[RELEASE] Hyperspace Hangar OXP

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Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

Day, could you tell me which version you are using?
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

As written in a recent post by Norby, passenger berths have been fixed.
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Norby »

Day wrote:
if a ship has several passenger berths, when it is put out of storage, only one passenger berth is given back.
This should be fixed when you update Ship Storage Helper to v0.26.
And Ramen is a ninja. ;)
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

You saw nothing, not even my face. Behold, the face of a ninja! :?:
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Day »

Ramen wrote:
Day, could you tell me which version you are using?
The last one present in the manager at the time of the bug report.
Sorry, can't answer better than that, I'm at work.
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Day »

Thank you, guys !

I'll update and test asap, as usual. (which means maybe in several days...)
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Day »

Back from testing.
I keep my results here as it's an oxp thread. If you want me to replicate them in another thread, Norby, just ask (or copy-paste, you have my official permission to do it :wink: )

a) when asking to buy a ship, and then reneging on it, I keep all my precious gems, kudos guys! :)

b) when asking to buy a ship, and then reneging on it, the station goods are reinitialized. So I can buy all these computers at -20%, not buy a ship, buy all those other computers at -20%, not buy a ship... rinse and repeat. Nice to sell all those gems from Cargo contracts too... :twisted:

c) when buying a ship, my previous ship is put in the savegame, but I'm credited with the money as if it had been sold. :twisted:

d) when buying a ship, my previous ship is put in the savegame, but I can't access it because of the slot marked EMPTY. :cry: If I remove that EMPTY slot from the savegame, it's working okay. Nb: I cannot remove the EMPTY slot with the in-game option allowing to remove ships from the savegame.

e ) when back in my previous ship, I get back my passenger berths, kudos guys! :)
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

Could you upload your latest.log after testing? It would be very helpful.
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

Version 1.14.4 is out. You can get it here or from the expansion manager. It fixes most of Day's bugs, except for the market, which I'm pretty sure has something to do with the game. (I'll look into that though.)
Oh, and if you're wondering what happened to 1.14.3, it lasted a record three minutes before I had to remove a test I left in by accident.
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Day »

Thank you a lot, I'll test it as usual, meaning probably in the next evenings :-)
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

"...And lo, Ramen did rise from the grave, summoned by the need for a programming project."
-The Book of Foo


I'M ALIVE!!!!
It's been quite a while, so I just thought I'd ask how the OXP's been working. Well, aside from the mission anyway.
Also, I would appreciate it if anyone has any feature ideas to add.
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Norby »

Welcome back! :)

I have no problems, moreover I plan to use it as a solution of cbr's request in escort purchase:
1. Buy a small ship from a shipyard which fit into your deck and save your main ship into the Hyperspace Hangar.
2. Equip it for combat as you wish, just avoid player-only tools like Railgun.
3. Save the escort into the hangar by switching into your main ship.
4. Go to the Escort Deck interface and move the escort from the hangar into an empty deck - this is the step what I should implement.
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Frunobulax »

Ramen wrote:
"...And lo, Ramen did rise from the grave, summoned by the need for a programming project."
-The Book of Foo


I'M ALIVE!!!!
It's been quite a while, so I just thought I'd ask how the OXP's been working. Well, aside from the mission anyway.
Also, I would appreciate it if anyone has any feature ideas to add.
I just used it for the first time and ran into a problem. I installed the hangar way back, never changed ships. Now I've stumbled upon a ship that I was looking for (Imperial Courier), so I thought I'd buy and store it. Bought it, stored my Cobra XT in the process, OK. Went to the hangar to switch back to the Cobra, and found a hangar that contains no less than 12 Cobra XT ships! I could even switch to a few, that must have been a snapshot of the Cobra just after I bought it. Now I'm thinking about cleaning up the savegame file...

Note: Just before doing this, the hangar was empty and the save file was a lot smaller.

The problem is reproducable. If I load the version before the switch and buy the ship again I get the same behaviour.

Oolite version is 1.82, hangar version 1.14.6.

Regards, F.
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

Frunobulax wrote:
I installed the hangar way back, never changed ships.
I have two questions to help speed the debugging process along.

1. You wouldn't have happened to have installed the OXP at an earlier version would you?
2. Are you certain the savefile was smaller?

Here's why:
Since it's practically impossible to delete duplicates automatically, I decided to implement the delete and delete all options.
It could be that your save file is older than 1.14.6, and therefore is still full of annoying duplicates created by an older version.
Furthermore, the bug would, at a certain version, make it so the hangar seemed empty from the player's perspective, but was full of ships in the data. This makes me wonder if you actually have this bug, as opposed to having the after-effects of it. I would suggest that you clear out your hangar, either by the functions I introduced, or by manually editing your saves (note: this is usually quicker), and then try to replicate the bug. Also, since you said you used the same save for the tests you did, you should probably try to replicate the bug on a new file. Note that these are pretty much equivalent in terms of data, so you don't really have to unless you want to be thorough.

Happy debugging! ... If that's possible for you. Or for anyone. :wink:
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Re: [RELEASE] Hyperspace Hangar OXP

Post by Ramen »

On another note, I'm really tired right now, so try not to expect much until around 12:00 PDT. I am up too late due to trying to write a C version of one of my bash scripts. SEGFAULTS. EVERWHERE. WHY CAN'T I GET MY DAMN POINTERS STRAIGHT. ugh.
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