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- 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 ...
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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 ...
- Mon Oct 26, 2009 10:51 pm
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 199996
Re: ...
I'm not there right now, but mine is unchanged from the latest OSE release.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
- Mon Oct 26, 2009 10:47 pm
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 199996
- 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!...
- Mon Oct 26, 2009 10:31 pm
- Forum: Expansion Pack
- Topic: Random Hits OXP
- Replies: 1047
- Views: 398352
- 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 ...
- 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...
- Mon Oct 26, 2009 9:46 pm
- Forum: Expansion Pack
- Topic: Random Hits OXP
- Replies: 1047
- Views: 398352
- 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...