ASC tracks sunspots
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- Diziet Sma
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ASC tracks sunspots
I'm putting this here because I suspect the root-cause goes deeper than the ASC itself.
On a recent trunk test-flight (r5520) I noticed a "Compass: Undefined" message on the console. It appeared to be the sun, but the sun had its own ASC entry, as usual. On getting close to the sun, it was clear that it was considerably offset from centre, so obviously not the sun itself. No object was visible, and the distance suggested it was around the other side/beyond the sun itself. Some manoeuvring brought the thing into view.. it turned out to be a sunspot!
Very cool.. but I don't think the ASC should track them..
On a recent trunk test-flight (r5520) I noticed a "Compass: Undefined" message on the console. It appeared to be the sun, but the sun had its own ASC entry, as usual. On getting close to the sun, it was clear that it was considerably offset from centre, so obviously not the sun itself. No object was visible, and the distance suggested it was around the other side/beyond the sun itself. Some manoeuvring brought the thing into view.. it turned out to be a sunspot!
Very cool.. but I don't think the ASC should track them..
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Re: ASC tracks sunspots
Well, the Sunspot OXP as it stands is just a quick demonstration of possibilities (including compass tracking of visual effects). If you'd rather not have that bit, just remove the following line from theDiziet Sma wrote:Very cool.. but I don't think the ASC should track them..
effectdata.plist
file
Code: Select all
"beacon" = "Sunspot";
- Diziet Sma
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Re: ASC tracks sunspots
Oops.. I thought sunspots were a trunk feature..
My bad.
My bad.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
- Cody
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Re: ASC tracks sunspots
Que?Diziet Sma wrote:Oops.. I thought sunspots were a trunk feature..
I would advise stilts for the quagmires, and camels for the snowy hills
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And any survivors, their debts I will certainly pay. There's always a way!
- Diziet Sma
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Re: ASC tracks sunspots
Never mind.. brain-fart on my part.. forgot I'd installed the demo-oxpEl Viejo wrote:Que?Diziet Sma wrote:Oops.. I thought sunspots were a trunk feature..
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
- Wildeblood
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Re: ASC tracks sunspots
Which, if your beacon announcements were displaying the beaconCode, rather than the displayName, would not have happened. As I wrote before, a beacon must have a beaconCode, it may or may not have a displayName. Now where's that other thread where Commander McLane was trying to tell me displayname was never undefined?Diziet Sma wrote:On a recent trunk test-flight (r5520) I noticed a "Compass: Undefined" message on the console.
Re: ASC tracks sunspots
It's a slightly distinct case as here the beacon is on a visual effect rather than a ship entity, and those don't have displayName (or name) as a defined key (they have dataKey instead).
But Wildeblood's point is valid in that it is a case where displayName is undefined. My Planetary Compass does distinctly set both of them, but it's an unofficial (and a little naughty) usage of the keys as effectively user defined ones.
But Wildeblood's point is valid in that it is a case where displayName is undefined. My Planetary Compass does distinctly set both of them, but it's an unofficial (and a little naughty) usage of the keys as effectively user defined ones.
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- Wildeblood
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Re: ASC tracks sunspots
No, it isn't, since it's perfectly acceptable to setThargoid wrote:It's a slightly distinct case as here the beacon is on a visual effect rather than a ship entity, and those don't have displayName (or name) as a defined key (they have dataKey instead).
name = ""
on a ship if you don't want any name to appear if it's targeted. But you can't set beacon_code = ""
and still force it to have a beacon.Although you can setThargoid wrote:My Planetary Compass...
beacon_code = " Planet"
(first character blank), and then no letter icon will appear on the bottom-left of the compass, improving the illusion that you are in fact targeting a planet, rather than a beacon, with the compass. That's the reason for these lines in Destination ETA:-
Code: Select all
case "COMPASS_MODE_BEACONS":
{
if (whom.beaconCode.charAt(0) == " ") this.$destination = whom.beaconCode.slice(1);
else this.$destination = ("Beacon: " + whom.beaconCode);
break;
}
- Commander McLane
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Re: ASC tracks sunspots
What I was saying was that this seems like a bug to me. At least it's contrary to the documentation:Wildeblood wrote:Now where's that other thread where Commander McLane was trying to tell me displayname was never undefined?
I interpret the highlighted sentence to mean that it can never be undefined (at least not as long asWiki wrote:displayName
displayName : String (read/write, read-only for player)
The name of the ship as seen by the player. By default it is the same asname
.
name
is defined). So, if it is, either the documentation is wrong, or you have discovered a bug.Re: ASC tracks sunspots
But won't affect this particular case, as it relates to a visual effect where neither name or displayName are defined (unless done in script as an "unofficial" key). Which is what I meant earlier.
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- Tricky
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Re: ASC tracks sunspots
Actually if Wildeblood is seeing displayName as undefined then there is a bug. I am with McLane on this one. displayName should be the same as name if displayName is not defined in shipdata.plist
Re: ASC tracks sunspots
And it is for all cases where the entity in question is defined via shipdata.plist. Sunspots, however, are not, and have neither aTricky wrote:Actually if Wildeblood is seeing displayName as undefined then there is a bug. I am with McLane on this one. displayName should be the same as name if displayName is not defined in shipdata.plist
name
nor a displayName
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Re: ASC tracks sunspots
Thanks for clarifying this.cim wrote:And it is for all cases where the entity in question is defined via shipdata.plist. Sunspots, however, are not, and have neither aTricky wrote:Actually if Wildeblood is seeing displayName as undefined then there is a bug. I am with McLane on this one. displayName should be the same as name if displayName is not defined in shipdata.plistname
nor adisplayName
.
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Re: ASC tracks sunspots
Right I have removed this line from the effectdata.plist, however I am still getting Beacon: undefined on my ASC.cim wrote:Well, the Sunspot OXP as it stands is just a quick demonstration of possibilities (including compass tracking of visual effects). If you'd rather not have that bit, just remove the following line from theDiziet Sma wrote:Very cool.. but I don't think the ASC should track them..effectdata.plist
fileCode: Select all
"beacon" = "Sunspot";
I looked at the scripts and in vedemo-sunspot.js there is the following code:
Code: Select all
this.effectSpawned = function() {
log(this.visualEffect.dataKey,"Added at "+this.visualEffect.position);
this.visualEffect.beaconCode = "Sunspot";
this._timer = new Timer(this,this._mutate,5,5);
}
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
- Diziet Sma
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Re: ASC tracks sunspots
Confirmed.. I'd forgotten to mention this.. thanks for bringing it up.JazHaz wrote:Right I have removed this line from the effectdata.plist, however I am still getting Beacon: undefined on my ASC.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied