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Re: [RELEASE] - Police IFF Scanner Upgrade.

Posted: Sun Jun 19, 2011 2:27 pm
by DaddyHoggy
There has always been a resistance by many of us in the community to anything that makes E/Oolite too "arcadey" - but that's the beauty of OXPs - for some this is exactly what they want because they want the game to be easier - they want the player to have as many advantages as possible - they will install the OXP, for a lot of us, we still play based on the assumption that we're a very small fish in a very big pond, and that we're not special at all.

Re: [Release] - Police IFF Scanner Upgrade.

Posted: Sun Jun 19, 2011 2:39 pm
by Wildeblood
SandJ wrote:
- a re-sale value of just 10 Credits? Ouch!
I think you've misread that. The re-sale value is the usual 60% minus 10cr admin fee.
SandJ wrote:
Capt. Murphy wrote:
@Wildeblood - no worries - the beauty of OXP's is they are take it or leave it.
Having just tried it for a couple of hours, I think this may become a "Leave it" for me. I might even dump the Bounty Scanner now. There's something about not knowing what that other ship is going to do that makes Elite what it is.
That was exactly my reaction after the first few flights. But now I've got used to it, I wouldn't be without it. It definitely alters the feel of the game though. I think this is going to become a very popular OXP that people perhaps have a love/hate relationship with, Capt. Murphy.

ADDENDUM: One very good thing about this OXP: it solves the mystery of why, when your ship is getting shot up and all the other equipment is being damaged, the scanner is never damaged. Now it runs the same risk of being damaged as the other equipment (but not of being completely destroyed).

Re: [RELEASE] - Police IFF Scanner Upgrade.

Posted: Sun Jun 19, 2011 2:59 pm
by CommonSenseOTB
You know on second thoughts Capt. Murphy, the suggestions of a delay before the scanner updates the scanner lollipop colors or a target first then the color is updated a few seconds later are good and valid ones. Adds to the realism, the advantage is still there in a way that makes sense and every bounty hunter will aspire for the money to own this kit when they are just starting out. And as always is the case, if you find it makes things too easy then don't install it. I like the idea of this. Here's an idea: what if the scanner would also give some kind of a felon description like what you get in the escape pod rewards at the station? I wonder if that's doable to have the same description when you scan them and also when you turn in the pod at the station for a reward? Just a thought and not sure it's possible. Just for atmosphere(immersion factor) a bounty hunter might have something against certain types of pirates and this might work for that roleplaying potential and this might also be used by other oxp's as well, perhaps.

Re: [RELEASE] - Police IFF Scanner Upgrade.

Posted: Sun Jun 19, 2011 3:47 pm
by Dragonfire
I just recommended this to a relatively green trader. Hope it helps him, too. I can't wait to try it. :D

Re: [RELEASE] - Police IFF Scanner Upgrade.

Posted: Sun Jun 19, 2011 5:03 pm
by Capt. Murphy
Thanks for all the feedback folks.

@ SandJ - as WildeBlood said resale gets you back 60% of the value. The 10 credit nominal fee is a workaround and follows the resale model used by McLane in SellEquipment.oxp for the mainstream and OXP equipment that was available at the time he released it. I should probably have mentioned that in the read-me for folks who don't have SellEquipment installed and so aren't used to seeing all their equipment saleable for '10 credits' a piece.

I wouldn't get too hung up on the database/communication method - will it work in Anarchies or after a Galactic Jump etc. Anarchies do have Galcop presence - just not much, and what there is generally hiding out in the station. We have to do all sorts of Handwavium about lots of things in Oolite - a little bit more does not hurt. I don't think this equipment merits an ongoing fee - although perhaps a greater initial outlay??

Uber-pirates (well OXP added uber-pirates anyway) may well have a (core game) cloaking device which would beat this equipment.

Occasional clean 'Pirates' are a great idea. Ee have offender traders via OXP and as many a commander knows the best Pirates do their Pirating away from the police and stay clean. Would need an OXP though.

The target memory array is a core piece of game equipment - I have it on my ship - I never use it because I can't remember the keys to press!

I don't actually think this OXP sets the balance of combat that much more in the player's favour, but then again my Ooniverse with it's Pirate Coves, Deep Space Pirates, Rogue Frigates from Galactic Navy and with me often trying to keep an Escort Contracts NPC Anaconda alive in an Anarchy combat can still be quite tough at times (maybe that's because I fly by mouse?). If and when I ever buy myself one of the more uber ships I'll be sure to install NPC shields and Tough Guys to even things out a bit.

If anything damages game balance it's something that's been in the game since day 1 - the military laser. I'd rather it had the same power as a beam, just a longer range. Still I've got 4 of the buggers on my Cobra.

