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Re: BroadcastComms MFD [Release]

Posted: Wed Jul 20, 2022 9:40 pm
by Old Murgh
phkb wrote: Tue Jul 19, 2022 10:10 pm
Ah, yes! That was a bit of a "gotcha" moment waiting in the code. I'll have another look at what I'm doing there to make it at least more transparent, but hopefully more flexible as well.
I think there has popped up a little bug in the regular part of the default comms. When choosing the option "demand 5t.." from a random NPC that doesn't have anything about it customised, the expected transmission doesn't show up, (or rather my ship's name: and then blank) but the target replies as if it got the message. I'm pretty sure this is unrelated to the tinkering I'm doing.

Re: BroadcastComms MFD [Release]

Posted: Thu Jul 21, 2022 4:57 am
by phkb
Bug found and squashed in v1.3.1, which has just been released. Also fixed the issue where using "Send greeting to target" as the display text was impossible, even when the "Greet" message was disabled on a ship.

Re: BroadcastComms MFD [Release]

Posted: Thu Jul 21, 2022 6:52 am
by Old Murgh
phkb wrote: Thu Jul 21, 2022 4:57 am
Bug found and squashed in v1.3.1, which has just been released. Also fixed the issue where using "Send greeting to target" as the display text was impossible, even when the "Greet" message was disabled on a ship.
Cool.
I think I may have found another issue that I butted against before giving up and going to bed, but hard to formulate well until I eliminate more possibilities.
A Behemoth was simply given a custom_default (#4 taunt reply, with and without a transmit), nothing else (with and without other defaults turned off), but taunt option would never appear. No error statement. They have so many factors but I'll keep chipping to see if elements such as military/police/docking sequence in the script actions/market producer in other cases result in the same refusal..

When I can get back at it, I'll start with applying the new update, in case this is something covered by what you have already mended. 8)

Re: BroadcastComms MFD [Release]

Posted: Thu Jul 21, 2022 8:00 am
by phkb
If you can send me the shipdata you put together for the Behemoth I might be able to debug things fairly quickly.

Re: BroadcastComms MFD [Release]

Posted: Thu Jul 21, 2022 11:15 am
by Old Murgh
phkb wrote: Thu Jul 21, 2022 8:00 am
If you can send me the shipdata you put together for the Behemoth I might be able to debug things fairly quickly.
Sure, I’ll send your way in a few hours after work.

Re: BroadcastComms MFD [Release]

Posted: Thu Jul 21, 2022 7:44 pm
by Old Murgh
phkb wrote: Thu Jul 21, 2022 8:00 am
If you can send me the shipdata you put together for the Behemoth I might be able to debug things fairly quickly.
Well, it's confirmed. The same code that would allow me to customise a taunt transmission and reply onto a regular ship will not appear on a dockable. Both Scrubs and Behemoths are affected, so it isn't anything to do with Military class/policing. They do both have the docking permission comms entering into it, that could be something (automatic from isCarrier?). They also both have custom tunnel_texture in the script actions, there's market definitions..

Re: BroadcastComms MFD [Release]

Posted: Thu Jul 21, 2022 8:29 pm
by Cholmondely
Huuumph... any self respecting dockable would not bother replying to a taunt, no matter how customised. They'd just turn towards the insulter and proceed to transmogrify them into a 2 dimensional pancake...

Re: BroadcastComms MFD [Release]

Posted: Thu Jul 21, 2022 9:01 pm
by Old Murgh
Cholmondely wrote: Thu Jul 21, 2022 8:29 pm
Huuumph... any self respecting dockable would not bother replying to a taunt, no matter how customised. They'd just turn towards the insulter and proceed to transmogrify them into a 2 dimensional pancake...
This is true, but I thought it might be amusing if a mammoth ship would comment on the ridiculous nature of the mismatch.
phkb wrote: Thu Jul 21, 2022 4:57 am
..Also fixed the issue where using "Send greeting to target" as the display text was impossible, even when the "Greet" message was disabled on a ship.
Afraid BC 1.3.1 also logReports "Invalid settings: Cannot use comm system message types" when I display the verbatim Send greeting to target.

Re: BroadcastComms MFD [Release]

Posted: Thu Jul 21, 2022 10:04 pm
by phkb
Cholmondely wrote: Thu Jul 21, 2022 8:29 pm
any self respecting dockable would not bother replying to a taunt, no matter how customised
Old Murgh wrote: Thu Jul 21, 2022 9:01 pm
This is true, but I thought it might be amusing if a mammoth ship would comment on the ridiculous nature of the mismatch.
I think I was going along Cholmondely's line of thinking when I originally put the code together. By default, no station (ie something with a dock) will have the "Taunt" option. Therefore, if you want to achieve that, you'd need to disable the built in message type, and add custom message, rather than use the "bcc_custom_defaults" option.
Old Murgh wrote: Thu Jul 21, 2022 9:01 pm
Afraid BC 1.3.1 also logReports "Invalid settings: Cannot use comm system message types" when I display the verbatim Send greeting to target.
Well, once I get it working reliably, anyway.

