Galactic Navy JS OXP

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

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Nemoricus
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Re: ..

Post by Nemoricus »

Lestradae wrote:
Was to remove the rogue "</array>" a working solution?

Cheers

L
*sigh* The parser found three errors, but I haven't yet found the problematic lines.

Does anyone know of a good text editor that gives you line numbers?

EDIT: Ah, found the problem. However, I don't think a C++ compiler was meant to be used for checking .plist files. It does give line numbers, though, which is what I needed.

Let's see if it works now.

EDIT2: Okay, it's working now. Of course, another bug popped up as soon as I squashed that one, but that's programming for you.
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Post by Capt. Slog »

Nemoricus,
I have previously recommended Scite on windoze. Its got line numbers, will show end of line CR, LF etc and can change it, I originally broke some scripts by adding CRLF to scripts which had previously contained only LF.

It can also be easily customised to support different languages for highlighting, comments etc.

I am not on commission. It's free anyway. GPL, I believe.
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Post by Nemoricus »

Capt. Slog wrote:
I am not on commission. It's free anyway. GPL, I believe.
While I'm not sure why you're saying this, I'll take a look anyway and see what I think. Thanks for the recommendation.
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Post by Nemoricus »

I've updated my first post with the link to the current beta. Thoughts, feedback, and comments are welcome.

This is a newer version than the one the testers currently have. However, the changes from that one are minor.
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Re: ..

Post by Capt. Slog »

Nemoricus wrote:

Does anyone know of a good text editor that gives you line numbers?
That's why :?
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Post by Nemoricus »

I was referring to the part I quoted.
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Post by Capt. Slog »

Nemoricus wrote:
I was referring to the part I quoted.
Sorry, didn't spot that. Just that I've recommended this editor before so I don't want to be seen to be pushing it too much. It is, however, designed to work on windoze, mac and Linux, including formatting issues. :D
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Post by matt634 »

Well,

If I would have known I'd be in so much of a demand I'd have checked in sooner! RL as a JAG has gotten the better of me - not sure how little bear does it.

I love that someone can update Galactic Navy to the Java Script Age!! I would have done it a long time ago if I had the capability, and I fully support implementing some sort of local area mission constraint as well as crediting the player after missions have been completed. Probably all easily done with java script. You've all got my full support.

Additionally, I have an unreleased (although promised several times) version that includes two new general mission types if you want to include them in the java release. One is an especially cool rescue type mission where you defend a disabled carrier from waves of thargoids. The other involves delivering an urgent message to a carrier commander which may or may not result in a follow up fleet engagement.

I made some other bug fixes, but never documented for myself what they were and have since forgotten. I know one was serious problem where planet numbers were not matching up with the planet names in certain galaxies. These types of bugs are probably irrelevant with the java wizardry anyway.

Edit -

And, I see the newer version of Oolite makes the Spec Op mission unplayable, but Eric (who has saved this oxp more than once) crafted a patch. That's also something that should be included in an update.
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Post by Nemoricus »

*salutes*

Captain matt634, I am ready to give my report.

The conversion to JS is complete, and no bugs have been found in the current beta.

The script has been updated so that missions are only given in local star systems.

Behemoth carrier groups now act as proper battle groups, befitting their important role in Navy operations.

When last checked, the SpecOps mission was working as intended.

A script to ensure that pilots are only credited with a sortie after they have actually taken part is in the works.

That is all.
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Post by Tivva »

Nemoricus wrote:
*salutes*

When last checked, the SpecOps mission was working as intended.
.
Eic's patch does work.
kurtz mission accomplished.

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Post by Capt. Slog »

Tivva wrote:

Eic's patch does work.
kurtz mission accomplished.

tivva
Congratulations, about time too :)
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Post by Nemoricus »

Hmm...it seems that in the course of my edits, I somehow replaced the fixed version of the shipdata.plist with the broken one. This rebreaks the mission.

However, I've fixed the problem for the next beta. I just need to finish testing my new mission completion code and I'll put it up.
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Post by Tivva »

Capt. Slog wrote:
Tivva wrote:

Eic's patch does work.
kurtz mission accomplished.

tivva
Congratulations, about time too :)

:roll: I didn't mean just right now
Did that a while back.
Now in Gal 7 halfway through Assassins oxp.
WOW what a marvellous thing it is too.

just got to Geteve & the Thargoid attacks are starting....
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Post by Screet »

Tivva wrote:
Now in Gal 7 halfway through Assassins oxp.
WOW what a marvellous thing it is too.
Definitely!!! The only sad thing: at some point it's over.
Tivva wrote:
just got to Geteve & the Thargoid attacks are starting....
If it's still too easy, try docking at the station and then launch and dock 2-3 times :twisted:

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Post by Nemoricus »

Capt. Slog wrote:
Nemoricus wrote:
I was referring to the part I quoted.
Sorry, didn't spot that. Just that I've recommended this editor before so I don't want to be seen to be pushing it too much. It is, however, designed to work on windoze, mac and Linux, including formatting issues. :D
Thanks for pointing this editor out, Capt. Slog. It's great so far.

The next version of Galactic Navy is in the works. I've fixed the only major bug to come up so far. If matt approves and I don't hear anything else, I plan to release Galactic Navy 5.0.0 this weekend.
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