Beta OXPs for Trunk 1.77

Discussion and information relevant to creating special missions, new ships, skins etc.

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Beta OXPs for Trunk 1.77

Post by Thargoid »

As the dev's have put some wonderful new toys into trunk at the moment, I've begun to prepare a few OXPs to test and make use of them. Most importantly please note that these will not run in the normal 1.76.1 version of the game. But anyone who has a trunk installation is more than welcome to try them out.

They are fully functional (so far) and only beta due to the variable nature of the trunk code. But any error reports or improvement suggestions are welcome. I have a few ideas in mind to try, and will add those OXPs into this thread as and when they get written.

Update - as 1.77 is now out, all the OXPs are out of beta and fully released. Download via the wiki and the links below as normal.
Last edited by Thargoid on Tue Jan 08, 2013 10:27 pm, edited 21 times in total.
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Re: Beta OXPs for Trunk 1.77

Post by CommonSenseOTB »

At your suggestion I've downloaded these and will use these as a potential reference for the 1.77version of CustomShields.oxp. Great job and thanks!
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Re: Beta OXPs for Trunk 1.77

Post by Thargoid »

Next OXP added to the list in the first post - the updated v0.2 of Laser Booster OXP for Oolite 1.77
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Re: Beta OXPs for Trunk 1.77

Post by Thargoid »

Next OXP added to the list in the first post - the updated v0.1 of Planetary Compass OXP for Oolite 1.77.

We already know about a small name glitch with Cim's Talkative Compass OXP that this OXP currently highlights, although it works fine on the ASC itself.
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Re: Beta OXPs for Trunk 1.77

Post by Thargoid »

Thargoid wrote:
Next OXP added to the list in the first post - the updated v0.1 of Planetary Compass OXP for Oolite 1.77.

We already know about a small name glitch with Cim's Talkative Compass OXP that this OXP currently highlights, although it works fine on the ASC itself.
And v0.2 of this OXP is now uploaded. It works fine with Cim's Talkative Compass, and now adds sub-planet and moon names (repeatable from visit to visit, at least in theory) and overridable by other OXPs via system.planets[x].name .

And as with the others, this OXP will not work with play release 1.76.1
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Re: Beta OXPs for Trunk 1.77

Post by DeathKnyte »

Thargoid wrote:
As the dev's have put some wonderful new toys into trunk at the moment...
Can you tell me who these "dev's" are?
(So that I may shower them with gratitude.)

Thargoid wrote:

...
- a small tweak to the advanced space compass which adds sub-planets ("P") and moons ("M") to the detected list (and names them).
...

Comments, suggestions and bug reports welcome. And to reiterate - these will not work with 1.76.1
Uhm.... "M" is used in the Escort Contracts oxp.
It designates the Mothership. Very useful for (re)locating her after, or during, some skirmishing with bandits.
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Re: Beta OXPs for Trunk 1.77

Post by Thargoid »

For the devs, see the thread now in Discussions which was spun off this one :)

As for the compass letters, most letters have been used and several are duplicated between OXPs. Hence my recommendation to use Cim's Talkative Compass, then you get a proper message telling you exactly what it is that the ASC is locked on to.

And as this OXP uses visual effects rather than normal beacons, it isn't possible to use symbols for them on the ASC.
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Re: Beta OXPs for Trunk 1.77

Post by Wildeblood »

Flight Log causes an exception if you change to the status page while in flight.

Exception: TypeError: player.ship.dockedStation is null
Active script: FlightLog 1.10
script.js, line 65:
player.ship.dockedStation.setInterface("FlightLog",
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Re: Beta OXPs for Trunk 1.77

Post by Thargoid »

I think you may have the earlier beta version that Ironfist already reported that glitch on - if you download the current one from my box.com account it should fix it.

The current version is 1.05, but I think when I released v1.04 the script was versioned to 1.10 as initially I was making an Oolite 1.77 beta, then changed my mind and put it back to general usability.
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Re: Beta OXPs for Trunk 1.77

Post by Thargoid »

Planetary compass is now slightly adjusted, and version'd to v0.3.

Just a minor change that both .displayName and .name parameters are now available for the named planetary bodies. .displayName will contain the full name as displayed, including the type of entity (planet, moon etc) and .name will contain just the name itself without additional information.

