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by jh145
Tue May 12, 2015 8:48 pm
Forum: Testing and Bug reports
Topic: scannerDisplayColor
Replies: 8
Views: 5936

Re: scannerDisplayColor

Second: if I set(*) either SDC (but leave the scanner Hostile DisplayColors untouched) then, when the targets go hostile, they don't change to their hostile orange colour; they stay using the non-hostile colours that I set! This is necessary for compatibility. SHDC is a 1.82 addition. In 1.80 and e...
by jh145
Tue May 12, 2015 8:17 pm
Forum: Testing and Bug reports
Topic: scannerDisplayColor
Replies: 8
Views: 5936

Re: scannerDisplayColor

Well, normally usual color is the scan class color, so you can get that when the ship spawns and map the scan class to standard colors (i.e CLASS_NEUTRAL -> yellow). That would be your scannerDisplayColor1. ... you can also make a check for pre-scripted scanner colors before checking the scan class...
by jh145
Tue May 12, 2015 7:40 pm
Forum: Testing and Bug reports
Topic: scannerDisplayColor
Replies: 8
Views: 5936

Re: scannerDisplayColor

Sure, what you say re the first is consistent with the code, but it's inconvenient if you want flashing usual-colour-1 / dark-grey. I can't think of a good way of achieving that; can you? It might be better if null => use what's specified (or implied) by shipdata.plist and to have those Ship.scanner...
by jh145
Tue May 12, 2015 6:29 pm
Forum: Testing and Bug reports
Topic: scannerDisplayColor
Replies: 8
Views: 5936

scannerDisplayColor

Something's up with the four variables named like ship.scanner * DisplayColor * . First: if I set(*) SDC1 to null and SDC2 to "darkGrayColor" then the lollipop is displayed solid dark grey irrespective of the ship's default SDC1 (which might be yellow). The docs suggest I should get flashi...
by jh145
Sun May 10, 2015 8:43 pm
Forum: Testing and Bug reports
Topic: Trunk nightly
Replies: 1013
Views: 421503

Re: Trunk nightly

One more if I may: F2 -> "End Game and Return to Menu", if "clicked" by hitting Enter, jumps straight through the menu to the "Start New Commander" screen (bug), but works fine if "clicked" with the mouse. Probably an issue with scanning the keyboard too earl...
by jh145
Sun May 10, 2015 5:34 pm
Forum: Testing and Bug reports
Topic: Trunk nightly
Replies: 1013
Views: 421503

Re: Trunk nightly

Another tiny issue: scrolling off the top of the displayed portion of the OXZ list in the OXZ Manager puts you into the mini menu at the bottom of the screen (correct) unless it's the first page in the list (bug, or at least "weird"). No such issue exists with scrolling off the bottom of t...
by jh145
Sun May 10, 2015 12:41 pm
Forum: Discussion
Topic: ID Computer
Replies: 36
Views: 32096

Re: ID Computer

Norby wrote:
... so my MFD in Telescope show the type of nearby targets, this save the locking of them.
Oooh, nice piece of kit. Must install ... thanks!
by jh145
Sun May 10, 2015 8:01 am
Forum: Discussion
Topic: ID Computer
Replies: 36
Views: 32096

Re: ID Computer

It gets so busy in the space-lanes sometimes that it can be hard to remember what, on your busy scanner, you have actually identified. So, proposal for further enhancement: how about an option to mark as "unidentified" anything on the scanner that your STE has not already told you about, f...
by jh145
Wed May 06, 2015 7:41 pm
Forum: Discussion
Topic: Broken OXZs and OXZ Manager
Replies: 53
Views: 20503

Re: Favourite points

Yeah, I got that much from wikigoogliwebsourcez. :D I'm getting a superimposition of "that sounds like fun" & "that sounds so lame" vibes from reading them. I was hoping to elicit a more first-hand, experience-based description...? On the off-topic: yes, a superposition of &...
by jh145
Sun May 03, 2015 8:53 pm
Forum: Discussion
Topic: Broken OXZs and OXZ Manager
Replies: 53
Views: 20503

Favourite points

Another "fun" thing could be a voting system. Either by stars (1-5) or simply "upvote/downvote". That way its easier to spot the "good" addons as a newbee. Done right, this could work well. I used to spend a fair amount of time geocaching. The community is pretty scath...
by jh145
Sat May 02, 2015 3:42 pm
Forum: Testing and Bug reports
Topic: Route split unnecessarily
Replies: 8
Views: 6541

Re: Route split unnecessarily

cim wrote:
When you have the route planner up, the distance shown is not the straight-line distance to the system, but the length of the route.
D'oh, should've realised, sorry. I only upgraded from 1.80 recently. That's my excuse and I'm sticking to it.
by jh145
Thu Apr 30, 2015 9:20 pm
Forum: Testing and Bug reports
Topic: Route split unnecessarily
Replies: 8
Views: 6541

Route split unnecessarily

From Matere (G5) to Atmaa is 6.8ly. Oolite 1.82.0.6492 (the only one I tested) either won't let me make the jump directly (it forces a stopover at Edquonen), or I don't know the keyboard magic to force the issue. Bug? In contrast, Matere to Biradi (shorter distance but passing "right through&qu...
by jh145
Mon Apr 27, 2015 8:48 pm
Forum: Testing and Bug reports
Topic: this.shipDied() vs. turrets
Replies: 14
Views: 7660

Re: this.shipDied() vs. turrets

OK, thanks. I'll leave it there unless/until I can reproduce the issue without any caveats.
by jh145
Mon Apr 27, 2015 7:59 pm
Forum: Testing and Bug reports
Topic: this.shipDied() vs. turrets
Replies: 14
Views: 7660

Re: this.shipDied() vs. turrets

Are you cloaking as well? Posssssibly... but I don't think so now that cloaking is auto-off when the fighting starts (I'm running 1.82-dev). I'll check. A thought's occurred to me: might the NPC have launched a desperate last-ditch missile that melted immediately in my plasma and exploded right nex...
by jh145
Sun Apr 26, 2015 8:01 pm
Forum: Testing and Bug reports
Topic: this.shipDied() vs. turrets
Replies: 14
Views: 7660

Re: this.shipDied() vs. turrets

Why not? No-one's pretending that all kills are equally worthy.