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Posted: Sun Mar 30, 2008 4:44 pm
by Kaks
Another update to hotrods. Corrected a couple of mistakes, and changed the javascript code in anticipation of the release of Oolite v1.71! Sadly had an attack of bad copy & paste, so instead of 0.52, please download 0.52b!

Download file: Hotrods v0.52b

Posted: Mon Mar 31, 2008 4:35 pm
by Ark
Hi Kaks

After installing the new version of hotrod I get this message

[script.TigersTurf]: Savegame used Hotrods v0.52, updating to v0.52b

The weird thing is that I get this message not only the first time after the upgrade but always. I have saved my save game several times and the message continuous.

Is that normal?

Posted: Mon Mar 31, 2008 7:25 pm
by Kaks
Oh no, it isn't normal.

Drats, foiled again by the quick-fix goblin. Mission variables & javascript don't mix too well: as reported elsewhere, any mission variable string starting with a number is interpreted as just a number, dropping all the letters. That's what's happening here too. Another quick fix would be to change the script version to 0.53, but I'm going to try something completely different... I won't be too long.

Posted: Mon Mar 31, 2008 9:09 pm
by Kaks
Good news! I've stopped that silly message by adding an alphanumeric character at the beginning of the version number. However, this.reset was called before mission variables were loaded from a save game, making version checking inside reset totally useless.
It's something I noticed while updating AsteroidStorm to javascript, but totally forgot about until now.

I'm correcting that in trunk, so in future versions of Oolite reset is called after all mission variables are loaded from the save game. This will make it possible - from Oolite 1.71 onwards - to check any mission status from inside this.reset

That aside, a new version of Hotrods (0.52c) is coming up soon! :)

Posted: Tue Apr 01, 2008 3:50 pm
by Eric Walch
Kaks wrote:
However, this.reset was called before mission variables were loaded from a save game, making version checking inside reset totally useless.....I'm correcting that in trunk, so in future versions of Oolite reset is called after all mission variables are loaded from the save game. This will make it possible - from Oolite 1.71 onwards - to check any mission status from inside this.reset
Great. This was also a thing I had problems with.: Not being able (in an easy way) to check mission variables on a reset.

Re: UPDATED OXP: Hotrods!v0.52c - 1.65 basic, 1.70 enhanced

Posted: Tue Jul 26, 2011 4:26 pm
by Eric Walch
I just recently installed version 0.52d. Also an oldie from 2009. I think it already threw errors before oolite 1.74. I remember fixing some but with 1.75 i get a new one:

Code: Select all

Exception: Error: System.legacy_addShipsAt: Invalid arguments ("tigerboss", 2, "abs", undefined) -- expected role, positive count no greater than 64, coordinate scheme and coordinates.
    Active script: TigersTurf 0.52d
    TigersTurf.js, line 52:
    		system.legacy_addShipsAt('tigerboss',num,'abs',whereTo);
Problem is the 'whereTo'. In some situations it is called with 'this.whereTo' as parameter, but 'this.whereTo' is never defined and the function is not prepared for a null parameter. Defining 'this.whereTo = 0;' as a starting condition will fix the error report, but probably it was intended to contain variable values.

Re: UPDATED OXP: Hotrods!v0.52c - 1.65 basic, 1.70 enhanced

Posted: Wed Jul 27, 2011 1:22 pm
by Kaks
hmm, should have a less buggy version up for the weekend... thanks for your patience!

Re: UPDATED OXP: Hotrods!v0.52c - 1.65 basic, 1.70 enhanced

Posted: Mon Dec 05, 2011 8:41 am
by Kaks
Bump, aka I finally got round to updating Hotrods!

Hotrods v0.53 is available, and compatible with Oolite 1.75+

The first post is updated with the latest changelog & download link.

Thank you again for your patience,

Kaks.

Re: UPDATED OXP: Hotrods!v0.52c - 1.65 basic, 1.70 enhanced

Posted: Sat May 05, 2012 11:07 am
by Eric Walch
Kaks wrote:
Bump, aka I finally got round to updating Hotrods!
Probably it needs another update :D

In my old version, I fixed all little bug, but forgot to publish them here. Now I hit them again:
e.g:

Code: Select all

Exception: Error: System.addShips: Invalid arguments (undefined) -- expected vector.
    Active script: TigersTurf 0.53
    TigersTurf.js, line 35:
    	system.addShips('tigerboss',num,whereTo); // includes 1 escort
You write in the code:

Code: Select all

this.launchBoss= function(num,whereTo){
	// if the 3rd parameter of system.addShips is null, witchpoint!
	system.addShips('tigerboss',num,whereTo); // includes 1 escort
but system.addShips('tigerboss', 1); is correct and system.addShips('tigerboss', 1, null); results in above error. I assume it became illegal with the JS change in 1.75.
It probably needs a

Code: Select all

if (!whereTo) whereTo = new Vector3D(0,0,0);
Than on line 86 I read:

Code: Select all

system.addShips('tigers',n=this.anyInt(3,7));
That line is probably not doing what was intended. Or it is a clever JS shortcut I didn't know about. :P
EDIT: its a working shortcut after all. It uses the result 'n' in the function.

Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced

Posted: Sat May 19, 2012 12:42 pm
by Eric Walch
I just got a new error from this oxp, when loading an old saved game:

Code: Select all

Exception: TypeError: missionVariables.hotrods.substr is not a function
    Active script: TigersTurf 0.53
    TigersTurf.js, line 59:
    			this.Log("Savegame used Hotrods v"+missionVariables.hotrods.substr(1)+", updating to v"+this.version);
It is just code to detect save games written by old versions. In my case version "0.51". However missionVariables.hotrods than returns a number and there you can't use a string operations to. :roll: Apparently Kaks never tested this code. What does work is:

Code: Select all

this.Log("Savegame used Hotrods v"+missionVariables.hotrods+", updating to v"+this.version);
Because, the leading space was already removed when it turned into a number so the whole code to remove the first character can be skipped. :lol:

Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced

Posted: Tue Jul 31, 2012 7:02 am
by Eric Walch
I just noticed another bug in my log"

Code: Select all

Can't switch AI for <ShipEntity 0x136892000>{"Mamba 'Tigers'"} from kx-tigerAI.plist:ATTACK_SHIP to "tigerAI.plist" - could not load file.
Apparently Kaks renamed the AI file to avoid naming conflicts, but forgot that it is also referenced in the JS script.

Than I noticed that I get ambushed in interstellarSpace. Feels wrong. I think it needs an explicit check for system.isInterstellarSpace

Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced

Posted: Fri Sep 27, 2013 6:01 pm
by Cpt
Am I the only one who thinks the Tigers are cute and i love their dialogue it makes me smile and almost not want to 'teach them a lesson'.

Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced

Posted: Thu Nov 14, 2013 11:27 pm
by Arexack_Heretic
Kaks looked after my pretty kitties very well. :D

They still need a proper mission though and some extra fierce competition from the hotrods!

Anyone have some good ideas or knows some good 80's vintage movie gang-warfare cliches?

I think the 'rods could be nomadic narcotics smugglers. (hotter than a two credit pulsegun!)
The Tigers a racially selective go-gang (Go cats!)

Like get an invitation from the 'rods if your rep is offender or worse and you got a small ship with several upgrades (injectors, bountyscanner, cloak maybe... but i think that is tied to a high rating mission etc)
Get intercepted by Tigers on their turf; refuse to hand over the merchandise and insult their pussies, which sets in motion the whole vendetta thing or give in and lose their respect and gets you into trouble with the 'rods.
rep/respect rating for various gangs and organisations? ways to gain and lose rep besides doing their bidding or killing a lot of them?

Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced oxp.

Posted: Mon Dec 20, 2021 8:25 am
by Cholmondely
I've added this one to my game.

It seems to have been derived from the fascination with Racers back in Aegidian's day.

It is brilliant! Absolutely spiffing...


I now have groups of hoodlums hanging around (tiger gang, grim cobras, jagged gang, asteroid dodgers, agr's, famous number five's etc). As my combat skills improve, the Tiger clan declares war on me. And start mugging me if they can find me...

But.

It could do with more immersion/believability.
- back story to the Tiger gang picking on me
- Regionality - gang limited to various regions of the galaxy (say Tigers & Jaggeds in the South, Grims and Jaggeds in the West, Onrira dominated by the agr's... that sort of thing)
- One or two of the ideas elsewhere in this thread built in (gang warfare for example)

And the textures are old.

I honestly think that this humble .oxp has the potential to become a superb transformative oxp like Galactic Navy or Feudal States. There are all sorts of possible links to be made with Anarchies (especially if Phkb publishes his ideas on capturing orbital stations...)

Re: UPDATED OXP: Hotrods!v0.53 - 1.65 basic, 1.75+ enhanced

Posted: Mon Dec 20, 2021 12:09 pm
by Old Murgh
Arexack_Heretic wrote: Thu Nov 14, 2013 11:27 pm
Anyone have some good ideas or knows some good 80's vintage movie gang-warfare cliches?
Repliying a little late but YES, The Warriors (1979)! Timeless clichéquotes like, "I'll shove that bat up your ass and turn you into a popsicle" and "Warriors, come out to play!"
Cholmondely wrote: Mon Dec 20, 2021 8:25 am
I've added this one to my game.

It seems to have been derived from the fascination with Racers back in Aegidian's day.

It is brilliant! Absolutely spiffing...


I now have groups of hoodlums hanging around (tiger gang, grim cobras, jagged gang, asteroid dodgers, agr's, famous number five's etc). As my combat skills improve, the Tiger clan declares war on me. And start mugging me if they can find me...

But.

It could do with more immersion/believability.
- back story to the Tiger gang picking on me
- Regionality - gang limited to various regions of the galaxy (say Tigers & Jaggeds in the South, Grims and Jaggeds in the West, Onrira dominated by the agr's... that sort of thing)
- One or two of the ideas elsewhere in this thread built in (gang warfare for example)

And the textures are old.

I honestly think that this humble .oxp has the potential to become a superb transformative oxp like Galactic Navy or Feudal States. There are all sorts of possible links to be made with Anarchies (especially if Phkb publishes his ideas on capturing orbital stations...)
A station hostile takeover mission sounds excellent.

Powerful gangs would seem to fall into territories. Has anyone tried to have galactic maps show swaths of just feudal and anarchy systems, if some more concentrated clusters make this more likely?