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Posted: Wed Jun 17, 2009 5:42 pm
by Nemoricus
I've been using an OoBay station for target practice and I wasn't penalised for it at all. No defenders launched, nor bounty given. That doesn't make much sense.

Also, you can partially go through the top part of the station.

?!ยง$%&?

Posted: Thu Jun 18, 2009 7:03 am
by Lestradae
Hi guys,

@DaddyHoggy:

Yes thanks, got the HD OoBay image! :D

Now the question is, where put it? Any suggestions?

@Screet:

Just looked and my memory was correct: The Shreddies ship has the following in its shipdata.plist:
<key>script_actions</key>
<array>
<string>awardCargo: 1 Luxuries</string>
<string>commsMessage: Breakfast sorted for months then</string>
</array>
"script_actions" are not deprecated, are they? Because otherwise the Shreddies should give you a luxury breakfast as before ...

No idea how to turn around the texture either. If someone could help me with that it would be very welcome ...

@Nemoricus:

As far as I know, if you do some target practice and there is no police there to observe you you come out clean - reason why the Tinoisla graveyard can be used to get Competent and stay clean ...

I could add a permanent police patrol to the OoBay station. Or is there a way to "award" a criminal rating if you shoot at something in and of itself? Perhaps as a death action?

Cheers

L

Posted: Thu Jun 18, 2009 9:10 am
by Nemoricus
Shreddies box: If this has a JS script, it overrides any script actions in the shipdata.plist entry. Using the this.shipWasScooped = function(scooper) {} handler will allow to write code that runs after the box has been scooped.

OoBay station: Defenders can be launched and bounty assigned through the AI.plist files. Behemoths and Navy SecCom stations have those kinds of entries, if you want to take a look.

Posted: Thu Jun 18, 2009 9:29 am
by another_commander
I have been able to reproduce Screet's observation regarding the dredgers stuck in AWAIT_COORDS state. I used the (non) Crashy Dredger OXP for testing, which I believe is not that different to the normal Dredger one. There seemed to be a slight issue with the docking AI not being able to respond to the no station found messages. Basically, what happens when docking AI is entered, is that the ship requests docking instructions from its target station. If there is no target station defined at the time of request, the ship reqests instructions from the nearest available station. If there is a station within scanner range, then the docking AI locks on to that and starts receiving. If not, then a No Station Found message is sent. The docking AI has now been updated and is simply instructed to exit when the ship receives the No Station message. This will allow ships to not get stuck in AWAIT_COORDS anymore.

While being at it, a little bug inside the algorithm returning the nearest available station was spotted and promptly eliminated.

What remains to be explained is how come Screet's dredger ended up getting a docking AI whilst in the middle of nothing. I had to explicitly set the AI during testing to be able to replicate the problem.

Posted: Thu Jun 18, 2009 9:43 am
by Screet
another_commander wrote:
What remains to be explained is how come Screet's dredger ended up getting a docking AI whilst in the middle of nothing. I had to explicitly set the AI during testing to be able to replicate the problem.
Either the nav buoy of a rock hermit has been run over before, thus only the boulders of a destroyed hermit were visible, or it might have to do with the docking bay on those ships...

Hmmm. There is another observation, but an older one, which might have to do with this: Few months ago I noticed that the DC, when asked to dock with a ship, sometimes hangs up and the ship stands still. That would require the ship trying to dock with another ship and failing to do so, if that bug still is around.

Screet

Posted: Thu Jun 18, 2009 11:18 am
by DaddyHoggy
Lestradae wrote:
@DaddyHoggy:

Yes thanks, got the HD OoBay image! Very Happy

Now the question is, where put it? Any suggestions?
Background screen when you dock at an Oobay station? Is that possible?

..

Posted: Thu Jun 18, 2009 12:37 pm
by Lestradae
@Nemoricus:

Then the shreddies should work as intended. They have no shipscript attached.

Thanks for the tip with the Behemoth/Sec Com stations docking AIs! Will look into that and make attacking OoBay a criminal offense! :wink:

@Screet:

Could you back-check the shreddies without breakfast problem again? I can't seem to find an error in shipdata - you should still get your breakfast cereals!

@another_commander:

Happy that another bug (?) has been crushed! I would assume Screet's observation coming from a rock hermit shattered by absurd docking attempt, and I have observed very big ships running roughshod over beacons, seemingly without even noticing that.

@DaddyHoggy:

Putting the OoBay logo at the background screens of both the Auction Stations themselves and the node screens as well would be perfect imo, I just have no idea of how to do that ...

Ahruman? A_C? Thargoid? Screet? :) Anyone in the know of how to do this or if it's even possible?

Cheers 8)

L

Re: ..

Posted: Thu Jun 18, 2009 2:06 pm
by Thargoid
Lestradae wrote:
Ahruman? A_C? Thargoid? Screet? :) Anyone in the know of how to do this or if it's even possible?
Not sure what the status is of the discussion on background screens for docked GUI. On 1.72.2 it's certainly not possible (without using the GUI bug, which isn't an option really).

