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Re: Anarchies 2.8 now available
Posted: Sat Nov 24, 2012 9:27 pm
by FeelGone
Hope this is still the right thread. Anarchies is one of my favourite OXPs, such a great mixture of flavour, missions, and mechanics (that escape pod get-out was always far too tempting...).
I doubt this is possible because it would create too many compatibility/dependency issues, but mooting it anyway: is it possible to expand the equipment possibilities at the Salvage Gang to include OXP equipment? Examples would be the
Fuel Collector,
Hyper Cargo, [wiki]Ore Processor[/wiki], and [wiki]Police IFF Scanner Upgrade[/wiki].
Re: Anarchies 2.8 now available
Posted: Sat Nov 24, 2012 10:06 pm
by Commander McLane
FeelGone wrote:Hope this is still the right thread. Anarchies is one of my favourite OXPs, such a great mixture of flavour, missions, and mechanics (that escape pod get-out was always far too tempting...).
I doubt this is possible because it would create too many compatibility/dependency issues, but mooting it anyway: is it possible to expand the equipment possibilities at the Salvage Gang to include OXP equipment? Examples would be the
Fuel Collector,
Hyper Cargo, [wiki]Ore Processor[/wiki], and [wiki]Police IFF Scanner Upgrade[/wiki].
Hi Feelgone, and thanks for the suggestion.
In principle it's possible to include OXP equipment as well. The dependency issues can be handled. The main problem would be to choose which OXP equipment to include, because there's so many equipment OXPs, and more are getting released every day. This would make it impossible to include each equipment without constantly releasing new and updated versions of Anarchies.
For these reasons I decided to limit the special deals to the "vanilla" equipment.
Re: Anarchies 2.8 now available
Posted: Tue Nov 27, 2012 5:29 pm
by FeelGone
Thanks for the answer - I pretty much thought that would be the case, but wanted to check.
Re: Anarchies 2.8 now available
Posted: Tue Nov 27, 2012 5:59 pm
by Commander McLane
FeelGone wrote:Thanks for the answer - I pretty much thought that would be the case, but wanted to check.
You're welcome.
By the way, and just in case you haven't figured it out yet: the Salvage Gangs offer different special equipment deals each time you dock. They may have gotten something new in, or sold something to somebody else in the meantime. So, if you're still short on the "vanilla" equipment and willing to take the risk that inevitably comes with buying shady second-hand equipment, it may be worth your while to launch and re-dock a couple of times.
Re: Anarchies 2.8 now available
Posted: Wed Nov 28, 2012 9:07 pm
by FeelGone
No, I do realize that...sorry if I gave the impression I didn't. I actually don't like that particular practice, because it feels like a bit of a cheat to me - how would they obtain such new equipment mere seconds after my previous docking? - and it doesn't really fit with the way I generally play in the Ooniverse, more as a roleplaying game than an arcade game; but thanks for the advice anyway.
Re: Anarchies 2.8 now available
Posted: Sun Jan 13, 2013 1:19 pm
by Diziet Sma
Running 1.77 I'm seeing a lot of this in my logs:
Code: Select all
05:20:06.019 [script.javaScript.exception.unexpectedType]: AddOns/Anarchies2.8.oxp/Scripts/anarchies-sentinel-station-script.js, line 99.
05:20:08.020 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (anarchies-sentinel-station-script 2.8): TypeError: this.ship.target is null
05:20:08.020 [script.javaScript.exception.unexpectedType]: AddOns/Anarchies2.8.oxp/Scripts/anarchies-sentinel-station-script.js, line 99.
05:20:10.030 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (anarchies-sentinel-station-script 2.8): TypeError: this.ship.target is null
05:20:10.031 [script.javaScript.exception.unexpectedType]: AddOns/Anarchies2.8.oxp/Scripts/anarchies-sentinel-station-script.js, line 99.
05:20:12.036 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (anarchies-sentinel-station-script 2.8): TypeError: this.ship.target is null
05:20:12.037 [script.javaScript.exception.unexpectedType]: AddOns/Anarchies2.8.oxp/Scripts/anarchies-sentinel-station-script.js, line 99.
