[Release] Bulletin Board system

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Cmdr Wyvern
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Re: [Release] Bulletin Board system

Post by Cmdr Wyvern »

phkb wrote: Wed Apr 27, 2022 11:51 pm
Cmdr Wyvern wrote: Wed Apr 27, 2022 11:11 pm
Here's the log file:
Yep, some definite BB system errors in there. I'll see if I can reproduce. If not, I might get you to send me your save game. Stand by.
Copy that.
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Re: [Release] Bulletin Board system

Post by phkb »

Cmdr Wyvern wrote: Thu Apr 28, 2022 12:23 am
Copy that.
Hmm. I can't seem to reproduce this error condition.
Can I get you to start a new game with both OXP's installed, and try to go to the BB page on the F4 screen. If that works, I'll need to get a copy of the save file where the error is occurring. PM me a link if that's an option for you.

If it doesn't work (or even if it does - you could still do this), you could try removing OXP's to see where a possible conflict might be occurring. (Or alternatively, remove all except BB System and Contracts On BB, then add OXP's back in until the error happens.).
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Re: [Release] Bulletin Board system

Post by Cmdr Wyvern »

phkb wrote: Thu Apr 28, 2022 1:15 am
Cmdr Wyvern wrote: Thu Apr 28, 2022 12:23 am
Copy that.
Hmm. I can't seem to reproduce this error condition.
Can I get you to start a new game with both OXP's installed, and try to go to the BB page on the F4 screen. If that works, I'll need to get a copy of the save file where the error is occurring. PM me a link if that's an option for you.

If it doesn't work (or even if it does - you could still do this), you could try removing OXP's to see where a possible conflict might be occurring. (Or alternatively, remove all except BB System and Contracts On BB, then add OXP's back in until the error happens.).
Check your inbox.
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Re: [Release] Bulletin Board system

Post by phkb »

Cmdr Wyvern wrote: Thu Apr 28, 2022 2:45 am
Check your inbox.
Got it, and it helped to track down the bug. As a result, a new version of Contracts On BB (v1.9) is now available to download via the download manager or from the Wiki. Let me know if that resolves the issue.
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Re: [Release] Bulletin Board system

Post by Cmdr Wyvern »

phkb wrote: Thu Apr 28, 2022 3:35 am
Cmdr Wyvern wrote: Thu Apr 28, 2022 2:45 am
Check your inbox.
Got it, and it helped to track down the bug. As a result, a new version of Contracts On BB (v1.9) is now available to download via the download manager or from the Wiki. Let me know if that resolves the issue.
Huzzah, it be fixed. :D
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Re: [Release] Bulletin Board system

Post by phkb »

Yay! And thanks for your help finding it.
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Re: [Release] Bulletin Board system

Post by Lone_Wolf »

I may have found a bug in "Contracts on Bulletin Board 1.12" , please look at viewtopic.php?t=21915
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Re: [Release] Bulletin Board system

Post by Krager »

Перевёл ContractsOnBB 1.13 попробовал в работе и удивился.

В версии oolite 1.9 открывается список заданий, вот только курсора для управления нет. Клавиша Space не реагирует. А при нажатии клавиши Enter происходит выход из списка.
Буфер обмена01.jpg
В версии oolite 1.92 курсор появляется, переходит вверх-низ. Можно просмотреть и принять миссию. Перелистнуть страницу нельзя. Реакции на Space нет.

Проверьте пожалуйста у себя. Правильно ли это дополнение работает?
RUS_ContractsOnBB v1.11 - ведёт себя так же.
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Re: [Release] Bulletin Board system

Post by phkb »

Krager wrote: Fri Feb 13, 2026 11:03 pm
В версии oolite 1.92 курсор появляется, переходит вверх-низ. Можно просмотреть и принять миссию. Перелистнуть страницу нельзя. Реакции на Space нет.

Проверьте пожалуйста у себя. Правильно ли это дополнение работает?
RUS_ContractsOnBB v1.11 - ведёт себя так же.
I don't see this on my installation.

However, on my installation, the HUD is turned off automatically when you open the BB. On your screenshot, the HUD is visible. This means your HUD is overriding what the BB is trying to do. I'll have to test the latest version of your HUD against what the BB is doing to see if there is a conflict somewhere.
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Re: [Release] Bulletin Board system

Post by phkb »

OK, I can confirm there is a conflict with Docked HUDs version 1.1. In that OXP, it's forcing the HUD to be its own HUD every time the screen changes. Because of that, any OXP that wants to turn off the HUD to do use the full length of the screen on a mission screen will have a problem.

Also, attempting to change your in-flight HUD via HUD Selector will also fail, as Docked HUDs 1.1 doesn't recognise or allow for anything other than the default HUD.

