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Re: [Release] RandomHits 1.7.1
Posted: Fri Mar 14, 2014 8:57 am
by spara
SARR wrote:I realised yesterday, that I was running an old version of the Random Hits. So I upgraded to 1.7.1. Since then I was not able to find any victims anymore.....I cleared the cache, yes. Then I quit the running contract and started a new one, no effect. Still cannot find the victim. I always stay on the main lane and directly fly to the planet, but they do not appear.......any ideas?
The mark is on the witchpoint - main station lane. Not on the wp-planet lane.
Re: [Release] RandomHits 1.7.1
Posted: Fri Mar 14, 2014 9:07 am
by SARR
Ok, how Do I find that lane.? Cant See the station from there.
Re: [Release] RandomHits 1.7.1
Posted: Fri Mar 14, 2014 9:42 am
by spara
SARR wrote:Ok, how Do I find that lane.? Cant See the station from there.
[wiki]Advanced Space Compass[/wiki] is your friend here.
Re: [Release] RandomHits 1.7.1
Posted: Tue Mar 18, 2014 9:48 pm
by SARR
spara wrote:SARR wrote:Ok, how Do I find that lane.? Cant See the station from there.
[wiki]Advanced Space Compass[/wiki] is your friend here.
yes, thanks for the hint! great thing once you read the manual
Re: [Release] RandomHits 1.7.1
Posted: Sun May 11, 2014 9:21 pm
by spara
New version (1.8 ) for Oolite 1.79 uploaded. Get it from the Expansion Manager.
* New 1.79 populator used where possible without major rewrite. Saving at the Bar now works.
* New 1.79 roles given for shipset ships.
Please report of any oddities. My time's too limited at the moment for a really thorough testing. Saving, first level hits and space bar attacks seem to work ok and once in a while I have seen a RH ship fly by. I'm especially interested in revenging relatives and that they trigger as intended. If you meet them, I would like to know.
Re: [Release] RandomHits 1.7.1
Posted: Mon May 12, 2014 11:54 am
by Eric Walch
The "ShipDockedWithStation" handler creates a lot of variables that are needed at the spacebar. But, it could be that when loading a game at a custom station, that handler automatically fires. (If so, it's not yet in de Wiki)
If not, the RH code needs a change to force this handler to run after loading a saved game.
As you don't see misbehaviour, I assume this part still functions okay. When I have time, I look through the code, to see if no variable is missed when starting this way.
Re: [Release] RandomHits 1.7.1
Posted: Mon May 12, 2014 12:55 pm
by spara
Eric Walch wrote:The "ShipDockedWithStation" handler creates a lot of variables that are needed at the spacebar. But, it could be that when loading a game at a custom station, that handler automatically fires. (If so, it's not yet in de Wiki)
If not, the RH code needs a change to force this handler to run after loading a saved game.
As you don't see misbehaviour, I assume this part still functions okay. When I have time, I look through the code, to see if no variable is missed when starting this way.
I have "solved" the problem by not showing the board when the game is loaded from the bar. You'll have to launch and dock to read it. It looked like a bit too massive code change to run the needed bit at load. It seems to work as intended.
Re: [Release] RandomHits 1.7.1
Posted: Mon May 12, 2014 4:01 pm
by spara
Board actually now works in my version straight after save/load from bar. It's a nice touch, although the offers are not preserved over saves. Gives an opportunity to live a true bounty hunter's life never visiting main stations
. I'll test it a bit more and wait for bug reports from the previous version (1.8 ) before uploading. A week perhaps?
Re: [Release] RandomHits 1.7.1
Posted: Mon May 12, 2014 4:38 pm
by Eric Walch
although the offers are not preserved over saves.
That is a risk when saving at non-mainstations. None of the existing oxp's is prepared for such an action.
I think the legacy version of RH would have saved many variables because it only used the mission variables. With the JS version I replaced all mission variables that were only needed at the bar, with temporary variables.
It is possible to convert all those to a single json variable on saving and store that all in a single mission variable. But is it worth the trouble?
Re: [Release] RandomHits 1.7.1
Posted: Mon May 12, 2014 4:53 pm
by cim
Eric Walch wrote:although the offers are not preserved over saves.
That is a risk when saving at non-mainstations. None of the existing oxp's is prepared for such an action.
Definitely - one reason there's no attempt made to automatically mark stations as saveable. (Mission offer on dock should probably move to an interface screen anyway, of course)
Re: [Release] RandomHits 1.7.1
Posted: Mon May 12, 2014 6:18 pm
by Thargoid
It might be my (admittedly quite low power) laptop, but I can't seem to get the OXZ version to download more than 20MB (a bit of a problem given the file size reports as 103MB!). It could well be my end, but it does make me wonder a bit about what is going on and why it seems to just stop (and crashes the game).
By the way, does the file need to be that massively large, given that 1.79 already contains Griff's models and shaders, or are the ones in the OXZ different?
Re: [Release] RandomHits 1.7.1
Posted: Mon May 12, 2014 6:24 pm
by Cody
Thargoid wrote:.. given that 1.79 already contains Griff's models and shaders
Does it? I thought 1.79 used Solo's non-shadered version of Griff's models?
Re: [Release] RandomHits 1.7.1
Posted: Mon May 12, 2014 6:36 pm
by Thargoid
Hmm, yes I think you're right on that score.
Anyway on the 4th attempt, it finally managed to download and install. Perhaps we may benefit from a notification or something in the trunk code for OXZs of a larger size that things may stop responding temporarily. It could put people off if they aren't expecting things like that.
Re: [Release] RandomHits 1.7.1
Posted: Mon May 12, 2014 6:41 pm
by spara
Thargoid wrote:It might be my (admittedly quite low power) laptop, but I can't seem to get the OXZ version to download more than 20MB (a bit of a problem given the file size reports as 103MB!). It could well be my end, but it does make me wonder a bit about what is going on and why it seems to just stop (and crashes the game).
By the way, does the file need to be that massively large, given that 1.79 already contains Griff's models and shaders, or are the ones in the OXZ different?
It's big primary because there are Staer9's ships included. Amongst others. Core ships are used through like-shipping. I have pondered a bit about using external_dependencies as it would be possible with 1.79 and it's possibilities of getting datakeys through roles, but I'm a bit hesitant. I kind of like it that I can have these ships rarely popping in core roles after installing RH so that they don't change the balance much than installing the ships as additional ships and constantly pumping into them. That's a matter of taste of course.
It's a good test to the download system
. Is 150 MB limit too high?
Re: [Release] RandomHits 1.7.1
Posted: Mon May 12, 2014 6:49 pm
by Thargoid
It gave my machine severe indigestion, so perhaps splitting it down and using separate but required ship OXZs might be an option. But also my machine might be a special case, so it could be worth getting some other inputs from other users too.
As it's such a great and well-known OXP/Z I just don't want people to get put of it (or the game) if they have similar downloading issues.