The OXP's I've made are ones that I want to see in my Ooniverse and which I hope others will also enjoy. Illegal Goods Tweak was made specifically to make the game harder for me because I was taking far to much advantage of the core games treatment of contraband. I still smuggle occasionally with it installed, try and bribe, but cheerfully take the legal penalty hits and subsequent attention along with the profit. And I release slaves given any opportunity (I quite often buy them at Constores to release).

This OXP just seems like a no brainer to me. If we've got STE and Bounty Scanner then this is just an alternative way to basically do the same thing. You've just got the info that little bit more quickly without having to turn and target. It comes into it's own when you hit multiple groups of pirates or jump drive into the middle of an ongoing furball with pirates and traders all mixed up already.

@CommonSenseOTB.

I can see the attraction of the slight delay. If anyone wants to edit their copy to introduce a delay, it's pretty easy.

Line 39 of the script reads

Code: Select all

this.psu_updatescannerTimer = new Timer(this, this.psu_updatescanner, 0, 0.25);
The first 0 is the initial delay in seconds before the lollipops are updated on going to either yellow or red alert. The 0.25 is the delay in seconds between subsequent updates.

So change it to something like

Code: Select all

this.psu_updatescannerTimer = new Timer(this, this.psu_updatescanner, 1, 1);
to add a bit of delay.

Re your idea of reporting the pirates name I think that more in the realms of an updated Bounty Scanner - also I don't think the name is generated until you actually scoop a pod, but don't know that for sure. Plus legal status is officially attached to the ship, not the pilot (hence using your escape pod clears your legal record). Having said that Random Hits adds some personality (and danger + fun) into Bounty Hunting.

Blimey that was a long post.....anyway's as I said earlier all OXP's are take it or leave it, but I'm sure there is a market for this one. All comments are very much appreciated.

Re: [Release] - Police IFF Scanner Upgrade.

Posted: Sun Jun 19, 2011 6:33 pm
by Capt. Murphy
Wildeblood wrote:
ADDENDUM: One very good thing about this OXP: it solves the mystery of why, when your ship is getting shot up and all the other equipment is being damaged, the scanner is never damaged. Now it runs the same risk of being damaged as the other equipment (but not of being completely destroyed).
You've just given me an idea - it shouldn't be hard to script an OXP that simulates making the standard scanner damagable/destroyable (I'm thinking lollipops flickering on and off when damaged and no lollipops visible when 'destroyed'). Now that would be fun. I'll bagsy that concept to look into next weekend.

Re: [Release] - Police IFF Scanner Upgrade.

Posted: Sun Jun 19, 2011 8:05 pm
by CommonSenseOTB
Capt. Murphy wrote:
Wildeblood wrote:
ADDENDUM: One very good thing about this OXP: it solves the mystery of why, when your ship is getting shot up and all the other equipment is being damaged, the scanner is never damaged. Now it runs the same risk of being damaged as the other equipment (but not of being completely destroyed).
You've just given me an idea - it shouldn't be hard to script an OXP that simulates making the standard scanner damagable/destroyable (I'm thinking lollipops flickering on and off when damaged and no lollipops visible when 'destroyed'). Now that would be fun. I'll bagsy that concept to look into next weekend.
For your info, as long as there is a scanner itself always on the screen until at least the next version. It was found out by me(accidently)that not having a scanner prevents masslocks from happening, with my result of engaging the torus drive while aimed at the planet by the station and having a fiery high speed crash. This should be fixed in the next version as there will be an invisible scanner always there(hardcoded)AFAIK. Just for your info. :wink:

Re: [RELEASE] - Police IFF Scanner Upgrade.

Posted: Sun Jun 19, 2011 8:52 pm
by Capt. Murphy
Thanks,

I've been lurking in your topics and spotted that. Scanner would be there just all the entities would be given ScanClass "NO_DRAW".....or clear custom scanner scanner colours.

Might do damagable/destroyable lasers and missiles too.

edit - on second thoughts I think there is probably an insurmountable problem with doing lasers so I'll leave that alone and concentrate on making the scanner breakable.

An OXP for the commander for whom it's all just too easy now.........

Re: [RELEASE] - Police IFF Scanner Upgrade.

Posted: Sun Jun 19, 2011 9:07 pm
by CommonSenseOTB
Capt. Murphy wrote:
Thanks,

I've been lurking in your topics and spotted that. Scanner would be there just all the entities would be given ScanClass "NO_DRAW"..

Might do damagable/destroyable lasers and missiles too.

An OXP for the commander for whom it's all just too easy now.........
:D :D :D

Re: [RELEASE] - Police IFF Scanner Upgrade.

