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- Fri Oct 16, 2009 1:39 pm
- Forum: Testing and Bug reports
- Topic: Updating the OSE deep space pirates script
- Replies: 18
- Views: 3007
While on the subject, in another thread you warned people against the use of let, but you might not have been aware of all the nuances of the language as implemented within Oolite: the use of let instead of var is explained here: https://developer.mozilla.org/en/New_in_JavaScript_1.7#Block_scope_wi...
- Fri Oct 16, 2009 1:28 pm
- Forum: Testing and Bug reports
- Topic: Updating the OSE deep space pirates script
- Replies: 18
- Views: 3007
I'll give it a look. But I said it many times before: Why do you not work on the recent versions but only on old stuff. The whole stuff I added for 1.73 about shipGoups is missing. Also In this old version I had problems with my escorts because 1.73 deals it a bit different than than before, so I h...
- Fri Oct 16, 2009 1:07 pm
- Forum: Testing and Bug reports
- Topic: Updating the OSE deep space pirates script
- Replies: 18
- Views: 3007
- Fri Oct 16, 2009 12:58 pm
- Forum: Testing and Bug reports
- Topic: Updating the OSE deep space pirates script
- Replies: 18
- Views: 3007
While you're there, calling the filter function newPirates is a bit superfluous / redundant now... an anonymous function should work just as well! :) The benefit of using a named function expression in this situation outweighs that of an anonymous function expression. The named function expression ...
- Fri Oct 16, 2009 12:37 pm
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 200645
Work is now beginning on updating the timer-based worldscripts for OSE. updating OSE worldscript timer scripts As there are many scripts in widely varying states of repair, jslint.com is going to be used to ensure that obvious issues are found and fixed. Even though such corrections are individually...
- Fri Oct 16, 2009 12:28 pm
- Forum: Testing and Bug reports
- Topic: updating OSE worldscript timer scripts
- Replies: 9
- Views: 1788
- Fri Oct 16, 2009 12:26 pm
- Forum: Testing and Bug reports
- Topic: Updating the OSE deep space pirates script
- Replies: 18
- Views: 3007
Updating the OSE deep space pirates script
deep_space_pirates.js for OSE is now updated. Running the code through jslint.com showed that the script had become wild and wooly. Several parts of it have been refactored to bring things back under control. The addPirates method is now called managePirates, which in turn calls addPirates and addA...
- Fri Oct 16, 2009 12:13 pm
- Forum: Testing and Bug reports
- Topic: Combat computers
- Replies: 12
- Views: 4475
The combat computer scripts have been updated so that a consistent mission variable called CombatComputerIdentifer is used in front of the messages. Revision 11 is for these files: http://code.google.com/p/ooliteshipyardsextension/source/browse/trunk/Scripts/CombatComputers2.js http://code.google.co...
- Fri Oct 16, 2009 11:51 am
- Forum: Testing and Bug reports
- Topic: updating OSE worldscript timer scripts
- Replies: 9
- Views: 1788
updating OSE worldscript timer scripts
While updating the OSE timer scripts, this is also a great opportunity to tidy up issues in some of the scripts too. All of the worldscript timer scripts are: deep-space-pirates.js - discuss dredger.js EE_EEU.js frame_fuel_collector.js OreProcessor.js PlanetFall.js MisjumpAnalyser.js planetaryInform...
- Fri Oct 16, 2009 7:44 am
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 200645
Well, don't you always need to conceptually divide the scripts into world scripts and ship scripts? I mean, these are exactly the two distinct classes of scripts that exist for Oolite . So how could you ever not have distinguished between them? By ever, we mean over the past two weeks since I disco...
- Thu Oct 15, 2009 12:48 pm
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 200645
- Thu Oct 15, 2009 12:41 pm
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 200645
Textures for the vast majority of ships, all space stations and other objects are all displaying correctly. It just appears to be some ships and it is a specific group of them. I'll have another look tonight, if I get chance, and provide a list. Otherwise will be in the next few days. At the startu...
- Thu Oct 15, 2009 12:29 pm
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 200645
I have added you pmw57, let me know if you run into issues, you shouldn't we have a 100meg upload limit, more then enough Thanks Matthew. Keeping the limited space in mind, the SVN repository now contains the code files from the 0.70 release, which are AIs, Config, and Scripts (the other folders ex...
- Thu Oct 15, 2009 11:40 am
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 200645
Excellent work.matthewfarmery wrote:I think this would solve some of our problems, if you PM your gmail email address, I can add you so that you can upload
Anyone on Windows machines can use TortoiseSVN to easily manage their repository.
Advice for managing SVN from Mac and Linux systems is welcome.
- Thu Oct 15, 2009 10:59 am
- Forum: Testing and Bug reports
- Topic: Caduceus Autorepair update for OSE
- Replies: 19
- Views: 3233
this.eqChance should be set per-item via the third array (the one that wasn't added to when the new items were put in), and that should give the dependence. It's the tech level of the equipment, which at the time the code was originally written couldn't be got directly (it can now I think). Yep, th...