[Release] Bounty Informer v1.0

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timer
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[Release] Bounty Informer v1.0

Post by timer »

After not successfull attempt to continue development Bounty Scaner: https://bb.oolite.space/viewtopic.ph ... 49#p224601

I created Bounty Informer OXZ (original code not used).
http://wiki.alioth.net/index.php/Bounty_Informer_OXP

Any critic and suggestions - welcome.
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Neelix
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Re: [Release] Bounty Informer v1.0

Post by Neelix »

timer wrote:
After not successfull attempt to continue development Bounty Scaner: https://bb.oolite.space/viewtopic.ph ... 49#p224601

I created Bounty Informer OXZ (original code not used).
http://wiki.alioth.net/index.php/Bounty_Informer_OXP

Any critic and suggestions - welcome.

So what does this do that bounty scanner doesn't? Bounty scanner is working just fine for me in 1.80, so I'm wondering if there is any point in changing which OXP I use for that.

- Neelix
Talaxian Enterprises: [wiki]Vacuum Pump[/wiki] [wiki]Waypoint Here[/wiki]
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Re: [Release] Bounty Informer v1.0

Post by timer »

Original version used Timer that always works when ship in space - we have delay before bounty show.
I used Timer too, but only for seldom update current target.
Main action is called by event - shipTargetAcquired (no delay).
And one more - this version use shipUniqueName instead displayName property (and I am not sure that it's right - other OXPs can change it without check - my code use regular expression and change only necessary part of string).
I think this version requires less CPU time :D

PS If Frame converted his OXP in OXZ format - I'd probably did not alter this magnificent OXP, I like it too.
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Re: [Release] Bounty Informer v1.0

Post by richard.a.p.smith »

Hi. I'll do a check but suspect it does not get on with Numeric HUD, it's not showing anything now I've installed that, it did work with MilHUD, not sure if I tried it with the default. Bounty Scanner works, the only issue with that is the synthetic voice reads out the bounty as part of the name, but that's not a big deal even if you use the voice. A delay before the bounty shows arguably makes sense anyway; you target the ship and something contacts something else then a message comes back. Cheers, Rich.
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Re: [Release] Bounty Informer v1.0

Post by richard.a.p.smith »

Hello. Nice OXP, thanks, should have written that in the earlier post, sorry about that! I worked out the problem - it doesn't work with Random Ship Names. I thought it was the HUD but after removing RSN the bounties started appearing. As mentioned in the RSN thread it seems both try to add to the ship name and RSN wins. Rich.
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Re: [Release] Bounty Informer v1.0

Post by Anonymissimus »

This OXP conflicts with Randomshipnames, see https://bb.oolite.space/viewtopic.php?p=244051#p244051
warning sound if a missile is inbound: Missile warning
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Re: [Release] Bounty Informer v1.0

Post by timer »

Anonymissimus wrote: Tue Oct 27, 2015 8:35 pm
This OXP conflicts with Randomshipnames, see viewtopic.php?p=244051#p244051
fixed. v2.0 uploaded.
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