Can't comment on 1.73 beta, as I don't have it (hence I can't comment on OSE 0.45 either).

Posted: Thu Jun 18, 2009 2:25 pm
by another_commander
Unfortunately the backgrounds on docked screens sub-project has come to a halt due to problems in the F7 and shipyard screens. At this point, and as per Ahruman's recommendation, it might be a better idea overhauling the GUI post-MNSR, rather than trying to hack-in half-working solutions. Sorry guys :cry:

Re: ..

Posted: Sat Jun 20, 2009 4:23 pm
by Screet
Lestradae wrote:
Could you back-check the shreddies without breakfast problem again? I can't seem to find an error in shipdata - you should still get your breakfast cereals!
Just had another encounter with a box. Message: Shreddies scooped. Nothing else and no cargo ends up in my hold.

Could it be that this code is no longer working?

Code: Select all

    <key>cargo_type</key>
    <string>CARGO_SCRIPTED_ITEM</string>
    <key>script_actions</key>
    <array>
      <string>awardCargo: 1 Luxuries</string>
      <string>commsMessage: Breakfast sorted for months then</string>
    </array>
The log did not reveal anything.

Screet

OSE V0.5

Posted: Wed Jun 24, 2009 3:30 pm
by Lestradae
Oolite Shipyards Extension WiP V0.5 can now be downloaded from the first page of this thread. Beta- and playtesters, please replace OSE WiP V0.4 or V0.45 with this one!

The changes from V0.45 to V0.5 are:

Bugfixes:
* No optional Passenger Cabins for ships with less than 5 t cargo capacity (this was solved by Oolite "1.73" trunk)
* Merlin now uses the standard HUD to solve a graphics glitch
* Assigned the role "hunter" to all gigantic police & interceptor ships so that they don't dock

Additional features:
* Equipment sections in the shipyard expanded with the additional equipment from OSE for the special ship classes
* "1.73" trunk's higher price cap used to add-in a 300 million Cr price for double-upgraded player USS Constitutions, plus a 600 million Cr triple-upgraded USS Constitution Destroyer and a 1.2 billion Cr USS Super Constitution - these will also appear as pirates, police & navy!
* OoBay Auction stations and their nodes now great profit-seeking players, and can launch defenders and assign bounties if attacked

Additional Add-Ons & Mergers:
* New piece of equipment: Combat Computers, TL 13+, 2.000 Cr (merged from Target Autolock (Thargoid) & Target Reticle (Eric): "The target reticle becomes red when the target is between laser crosshairs and the target is automatically locked onto any attacking hostile vessel if there is currently no target lock set." Logically, as the Combat Computer can replace Target Autolock & Target Reticle, it is incompatible with these pieces of equipment
* Merged & upgraded the Ixian Ships to V1.1 from Eric
* Provisorically merged Ste3c ship in

Features available in cooperation with other oxps:
* Galactic Navy V5.2.1.+: Ships shot down by OSE escorts during a Galactic Navy mission are credited to the player
* Galactic Navy V5.2.1.+: When OSE WiP V0.5+ is installed together with Nemoricus & Eric's upgraded Galactic Navy, GN also uses OSE ships

Hope you have fun while testing 8)

L

Re: OSE V0.5

Posted: Wed Jun 24, 2009 5:29 pm
by Thargoid
Lestradae wrote:
* Assigned the role "hunter" to all gigantic police & interceptor ships so that they don't dock
Hunter won't stop them docking directly, but it will prevent a station launching them (which is maybe what I think you mean?).

The docking will depend on what AI they are set to use, and whether they have autoAI enabled or not (if they do they will go to route1patrolAI, which doesn't try to dock).

.

Posted: Wed Jun 24, 2009 10:20 pm
by Lestradae
Hi T,
Hunter won't stop them docking directly, but it will prevent a station launching them (which is maybe what I think you mean?).
Basically yes, I don't want them to launch and I don't want them to dock.
The docking will depend on what AI they are set to use, and whether they have autoAI enabled or not (if they do they will go to route1patrolAI, which doesn't try to dock).
As far as I understood it was suggested that the "hunter" role would behave like police, but never dock; and the AI that is enabled if the ships in question are called by an oxp script is route1patrolAI, which, as you mentioned, doesn't try to dock.

So if I didn't overlook something, actually none of OSE's very big ships should launch or dock anymore.

8)

L

pic time

Posted: Sun Jun 28, 2009 6:15 pm
by Lestradae
It's pic time again, before I go on holiday ...

One for DaddyHoggy - thanks for the helping hand 8)

Image

... and a very special system (planetary texture from my personal crossover between Famous Planets 2.0 and System Redux, that's not in OSE V0.5):

Image

... last but not least, a Bandersnatch on landing approach on a planetary surface, already in atmospheric descent:

Image

Have a good time everyone :D

L

Posted: Sun Jun 28, 2009 6:27 pm
by DaddyHoggy
Have a good break 'L'.

Thanks for the mention - but my part was v. v. small - as ever happy to help.

Nice screenies!