[RELEASE] Galactic Misjump OXP 0.4 (14 June 2012)

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cim
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[RELEASE] Galactic Misjump OXP 0.4 (14 June 2012)

Post by cim »

Elite Manual wrote:
Though most of the Thargoid Space Fleet is currently engaged by the Galactic Navy in InterGalactic Space, a few of the smaller battle ships make occasional destructor-raids into human space.
Clearly, if you can reach interstellar space by misjumping between systems, you should be able to reach InterGalactic space by misjumping between galaxies.

Download Galactic Misjump 0.4

To get there, activate your Galactic Hyperdrive, and force a misjump in the usual way as the countdown is reaching zero. To get out ... well, you'll have to find that out for yourself.
Last edited by cim on Thu Jun 14, 2012 7:29 pm, edited 3 times in total.
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Re: [RELEASE] Galactic Misjump OXP 0.1

Post by Cody »

Sweet! I'll be about it very shortly!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [RELEASE] Galactic Misjump OXP 0.1

Post by Gimi »

cim wrote:
Elite Manual wrote:
Though most of the Thargoid Space Fleet is currently engaged by the Galactic Navy in InterGalactic Space, a few of the smaller battle ships make occasional destructor-raids into human space.
Clearly, if you can reach interstellar space by misjumping between systems, you should be able to reach InterGalactic space by misjumping between galaxies.

Download Galactic Misjump 0.1

To get there, activate your Galactic Hyperdrive, and force a misjump in the usual way as the countdown is reaching zero. To get out ... well, you'll have to find that out for yourself.
Interesting, thank you cim. If HIMSN.oxp becomes reality, this may come in handy.
One very small thing. I think the script.js file is in the wrong folder. Shouldn't break anything though.
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Re: [RELEASE] Galactic Misjump OXP 0.1

Post by Commander McLane »

The shipdata.plist is not a valid plist. I can't figure out why, though.
Gimi wrote:
One very small thing. I think the script.js file is in the wrong folder.
No, it isn't. It's exactly in the right folder.
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Re: [RELEASE] Galactic Misjump OXP 0.1

Post by Smivs »

re the shipdata.plist, doesn't the penultimate brace need a semi-colon?
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Re: [RELEASE] Galactic Misjump OXP 0.1

Post by Commander McLane »

Smivs wrote:
re the shipdata.plist, doesn't the penultimate brace need a semi-colon?
Yes, it does, but even after adding the semicolon the plist remained broken with a (for me) unhelpful error message:
Plist Parser-Fehler: Unexpected character { at line 1

JSON Parser-Fehler: Unrecognised leading character at offset 20).
I suspect the encoding of the file is somehow mangled. Opening and re-saving it with TextEdit leads to a fatal error on the next attempt to open it.
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Re: [RELEASE] Galactic Misjump OXP 0.1

Post by Gimi »

Commander McLane wrote:
Gimi wrote:
One very small thing. I think the script.js file is in the wrong folder.
No, it isn't. It's exactly in the right folder.
Ok. For the benefit of my education. Why is there an empty script folder in the oxp, or is that folder superfluous?
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Re: [RELEASE] Galactic Misjump OXP 0.1

Post by Smivs »

I think it's superfluous. A file called 'script.js' in the Config folder is accepted as a world-script. I have several 'test' OXPs with empty Scripts folders...they are just there in case I need them...maybe cim does something similar
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Re: [RELEASE] Galactic Misjump OXP 0.1

Post by Cody »

Curious... I've just been slaughtered in intergalactic space, and the only errors I get are a few of these:

Code: Select all

23:25:20.468 [script.javaScript.exception.ooliteDefinedError]: ***** JavaScript exception (griff_spawn_sparks 1.0): Error: Vector3D.distanceTo: Could not construct vector from parameters (undefined) -- expected Vector, Entity or array of three numbers.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [RELEASE] Galactic Misjump OXP 0.1

Post by Commander McLane »

Gimi wrote:
Commander McLane wrote:
Gimi wrote:
One very small thing. I think the script.js file is in the wrong folder.
No, it isn't. It's exactly in the right folder.
Ok. For the benefit of my education. Why is there an empty script folder in the oxp, or is that folder superfluous?
In this case it is indeed superfluous.

There are two ways of storing a JS worldscript:
  1. You can name it "script.js" and put it into the Config folder. That's what cim did. It's a leftover of "legacy" plist scripting, where the script had to be named "script.plist" and reside in the Config folder. This way was especially useful in the time when we had Oolite 1.65 as official release, and the growing number of test releases. In those times you could have both a "script.plist" and a "script.js" alongside each other in the Confic folder. Oolite 1.65 would use the plist script, and the later versions would ignore the plist and use the JS script instead. This functionality is not particularly useful anymore, but it still exists.
  2. You can name it whatever you want (but perhaps not "script.js") and put it into the Script folder. Then you have to create another plist in the Config folder named "world-scripts.plist" and write the name of your script into that plist. This method has the advantage that you can have more than one worldscript in an OXP, which is of course not possible with the first method, because there can only be one file named "script.js" in a Config folder.
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Re: [RELEASE] Galactic Misjump OXP 0.1

Post by Commander McLane »

Commander McLane wrote:
I suspect the encoding of the file is somehow mangled. Opening and re-saving it with TextEdit leads to a fatal error on the next attempt to open it.
Indeed. Opening the file with TextEdit and re-saving it with UTF-8 encoding repaired the file (plus the insertion of the missing semicolon).
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Re: [RELEASE] Galactic Misjump OXP 0.1

Post by Gimi »

Commander McLane wrote:
There are two ways of storing a JS worldscript
Thank you for the explanation.
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Re: [RELEASE] Galactic Misjump OXP 0.1

Post by Smivs »

Well, I've just given it a spin and it works fine (even without the semi-colon!). Great fun, and a really useful feature :D
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Re: [RELEASE] Galactic Misjump OXP 0.1

Post by Cody »

Smivs wrote:
Well, I've just given it a spin and it works fine (even without the semi-colon!). Great fun, and a really useful feature
Yep! Just need to know why it's induced errors with Griff's Alloys and Wreckage. Probably to do with intergalactic space battles.
<waits patiently for a boffin to appear, whilst wondering if one can place a rogue planet in intergalactic space>
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [RELEASE] Galactic Misjump OXP 0.1

Post by Gimi »

El Viejo wrote:
Smivs wrote:
Well, I've just given it a spin and it works fine (even without the semi-colon!). Great fun, and a really useful feature
Yep! Just need to know why it's induced errors with Griff's Alloys and Wreckage. Probably to do with intergalactic space battles.
<waits patiently for a boffin to appear, whilst wondering if one can place a rogue planet in intergalactic space>
And a sun.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime."
(Gold Medal Award, Zzap!64 May 1985).
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