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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Posted: Mon Jul 14, 2014 1:28 pm
by Cody
Smivs wrote:This is a testing tool, and not a cheat that should be used for normal gameplay.
<chortles> Once it's out in the wild, it will be used - for whatever reason.
For a long-range tester, I give that commander a few hundred ly of fuel - that too gets across the chart PDQ!
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Posted: Mon Jul 14, 2014 1:39 pm
by Smivs
Cody wrote:Smivs wrote:This is a testing tool, and not a cheat that should be used for normal gameplay.
<chortles> Once it's out in the wild, it will be used - for whatever reason.
I know, I know. What have I done!
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Posted: Mon Jul 14, 2014 1:44 pm
by Diziet Sma
Smivs wrote:N.B. This is a testing tool, and not a cheat that should be used for normal gameplay.
That's odd.. I coulda swore I heard somebody say:
Smivs wrote:(And, NO! I won't be releasing the OXP anytime soon)
Well.. posting it here is very nearly the same thing..
Ah well.. it's "in the wild" now.. for good or ill.. (remember kiddies.. do as Daddy says, not as Daddy does..
)
Though seriously, thanks, Smivs.. I'm sure it will come in handy at some point.
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Posted: Mon Jul 14, 2014 2:26 pm
by another_commander
Smivs wrote:I have been chatting to Dizzie over at my 'OXPs and 1.80' thread and the subject of my test ship came up.
When you are testing it is sometimes helpful to be be to cover vast distances in a short time, so my Contractor test ship has Magic Fuel Tanks which re-fill after every witchjump, thus avoiding the need to waste time re-fuelling. This is accomplished with a simple script that some of you might find helpful.
Code: Select all
"use strict"
// Standard attributes
this.name = "fuelCheatScript.js";
this.author = "Smivs";
this.copyright = "This script is hereby placed in the public domain.";
this.version = "1.0";
this.description = "Script for 'cheat' fuel refill.";
{
this.shipExitedWitchspace = function()
{
player.ship.fuel += 7.0;
}
}
Simply name this 'script.js' (without the quote marks) and place it in your AddOns folder.
N.B. This is a testing tool, and not a cheat that should be used for normal gameplay.
Rather than filling up the AddOns folder with various script.js files for doing different things, would it not be easier to just have the debug console active and connected to Oolite when testing and simply do a
whenever you need a fill-up?
I believe every OXPer would make excellent use of their time familiarizing themselves with the debug console; it can do everything that can be done with a script, only faster and probably with better control when it comes to testing.
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Posted: Mon Jul 14, 2014 3:25 pm
by Neelix
another_commander wrote:
Rather than filling up the AddOns folder with various script.js files for doing different things, would it not be easier to just have the debug console active and connected to Oolite when testing and simply do a
whenever you need a fill-up?
I believe every OXPer would make excellent use of their time familiarizing themselves with the debug console; it can do everything that can be done with a script, only faster and probably with better control when it comes to testing.
I have to agree with this. between the debug console and cim's build scripts, putting my first OXP together was a lot easier than I'd expected.
The debug console and the documentation in the wiki let me experiment with the Oolite's javascript interface, which let me quickly learn how the manifest object works. I then knew what my code needed to do, so actually writing the code was pretty straightforward.
Cim's build scripts made troubleshooting a breeze! Edit the files, run the script, start Oolite and test, repeat until it stops throwing exceptions... The debug console also turned out to be very useful here too, because every time an exception was thrown the console would tell me a line number, which provided a good pointer in terms of where to look for the issue.
- Neelix
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Posted: Thu Jul 17, 2014 4:22 am
by Tricky
Positioning the message and communication log windows.
I use the following in a
hud.plist
file placed in
AddOns/Config
The comments for
x
and
y
help to explain how to work out the values. If
x_origin
is negative then
x
is positive. If
x_origin
is positive then
x
is negative. This is the same for
y_origin
and
y
border inset
is the amout of padding from the edge of the screen to the edge of the message/comm log window.
