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The Oolite Extended Project - Fork, no oxp

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

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Lestradae
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Post by Lestradae »

My reflection has produced two thoughts.

One, I will "outsource" three possible features of OSE as separate oxps, too, which some players might want to have who don't want to have anything to do with the rest of OSE's functionalities. The three will be

* Player Stations V1.0 (obvious)
* Combat Computers V1.0 (a merger of four different combat-related oxps into a single equipment item)
* Realistic Shipyards V4.0 (basically an oxp consisting of a big shipyard-overrides.plist that reprices & -TLs any ships that exist in the game - only)

That way, OSE will not take the choice to have one of these alone without the rest away from players.

Second, my thoughts about Oolite gaming styles. Who is interested, have a read over here:

https://bb.oolite.space/viewtopic.ph ... 2&start=33

Cheers

L
pmw57
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Re: ..

Post by pmw57 »

Lestradae wrote:
@pmw57, if you want to transfer the playerstations.plist script into a java script version, I would be very happy about that, but keep in mind that that's the one that should write any and all owned stations onto the mission screen (F5-F5)


Adding the stations on to the mission screen is hampered by a well known limitation. Each script is allowed to set only one mission. It is not possible for one script to set more than one mission on the mission screen.

There is however a work-around, where each mission description is set by a different script file. The playerStations.js script sets up the mission variables (playerStationMission1...playerStationMission5) with their appropriate station descriptions. After playerStations.js is run, separate individual scripts are run (playerStationMission1.js...playerStationMission5.js) which individually monitor their appropriate mission variable and set the station description.

They are each very simple stubs that gets the station description (if any) and sets the mission description.

Code: Select all

	var descriptionKey = missionVariables['playerStationMission' + index] || null;
	mission.setInstructionsKey(descriptionKey);
In short, it works.

The playerStations.js has also been updated so that it now works more properly as it should. The methods are also documented within the script itself.

You need to update worldscripts.plist with:

Code: Select all

        <string>playerStations.js</string>
        <string>playerStationMission1.js</string>
        <string>playerStationMission2.js</string>
        <string>playerStationMission3.js</string>
        <string>playerStationMission4.js</string>
        <string>playerStationMission5.js</string>
and remove the playerStations.plist reference.

Here are the player station script files: http://www.box.net/shared/5p68fvayn1
Last edited by pmw57 on Sun Oct 25, 2009 9:14 am, edited 1 time in total.
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
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Lestradae
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Post by Lestradae »

Thanks very much, pmw57! :D

Downloading now, testing will soon commence ... plus posting the results of my OSE - reflecting thinking processes :twisted:

Cheers

L

PS: Very sorry to report that the new scripts still don't work as intended :(

I did a quick test, interesting was that an already bought station from a loaded test Commander showed up on the missions screen correctly, but when I bought further stations, nothing happened - the list was not updated.

The station was bought and the price deducted, also its respective mission variable set (as I could have sold them all on the equip screen again) - but no entry on the mission screen ...

No idea what's wrong here, perhaps you could have a look?

PPS: When doing a few calculations, I came to the conclusion that station income should be "per day" and not "per week". The reason:

Originally I calculated prices and incomes "per witchjump". That meant that a station would have paid for itself after 500 jumps. A jump takes a day on average.

With the "per week" regime, it takes an ingame decade for a station to pay for itself. I deem that's too much. With a "per day" regime, a station would have generated it's own worth in 500 ingame days (about ingame 1.5 years).

Could you update the playerStations.js script to reflect that, pmw57? Or does someone have a really good argument against it?

Hoping no PPPS comes along next ... :)
pmw57
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Re: ..

Post by pmw57 »

pmw57 wrote:
What is the appropriate fragment from your save game file. I will simulate locally to duplicate the issue and resolve from there.
Actually, give me a few moments. I think that I know what the issue is. It's only checking on a witchspace jump or when you exit a station.
Last edited by pmw57 on Sun Oct 25, 2009 10:55 am, edited 1 time in total.
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
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Re: ..

Post by pmw57 »

pmw57 wrote:
Actually, give me a few moments. I think that I know what the issue is. It's only checking on a witchspace jump or when you exit a station.
It's been updated now.

You can now, even while looking at the manifest screen, use the debug console to change the value of missionVariables.playerstation_AAA, and when you F5 out and F5 back in, the appropriate station is updated.

So, try this one - playerStations.7z
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
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Lestradae
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Post by Lestradae »

:(

With the latest update, not even already bought stations appear in the missions list - and also none that are bought then.

Try one of the testpilots downloadable from posting 1 of this thread, they have loads of creds, fly them to a TL 15- system to check (in the special systems you can't buy stations, as they are supposed to not belong to GalCoop) and see for yourself.

Off now into RL :?

L
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Post by Rebecca »

wow... downloading now... its enormous lestradae! :oops: 8) :lol:

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pmw57
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Re: ..

Post by pmw57 »

Lestradae wrote:
:(

With the latest update, not even already bought stations appear in the missions list - and also none that are bought then.

