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by pmw57
Tue Oct 27, 2009 12:21 pm
Forum: Expansion Pack
Topic: Random Hits OXP
Replies: 1047
Views: 398352

The difference in hassle is not that big, and I don't really mind adding a new page to the wiki. It needs to be done at some point or other, so we might as well do it to begin with anyway. I do mind writing documentation in general , though! ;) If there are a few examples on the wiki of how things ...
by pmw57
Tue Oct 27, 2009 12:14 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 199996

Re: ..

Looking forwards to get pmw57's newest script bundle, then, which I shall consider to be the next default version then. Oh sorry, didn't know you were waiting for me. Here is the updated OSE-populator.js http://www.box.net/shared/7xt8snz27f I have ordered the added ships in alphabetical order, whic...
by pmw57
Tue Oct 27, 2009 11:50 am
Forum: Expansion Pack
Topic: Random Hits OXP
Replies: 1047
Views: 398352

You might want to have a look at the Progress thread. It's a goldmine of information not yet ported to the wiki, like this post ! :) That's great to know that they're on the horizon. In the mean-time, a look-up table will be a suitable alternative until the minimum supported version can be brought ...
by pmw57
Tue Oct 27, 2009 10:35 am
Forum: Expansion Pack
Topic: Random Hits OXP
Replies: 1047
Views: 398352

Yeah sure, if you want to convert it. I've put comments in the script so you can see what each bit is meant to be doing, but its a real looooong script! So was OSE but most of that was duplicate repeating structures that were easily brought down to size. When I separate bits that change from the bi...
by pmw57
Tue Oct 27, 2009 5:39 am
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 199996

Re: ..

Thanks, guys :) I see that the methods have been modified under the assumption that they are separate and not involved with each other, so it's best to carry on with that notion. The global ships and system ships really should be run separately, so here's the updated code to do just that. // Ships ...
by pmw57
Tue Oct 27, 2009 12:46 am
Forum: Expansion Pack
Topic: Random Hits OXP
Replies: 1047
Views: 398352

If I was starting it now I'd have written in JS, but I haven't got the heart (or the time really) to translate the legacy script to a JS one. Its just too darn big, so when I have the time to finishs it, it'll just have to be left in legacy as it would be too time consuming (and would probabley bre...
by pmw57
Mon Oct 26, 2009 11:44 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 199996

Use those of pmw57. What I did write is only for people experiencing crashes with that so that they either can run it crash-free or help to find out where the crash comes from by re-enabling one of the outcommented lines after another until the crashes are back. I'll check the OSE 0.70 code when I ...
by pmw57
Mon Oct 26, 2009 10:51 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 199996

Re: ...

Lestradae wrote:
Could you two both post a link to the OSE-populator.js, please, so that I can compare versions?

I'd have a look and come back with questions.

:?:

L
I'm not there right now, but mine is unchanged from the latest OSE release.
by pmw57
Mon Oct 26, 2009 10:47 pm
Forum: Expansion Pack
Topic: The Oolite Extended Project - Fork, no oxp
Replies: 941
Views: 199996

Screet & pmw57, could you two compare the script versions you are testing, with each other, again, please? The above differences have made me a tad paranoid :? Hope to find out about the difference The major cause for concern is that setUpSystemShips must not contain any duplicates of what is i...
by pmw57
Mon Oct 26, 2009 10:37 pm
Forum: Expansion Pack
Topic: Random Hits OXP
Replies: 1047
Views: 398352

About modernising older OXPs: pmw57, what about converting Taranis? Provided you contact the original oxp maker and they give you the go-ahead, I'm sure there won't be any problem with you converting that to js. Plus the Taranis HQ could really do with some shader update, instead of using flashers!...
by pmw57
Mon Oct 26, 2009 10:31 pm
Forum: Expansion Pack
Topic: Random Hits OXP
Replies: 1047
Views: 398352

Screet wrote:
Add the log line and give the modified version from me a try...
I will do that when I'm not at work.
by pmw57
Mon Oct 26, 2009 10:30 pm
Forum: Expansion Pack
Topic: Random Hits OXP
Replies: 1047
Views: 398352

this.ReserveDutySystemDetermination = function() { var sec = clock.secondsComponent; for(var i = 0 ; i <= sec ; i++) { this.ReserveDutySystemDeterminationPt2(); } } this.ReserveDutySystemDeterminationPt2 = function() { Instead of bickering, here is a better way to seed a random number based on the ...
by pmw57
Mon Oct 26, 2009 9:57 pm
Forum: Expansion Pack
Topic: Random Hits OXP
Replies: 1047
Views: 398352

Thus, should your much more readable code still have the old tendency of selecting the same systems, maybe it's enough to simply request n times (for n seconds) a random number before running that code - and I'd guess that the next version of GalNavy would then come with a shorter and better script...
by pmw57
Mon Oct 26, 2009 9:46 pm
Forum: Expansion Pack
Topic: Random Hits OXP
Replies: 1047
Views: 398352

Screet wrote:
It does change it, try that modification which I did post and then add a message to log the target systems number each time this is run ;)
So that we're on the same page, are these changes being made to galnavymain.js ?
by pmw57
Mon Oct 26, 2009 9:27 pm
Forum: Expansion Pack
Topic: Random Hits OXP
Replies: 1047
Views: 398352

And yes, on average executing a 738 instruction 'one-liner' 30 times makes that part of the code 30 times slower than before, and is the equivalent of running 22140 lines. Well if it helps, here is a 20-line version for galnavymain.js instead of the 738-line one. this.ReserveDutySystemDetermination...