Re: BroadcastComms MFD [Release]

Posted: Thu Jul 21, 2022 10:10 pm
by Old Murgh
phkb wrote: Thu Jul 21, 2022 10:04 pm
I think I was going along Cholmondely's line of thinking when I originally put the code together. By default, no station (ie something with a dock) will have the "Taunt" option. Therefore, if you want to achieve that, you'd need to disable the built in message type, and add custom message, rather than use the "bcc_custom_defaults" option.
Yes it's no problem to simulate it, as you've shown me.

Then it shall not be called a bug.

Re: BroadcastComms MFD [Release]

Posted: Thu Jul 21, 2022 10:56 pm
by phkb
Old Murgh wrote: Thu Jul 21, 2022 9:01 pm
Afraid BC 1.3.1 also logReports "Invalid settings: Cannot use comm system message types" when I display the verbatim Send greeting to target.
OK, version 1.3.2 is now available, which should fix this issue.

Re: BroadcastComms MFD [Release]

Posted: Thu Jul 21, 2022 11:57 pm
by Old Murgh
phkb wrote: Thu Jul 21, 2022 10:56 pm
OK, version 1.3.2 is now available, which should fix this issue.
Afraid it still blanks, and errorLogs:

Code: Select all

[script.javaScript.exception.uncaughtException]: ***** JavaScript exception (BroadcastCommsMFD 1.3.2): uncaught exception: Invalid settings: Cannot use comm system message types.
Personally, I've become used to and very satisfied with the short form "Greet target" and "Taunt target", so beyond the option to perfectly disguise a customComm, you could weigh its importance.

I have another quirk though.

Code: Select all

[script.javaScript.exception.uncaughtException]: ***** JavaScript exception (BroadcastCommsMFD_Equipment 1.3.2): uncaught exception: Invalid settings: message already exists.
I can't see a problem in the shipdata, and the scrubComms work like it's supposed to.
Maybe you see why?

Code: Select all

        "script_info" =         {
            "bcc_custom_messages" =             {
                level1a =                 {
                    delay = 5;
                    "delete_on_transmit" = yes;
                    display = "Greet target";
                    "post_reply_show_messages" =                     (
                        level2
                    );
                    reply = "[scrub-greeting-reply]";
                    state = visible;
                    transmit = "Greetings, honoured Scrub.";
                };
                level1b =                 {
                    delay = 5;
                    "delete_on_transmit" = yes;
                    display = "Taunt target";
                    reply = "[scrub-taunt-reply]";
                    state = visible;
                    transmit = "[scrub-taunt-transmit]";
                };
                level2 =                 {
                    delay = 4;
                    "delete_on_transmit" = yes;
                    display = "Inquire trade opportunity";
                    "post_reply_show_messages" =                     (
                        level3
                    );
                    reply = "[scrub-decide-reply]";
                    state = hidden;
                    transmit = "Great Scrub command. Please advise, is this a good time to do business?";
                };
                level3 =                 {
                    delay = 6;
                    "delete_on_transmit" = yes;
                    display = "Elaborate for a more clear answer";
                    reply = "[scrub-trade-reply]";
                    state = hidden;
                    transmit = "[scrub-trade-transmit]";
                };
            };
            "bcc_disable_defaults" =             (
                1,
                2,
                3,
                5,
                6,
                7,
                8,
                9
            );

Re: BroadcastComms MFD [Release]

Posted: Fri Jul 22, 2022 2:50 am
by phkb
Old Murgh wrote: Thu Jul 21, 2022 11:57 pm
Maybe you see why?
You have the "Send taunt to target" replacement set with key "level1b". However, in the "bcc_disable_defaults" array, you don't have a "4". So you'd end up conflicting with the core message.

And I'll have a patch out shortly to fix the other bugs.

Re: BroadcastComms MFD [Release]

Posted: Fri Jul 22, 2022 4:47 am
by Old Murgh
phkb wrote: Fri Jul 22, 2022 2:50 am
You have the "Send taunt to target" replacement set with key "level1b". However, in the "bcc_disable_defaults" array, you don't have a "4". So you'd end up conflicting with the core message.

And I'll have a patch out shortly to fix the other bugs.
Ah. So it can tell, even though it's named differently, "Taunt target"..

In addition to your other skillz, your determination is enviable. :D

Re: BroadcastComms MFD [Release]

Posted: Fri Jul 22, 2022 4:50 am
by phkb
Old Murgh wrote: Fri Jul 22, 2022 4:47 am
Ah. So it can tell, even though it's named differently, "Taunt target"..
Well, I assumed in a previous iteration you had it named like the default. This current version would work because there is no conflict.