Try one of the testpilots downloadable from posting 1 of this thread, they have loads of creds, fly them to a TL 15- system to check (in the special systems you can't buy stations, as they are supposed to not belong to GalCoop) and see for yourself.
Here is my testing process. Lestradae, please follow along.
  1. Fresh install of Oolite 1.73.4, debug OXP and and OSE 0.70
  2. Unpack downloaded playerStations.7z into main scripts folder
  3. Update worldscripts.plist
  4. Unpack downloaded test pilots
  5. Start Oolite with SHIFT held down
  6. Load the Interstellar Explorer pilot
  7. Jump to Tiises and dock with main station
  8. From status screen, F5 to ships manifest
  9. Confirm Missions section contains no stations
  10. F3 - Ship Outfitting
  11. Right arrow 5 times
  12. Down to "Buy HoOpy Casino station"
  13. Press Enter to get the successful transaction screen
  14. Press space commander for status screen
  15. F5 for Ship's Manifest, and confirm Missions contains the purchased station
Afterwards, the Latest.log file shows no player station errors, and the debug console is clear of issues as well.

Lestradae - can you please provide a similar testing process that fails to work properly?

ps. Saying something like "it doesn't work" is of little help. Instead, try to show something like the above, so that the issue can be easily duplicated.

pps. What I'm asking is, please help me to make it fail, so that it can be made better.
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
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Lestradae
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Post by Lestradae »

@pmw57:
ps. Saying something like "it doesn't work" is of little help. Instead, try to show something like the above, so that the issue can be easily duplicated.

pps. What I'm asking is, please help me to make it fail, so that it can be made better.
OK, that was a bit lazy of me :oops:

Will try to exactly replicate your steps and see if it works for me or not. If it works then try some alternate routes if it still works.

If something goes wrong again, I'll post a step-by-step replication procedure too, to help to fail, to succeed thence :wink:

PS: Do I understand correctly that you altered the income to daily instead of weekly in your latest playerStations.js version? Not sure, think so from looking at the code ...

@Rebecca:
wow... downloading now... its enormous lestradae!
Glad that you like it :D

It's going to get even more enormous, btw :twisted:

Me have plans ... :idea:

Be sure to drop me a note if anything seems weird or doesn't work as intended, as this OSE version is of yet not a final version at all, but a test thing to iron out bugs or general problems!

Cheers everyone :D

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Post by matthewfarmery »

sorry I haven't been on much, been a little busy, beside I thought L was going to take a break for a bit? guess not :D

I haven't really touched the new release of OSE much, will test fairly soon, but as I said, OSE isn't my main beta testing project, but I should start testing in a bit
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Post by Lestradae »

@matthewfarmery:

Hi again, my break has come to an end. It wasn't much of a break anyways :lol:

Couldn't resist this and that, but still provided some thinkspace, which's results I am going to tell you soon ...

Welcome back to you, too! And keep your schedule to what's doable to you, we all should not forget that we are doing this here for fun & games after all ... 8)

There is no new OSE download version yet, there will be, but, perhaps wait for the "big announcement" before re-downloading anything :wink:

@pmw57:

Heureka! Very happy to report that the last legacy script has been successfully translated: Your new complete java script replacement for the player stations now works completely as intended on my system and can therefore replace the still 190 legacy scripts nescessary before. Great work on that - it's in! :D :D :D

It also paves the way for officially publishing as an off-shoot oxp the playerstations.oxp. Will put it together, write a short readme, do the credits stuff and put it on Expansions forum & wiki somewhen this week. Firstmost on the credits: pmw57! 8)

Cheers everyone (& hope to hear from Rebecca's OSE experiences :wink: )

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Post by pmw57 »

Lestradae wrote:
Heureka! Very happy to report that the last legacy script has been successfully translated: Your new complete java script replacement for the player stations now works completely as intended on my system and can therefore replace the still 190 legacy scripts nescessary before. Great work on that - it's in! :D :D :D

It also paves the way for officially publishing as an off-shoot oxp the playerstations.oxp. Will put it together, write a short readme, do the credits stuff and put it on Expansions forum & wiki somewhen this week. Firstmost on the credits: pmw57! 8)
That's incredibly pleasing to hear :D

Would you kindly consider using my name, Paul Wilkins, as well, along with moniker from the days of university. Cheers
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
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Post by matthewfarmery »

well I have a compiled with debug on, Oolite, so with gdb on as well, hopefully if it does crash, I will get something meaningful from the logs, and I will say what SVN version of Oolite Im currently running to help as well, got windows 7 installed, 64bit, nice OS, but will be using XP for Ooilite and bug hunting,
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Post by pmw57 »

matthewfarmery wrote:
well I have a compiled with debug on, Oolite, so with gdb on as well, hopefully if it does crash, I will get something meaningful from the logs, and I will say what SVN version of Oolite Im currently running to help as well, got windows 7 installed, 64bit, nice OS, but will be using XP for Ooilite and bug hunting,
I for one am sitting by with popcorn awaiting a crash to occur. Morbid perhaps, but better a crash that can be fixed rather than one waiting in the wings to spring unannounced on some unwary user.
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
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Post by Screet »

pmw57 wrote:
I for one am sitting by with popcorn awaiting a crash to occur. Morbid perhaps, but better the crash that can be fixed rather than one waiting in the wings to spring unannounced on the users.
After the little change I made to the caduceus autorepair (missing function in timer replaced) I did not have anymore problems...but I still have oobay and some other stuff commented out.

Oh...but a wierd thing did happen yesterday: One of the new, extremely large behemoths tried to dock with a black monk station. I could not target it to get more info about the ship or where it might come from as I saw it and the following explosion from outside scanner distance...

Screet
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