Re: Anarchies 2.8 now available
Posted: Wed Jan 16, 2013 12:23 pm
by Commander McLane
Thanks for the report. Unfortunately due to interference from RealLife™ I haven't yet got around to firing up 1.77, so it may take a little while for me to fix any problems.
Re: Anarchies 2.8 now available
Posted: Fri Jan 18, 2013 8:29 am
by Eric Walch
Same here:
Code: Select all
[script.javaScript.exception.unexpectedType]: ***** JavaScript exception (anarchies-sentinel-station-script 2.6): TypeError: this.ship.target is null
[script.javaScript.exception.unexpectedType]: ***** JavaScript exception (anarchies-sentinel-station-script 2.6): TypeError: this.ship.target is null
These lines were logged on jumping to another system. At that moment the populator removes ship by ship. And the timer that check the distance to the target, does not verify that the target still exists.
so,
Code: Select all
this.$checkForTargetDistance = function()
{
// if the station's current target gets out of scanner range and then some
// the station loses it
if(this.ship.position.distanceTo(this.ship.target.position) > 28000)
{
this.ship.target = null;
}
}
should become
Code: Select all
this.$checkForTargetDistance = function ()
{
// if the station's current target gets out of scanner range and then some
// the station loses it
if (this.ship.target && this.ship.position.distanceTo(this.ship.target.position) > 28000)
{
this.ship.target = null;
}
}
Re: Anarchies 2.8 now available
Posted: Sun Mar 24, 2013 5:22 pm
by Corny
The Salvage Gang asteroid becomes invisible when I look at it too closely. Kind of a Heisenberg-station!
E.g. when I'm too close to the docking entry, the station around it becomes invisible, or when I'm in the docking tunnel and look behind me, I can see the station lights, but not the station itself sometime.
If it helps you, I can provide video material
Re: Anarchies 2.8 now available
Posted: Sun Mar 24, 2013 5:26 pm
by Commander McLane
Corny wrote:The Salvage Gang asteroid becomes invisible when I look at it too closely. Kind of a Heisenberg-station!
E.g. when I'm too close to the docking entry, the station around it becomes invisible, or when I'm in the docking tunnel and look behind me, I can see the station lights, but not the station itself sometime.
If it helps you, I can provide video material
This is a problem for some other stations as well, and is already fixed in trunk, I think.
Re: Anarchies 2.8 now available
Posted: Sun Mar 24, 2013 9:20 pm
by Eric Walch
It is indeed fixed in trunk. See
this thread.
Re: Anarchies 2.8 now available
Posted: Mon Mar 25, 2013 9:18 am
by Commander McLane
Thanks for the link!
I was too lazy yesterday to search for it.
Re: Anarchies 2.8 now available
Posted: Mon Mar 25, 2013 10:18 am
by Corny
Cool, thanks!
Re: Anarchies 2.8 now available
Posted: Fri Sep 20, 2013 10:30 am
by Eric Walch
While testing another oxp, I encountered a problem in combination with Anarchies.oxp. The oxp showed a missionscreen in the middle of a series of the oxp I was testing. That is either an Oolite bug or an oxp bug.
Looking in the Anarchies script, I found the error. For displaying the amnesty offer, the oxp does not use the missionScreenOpportunity
handler but the guiScreenWillChange
. The first will only fire is the previous oxp is ready with all its screens. The latter fires after every screen and you can break in, into other missions.
Looking better at the code, it does not show the amnesty-screen on
guiScreenWillChange
but does it on
missionScreenOpportunity
. But
missionScreenOpportunity
should give the opportunity first to the oxp that presented the last missionscreen. Keeps me wondering why the amnesty screen was in between two of mine.
Re: Anarchies 2.8 now available
Posted: Fri Sep 20, 2013 11:33 am
by Commander McLane
Perhaps a problem with how you scripted the callback? Or a bug in Oolite's mission screen callback handling?