I can make a recommendation for fixing the first issue (not allowing mission screens to turn off the HUD):
In the "script.js" file, around line 8, change this

Code: Select all

    this.guiScreenChanged = function () {
        if (player.ship.docked) {
            this._selectDockedHUD();
        }
    }
To this:

Code: Select all

    this.guiScreenChanged = function (to, from) {
        if (player.ship.docked && guiScreen == "GUI_SCREEN_STATUS") {
            this._selectDockedHUD();
        }
    }
That way, it will only be forcing the HUD change when the status screen is viewed.

I'll leave it up to Wildeblood as to whether he wants to make this or some other similar change in the official release.
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Re: [Release] Bulletin Board system

Post by Wildeblood »

phkb wrote: Sat Feb 14, 2026 10:24 pm
To this:

Code: Select all

    this.guiScreenChanged = function (to, from) {
        if (player.ship.docked && guiScreen == "GUI_SCREEN_STATUS") {
            this._selectDockedHUD();
        }
    }
That way, it will only be forcing the HUD change when the status screen is viewed.

I'll leave it up to Wildeblood as to whether he wants to make this or some other similar change in the official release.
Surely you jest, Mr Kb? If you want to limit it to only one screen, it would have to be F3, not F5.

Code: Select all

    this.guiScreenChanged = function (to, from) {
        if (player.ship.docked && guiScreen == "GUI_SCREEN_EQUIP_SHIP") {
            this._selectDockedHUD();
        }
    }
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Re: [Release] Bulletin Board system

Post by Krager »

phkb wrote: Sat Feb 14, 2026 10:24 pm
OK, I can confirm there is a conflict with Docked HUDs version 1.1. In that OXP, it's forcing the HUD to be its own HUD every time the screen changes. Because of that, any OXP that wants to turn off the HUD to do use the full length of the screen on a mission screen will have a problem.

Also, attempting to change your in-flight HUD via HUD Selector will also fail, as Docked HUDs 1.1 doesn't recognise or allow for anything other than the default HUD.

I can make a recommendation for fixing the first issue (not allowing mission screens to turn off the HUD):
In the "script.js" file, around line 8, change this

Code: Select all

    this.guiScreenChanged = function () {
        if (player.ship.docked) {
            this._selectDockedHUD();
        }
    }
To this:

Code: Select all

    this.guiScreenChanged = function (to, from) {
        if (player.ship.docked && guiScreen == "GUI_SCREEN_STATUS") {
            this._selectDockedHUD();
        }
    }
That way, it will only be forcing the HUD change when the status screen is viewed.

I'll leave it up to Wildeblood as to whether he wants to make this or some other similar change in the official release.
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Re: [Release] Bulletin Board system

Post by Krager »

Wildeblood wrote: Sun Feb 15, 2026 1:36 am
phkb wrote: Sat Feb 14, 2026 10:24 pm
To this:

Code: Select all

    this.guiScreenChanged = function (to, from) {
        if (player.ship.docked && guiScreen == "GUI_SCREEN_STATUS") {
            this._selectDockedHUD();
        }
    }
That way, it will only be forcing the HUD change when the status screen is viewed.

I'll leave it up to Wildeblood as to whether he wants to make this or some other similar change in the official release.
Surely you jest, Mr Kb? If you want to limit it to only one screen, it would have to be F3, not F5.

Code: Select all

    this.guiScreenChanged = function (to, from) {
        if (player.ship.docked && guiScreen == "GUI_SCREEN_EQUIP_SHIP") {
            this._selectDockedHUD();
        }
    }
В вашем варианте DockedHUD просто отключается. Видна обычная приборная панель. Проще тогда вообще удалить DockedHUD .
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Re: [Release] Bulletin Board system

Post by phkb »

Wildeblood wrote: Sun Feb 15, 2026 1:36 am
Surely you jest, Mr Kb? If you want to limit it to only one screen, it would have to be F3, not F5.
I wasn't trying to limit it to the F5 screen. The goal was to not have the Docked HUD be repeatedly set on every screen the player views, potentially breaking a bunch of OXP's that want to turn the HUD off or change it to a custom one of their own.

If the original intent was to inform the player of urgent needs (fuel and missiles in particular), then doing the update on the F3 *and* F5 screen would be valid. So:

Code: Select all

    this.guiScreenChanged = function (to, from) {
        if (player.ship.docked && (guiScreen == "GUI_SCREEN_STATUS" || guiScreen == "GUI_SCREEN_EQUIP_SHIP")) {
            this._selectDockedHUD();
        }
    }
If you only do the update on the F3 screen, the player won't see the HUD until they visit that screen. After docking, the F5 Status screen is the first screen shown, and therefore no HUD change would happen. The player could visit any number of other screens before going to the F3 screen, and only at that point would the Docked HUD be displayed. That would also create a bit of confusion, because up until that point the player would have only seen their default HUD, and now they would only see the Docked HUDs.
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