As before if an OXP adds a planet/moon and sets either .displayName or .name, then the compass will pick up and use that (with displayName used if both are set).
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Re: Beta OXPs for Trunk 1.77

Post by Cpt »

Suggestion for consideration when your updating the Compass, as you currently use picture icons for sun and planet, may I suggest evolving this slightly for ease of reference and to allow OXPs to use letters:

- A circle with rays emanating from it for all stars in the system, that are 'Suns' (I would like to see some binary sun systems and pulsars)
- A ringed planet symbol for each of the 'Planets'.
- A crescent moon symbol for each of the 'Moons'.

While I am at it will we see...
Meteors? Comets? Black Holes?
Perhaps even areas of space with interesting anomalies in the laws of physics?

A more dynamic system...
Where planets and suns are formed and colonists and new stations are established and thargoids can destroy stations but we can rebuild...
Where governments systems, economies, populations all change over time as the stability/change of these should all be variable

(These should all be variable and at least the population should be displayed and I like the idea of populations varying as it could have an effect on economic demand as would the planets current place on the economic cycle, whether it is in boom or bust (recession and even more dramatically depression) or achieving the much desired sustainable steady growth... Plus each venture into the game will be different and have an unknowable)
Last edited by Cpt on Sat Sep 29, 2012 9:53 am, edited 2 times in total.
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Re: Beta OXPs for Trunk 1.77

Post by Thargoid »

Cpt wrote:
Suggestion for consideration when your updating the Compass, as you currently use picture icons for sun and planet, may I suggest evolving this slightly for ease of reference and to allow OXPs to use letters:

- A circle with rays emanating from it for all stars in the system, that are 'Suns' (I would like to see some binary sun systems and pulsars)
- A ringed planet symbol for each of the 'Planets'.
- A crescent moon symbol for each of the 'Moons'.
Thanks for the suggestions :)

The picture icons you refer to are actually the built-in ones for the ASC, rather than ones that Planetary Compass is adding. At the moment it's not possible to use picture icons for the additions that it does (they are via visual effects, you can only use picture icons with beacons of actual entities at the moment). Initially I did try something very much as you suggest, but the test didn't work.

At the moment multiple suns in a system aren't possible in the game, although I think such was on the very long-term suggestion list for the game.

Cpt wrote:
While I am at it will we see...
Meteors? Comets? Black Holes?
Perhaps even areas of space with interesting anomalies in the laws of physics?
Now that we have visual entities coming in 1.77 it opens up a few new and interesting possibilities. Some of the above could be coded, but such isn't on my to-do list right now. Although I did play about with black holes in the past, and they don't work so well in-game.
Cpt wrote:
A more dynamic system...
Where planets and suns are formed and colonists and new stations are established and thargoids can destroy stations but we can rebuild...
Where governments systems, economies, populations all change over time as the stability/change of these should all be variable
Could all be done, and indeed there are OXPs which do those kind of things. But generally people don't like that kind of dynamism, at least from feedback.
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Re: Beta OXPs for Trunk 1.77

Post by Cpt »

Cool, well I think we can all agree black holes suck...
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Re: Beta OXPs for Trunk 1.77

Post by Svengali »

Thargoid wrote:
Cpt wrote:
A more dynamic system...
Where planets and suns are formed and colonists and new stations are established and thargoids can destroy stations but we can rebuild...
Where governments systems, economies, populations all change over time as the stability/change of these should all be variable
Could all be done, and indeed there are OXPs which do those kind of things. But generally people don't like that kind of dynamism, at least from feedback.
I guess it has something to do with the missing options to check this fast enough. Imagine a OXP which tries to set a few destination systems based on gov, eco, etc. to display it on a screen. Then you'll have to check these systems via System.infoForSystem which is not really fast if you need to access more than a handful of systems. And if your script needs to do more than just selecting the systems you may hit the timelimiter.

I'm all for more dynamics, but dynamics without pairing the options to check it fast is what I'm worried about.
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Re: Beta OXPs for Trunk 1.77

Post by Rese249er »

The glow from CargoSpotter would be useful to integrate into Military Targeting and AI Combat Assistant OXPs.

EDIT: CargoSpotter appears to make items unscoopable. I'm removing it, but also poking around code to see if I can repurpose it in conjunction with AI Combat Assistant.
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