want it to be a list that is always readable is that you can actually visit your stations ingame! That means that you should always know where it is should you want to pay a visit...
by pmw57
Mon Oct 05, 2009 1:45 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204340

Re: ..

I will still playtest all of this extensively, and take into account Eric's suggestion about some ship-related java scripts updated for their original oxps, etc. ... thanks everyone involved in the discussion, and especially pmw57 for his fine work! 8) Hold up! Please change in the player income se...
by pmw57
Mon Oct 05, 2009 1:41 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204340

Re: ...

I've currently have 6 mission texts shown without OSE - and I had even more in the past. It seems like most OXPs just trigger at about the same time, thus causing multiple missions to be running... Instead of the equipment / mission thing, the player could be notified when he receives his money as ...
by pmw57
Mon Oct 05, 2009 12:52 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204340

Re: ...

Hm, concerning the way the .js does make problems with the setting of the info in the mission screen, perhaps I will use a rest of .plist for that. <snip code> I think this is not a big problem, it will not drive down the speed so bad that it is noticable, and it writes into the missions screen exa...
by pmw57
Mon Oct 05, 2009 12:25 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204340

Kaks wrote:

Code: Select all

missionVariables.playerStationDayDayPaid = clock.days; 
playerStationDayDayPaid ?
Apart from that, keep up the good work! :D
Yep, already updated, complete with no javascript errors! Go check it out.
http://www.box.net/shared/dodzb27djm
by pmw57
Mon Oct 05, 2009 12:24 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204340

Re: ...

pmw57, can you please explain to me what the playerStationShow scripts actually do (precisely)? :oops: Because I simply don't get that from looking through the script! With those Lestradae, I will attempt to take over the world! :twisted: The way the Oolite works, one script file is allowed to have...
by pmw57
Mon Oct 05, 2009 12:19 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204340

And it already incorporates the one way travel rule! Neat! :) Here's the weekly pay check! this.shipExitedWitchspace = function () { var totalWeeks = Math.floor(clock.days / 7), dayPaid = missionVariables.playerStationDayPaid || 0, weeksPaid = Math.floor(dayPaid / 7), weeksToPay = totalWeeks - week...
by pmw57
Mon Oct 05, 2009 11:32 am
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204340

Re: ..

If you are in galaxy 3 and the courier was sent from galaxy 5, there can be a base charge of 5%, with an additional 3% per galaxy. Is this doable for you? Oh of course! It's just numbers :D Of course, going by that, computers aren't hard to use because they are just one's and zero's! :shock: I woul...
by pmw57
Mon Oct 05, 2009 11:15 am
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204340

Re: ..

It would just feel more real to me that the money I didn't take with me gets an intergalactic handling fee. Charging a fee at the moment the extra wealth is created seemed to me the simplest way to handle it. Anyway, it might sould plausible to some people, and not so plausible to others! :P You si...
by pmw57
Mon Oct 05, 2009 10:55 am
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 204340

@pwm57: http://wiki.alioth.net/index.php/Oolite_JavaScript_Reference:_Clock It is really everything there, in the Wiki. Curses, I was looking at the timer area, and of course blind-bat over here didn't spot the single scripting entry at the bottom left of the list that was the clock page. Someone g...