Code: Select all
{
/* Top left. */
message_gui =
{
alpha = 0.75;
width = 400;
height = 80;
x_origin = -1;
y_origin = 1;
x = 210; // Half the width + border inset of 10
y = -50; // -(Half the height + border inset of 10)
row_height = 10;
};
/* Top right. */
comm_log_gui =
{
alpha = 0.75;
width = 240;
height = 120;
x_origin = 1;
y_origin = 1;
x = -130; // -(Half the width + border inset of 10)
y = -70; // -(Half the height + border inset of 10)
row_height = 10;
permanent = no;
automatic = yes;
background_rgba = "0.0 0.05 0.45 0.5";
};
multi_function_displays = ({
/* Top left under message_gui. */
width = 240;
height = 132;
x = 130; // Half the width + border inset of 10
y = -166; // -(Half the height + border inset of 10 + message_gui.height + 10)
x_origin = -1;
y_origin = 1;
row_height = 10;
},
{
/* Top right under comm_log_gui. */
width = 240;
height = 132;
x = -130; // -(Half the width + border inset of 10)
y = -206; // -(Half the height + border inset of 10 + comm_log_gui.height + 10)
x_origin = 1;
y_origin = 1;
row_height = 10;
});
}
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Posted: Thu Jul 17, 2014 1:01 pm
by Redspear
Thanks Tricky, I think I'll be using that one
The nice, clear heading to your post makes me think that a thread like this one could really do with an index...
I've got a post on the first page of this thread that I'd be happy to turn into an index (if no one objects?)
The more postings there are here, the more good stuff is going to get buried... hopefully by even more good stuff
I'll see if I can set up an example of what I mean (with links to relevant posts) and then if there are objections (or if someone has a better idea) I can edit or remove it.
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Posted: Thu Jul 17, 2014 1:04 pm
by Zireael
Go ahead and make an index!
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Posted: Thu Jul 17, 2014 2:33 pm
by Redspear
Zireael wrote:Go ahead and make an index!
Beginnings of an index started on
first page of this thread.
Rather than finish it all now, I thought I'd just make a start and then it could be open to criticism.
If folks are happy with it then I will continue.
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Posted: Thu Jul 17, 2014 2:44 pm
by Diziet Sma
Thanks very much for taking this project on, Redspear.. excellent idea!
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Posted: Thu Jul 17, 2014 2:47 pm
by Redspear
Very happy to help
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Posted: Thu Jul 24, 2014 3:31 am
by Twisp
I have a request for a tweak, if anyone would like to take a look at it. It has to do with Pirate Coves. While I enjoy how the OXP implements them, I've always had a consistent issue with them appearing far too often and in far too great numbers in high-security, high-tl systems. Ideally, I'd like to limit their spawning to the lowest forms of government, namely Feudal and Anarchy systems.
I have a loose idea about how to do it, gained as I slowly learn my way around oolite scripting, but every attempt I've made at it so far has produced either inconsistent or nonfunctional results. So, if anyone would like to create a tweak which would limit the spawning of Coves to Feudal and Anarchy systems, I'd appreciate it greatly as both a benefit to my playing experience and as something I could learn from. Thanks in advance!
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Posted: Fri Jul 25, 2014 8:22 am
by DGill
cim's system feature rings is excellent but prefer to have the rings on an additional planet rather the main one.
I changed in systemfeatures-ring.js and systemfeatures-rings.js all occurrences of system.mainPlanet. with system.planets[1].
and replaced in systemfeatures-rings.js (vrs 1.2) lines 7 - 22 with:
this.shipWillExitWitchspace = this.shipWillLaunchFromStation = function()
{
if (system.isInterstellarSpace || system.sun.hasGoneNova) {
return;
}
var j = 0;
j = system.planets.length
if (j > 3) {
this._addRing();
return;
}
}
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Posted: Fri Jul 25, 2014 10:06 pm
by Redspear
DGill wrote:cim's system feature rings is excellent but prefer to have the rings on an additional planet rather the main one.
That sounds... AWESOME
I'm definately trying that one out. Thanks DGill
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Posted: Fri Jul 25, 2014 11:52 pm
by mossfoot
I'm curious to tweak this as well, but can the frequency be upped a bit? I'd like to assume 1 in 10 outer planets has a ring, for example