Posted: Sun Jun 19, 2011 11:26 pm
by Dragonfire
VERY useful! Keeps me from having to lock ident onto every single ship, and I can quickly assess a situation with one glance before I start firing.

You saved me from getting killed today. I engaged three pirates that GalCop was combatting, only to having your OXP alert me that a horde of about 15-20 fugitives just moved in. Since I was already taking damage, I bugged out. THANK YOU!

Re: [RELEASE] - Police IFF Scanner Upgrade.

Posted: Tue Jun 21, 2011 3:22 am
by Wildeblood
Capt. Murphy wrote:
I can see the attraction of the slight delay. If anyone wants to edit their copy to introduce a delay, it's pretty easy.

Line 39 of the script reads

Code: Select all

this.psu_updatescannerTimer = new Timer(this, this.psu_updatescanner, 0, 0.25);
The first 0 is the initial delay in seconds before the lollipops are updated on going to either yellow or red alert. The 0.25 is the delay in seconds between subsequent updates.
Oi! Is this your doing? I don't know what it means, but as soon as I saw the "interval: 0.25, running" I was reminded of the remark above. I've got hundreds of lines of this in my log from last night...
06:20:26.863 [script.javaScript.unrootedTimer]: ----- WARNING: Timer <OOJSTimer 0xbe58e48>{nextTime: 3958.01, interval: 0.25, running, function: anonymous} is being garbage-collected while still running. You must keep a reference to all running timers, or they will stop unpredictably!
06:20:26.863 [script.javaScript.unrootedTimer]: ----- WARNING: Timer <OOJSTimer 0xc581b38>{nextTime: 3957.85, interval: 0.25, running, function: anonymous} is being garbage-collected while still running. You must keep a reference to all running timers, or they will stop unpredictably!
06:20:26.868 [script.javaScript.unrootedTimer]: ----- WARNING: Timer <OOJSTimer 0xc585258>{nextTime: 3957.8, interval: 0.25, running, function: anonymous} is being garbage-collected while still running. You must keep a reference to all running timers, or they will stop unpredictably!
06:20:26.868 [script.javaScript.unrootedTimer]: ----- WARNING: Timer <OOJSTimer 0xc582af8>{nextTime: 3957.81, interval: 0.25, running, function: anonymous} is being garbage-collected while still running. You must keep a reference to all running timers, or they will stop unpredictably!
06:20:26.868 [script.javaScript.unrootedTimer]: ----- WARNING: Timer <OOJSTimer 0xb6bba28>{nextTime: 3957.98, interval: 0.25, running, function: anonymous} is being garbage-collected while still running. You must keep a reference to all running timers, or they will stop unpredictably!

Re: [RELEASE] - Police IFF Scanner Upgrade.

Posted: Tue Jun 21, 2011 4:14 am
by Capt. Murphy
Thanks Wildeblood - might be- I'll look into that - this is my first attempt at anything fancy with Timers so I may have overlooked something. No symptoms apparent in game I take it so it still actually works?

edit - Where the errors regularly occuring throughout the log or concentrated in a short period of time? I think I might know what I've done.

Re: [RELEASE] - Police IFF Scanner Upgrade.

Posted: Tue Jun 21, 2011 4:32 am
by Wildeblood
Capt. Murphy wrote:
Thanks Wildeblood - might be- I'll look into that - this is my first attempt at anything fancy with Timers so I may have overlooked something. No symptoms apparent in game I take it so it still actually works?

edit - Where the errors regularly occuring throughout the log or concentrated in a short period of time? I think I might know what I've done.
I tell a fib about there being hundreds of them, that was another error from Buoy Repair, so make that dozens. They don't start until about 30 minutes after launch (assuming I'm reading the timestamps correctly).

No symptoms except the game crashed shortly after my glorious victory, before I could dock and save! I threw a lot of OXPs in last night, now I need to find out which one of them is the culprit.

Re: [RELEASE] - Police IFF Scanner Upgrade.

Posted: Tue Jun 21, 2011 5:55 am
by Capt. Murphy
Fixed up the problem - I was working on an incorrect assumption that creating a new timer with the same name as the old one would overwrite it - seems not - the old one carries on running until the game engine decides to delete it as useless.

It shouldn't be causing the crash, but would contribute to increased memory usage and overhead which might not help.

I've got to go to work shortly, but will test a little more this evening/tomorrow morning and update the release.

Re: [UPDATED RELEASE] - Police IFF Scanner Upgrade 1.1 (21/6

Posted: Tue Jun 21, 2011 4:54 pm
by Capt. Murphy
Version 1.1 fixes the bug reported by WildeBlood.

First post updated with download link.