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Re: Progress
Posted: Mon Jun 30, 2014 2:37 pm
by Zireael
An important question: where does Oolite keep the downloaded OXZs?
I can't find them on my Win 7 64bit. Help?
Re: Progress
Posted: Mon Jun 30, 2014 2:40 pm
by another_commander
oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns
Re: Progress
Posted: Sat Jul 05, 2014 12:42 pm
by cim
And now, on to the 1.81 nightly builds and new features no-one will get much use out of for months. Here's the first one:
The "mission.setInstructions" method can now, as well as taking a string, take an array.
Code: Select all
mission.setInstructions(["Medals:","Silver Star of Courage","Solageon Campaign Medal","Thargoid Defense Citation"]);
If you do, the first array element becomes a heading, and the remaining elements become sub-items. Should be useful for any OXP which sets more than one instruction at once (e.g. a general reputation line and a current mission description), as well as (
suggested here) cross-OXP displays of similar information.
Re: Progress
Posted: Mon Jul 07, 2014 5:57 pm
by Zireael
Medals can now be done? Yaay!
Re: Progress
Posted: Mon Jul 07, 2014 6:11 pm
by mossfoot
Zireael wrote:Medals can now be done? Yaay!
Dang... now I'm ALREADY drooling for the next version!
Out of curiosity, would medals simply work in terms of completing specific missions, or could you set up specific conditions to receive them (examples, 5 kills during one Space Navy mission - completing 10 escort missions without any loss of cargo - reaching the highest level of courier reputation, etc...)
Re: Progress
Posted: Mon Jul 07, 2014 6:36 pm
by cim
mossfoot wrote:Out of curiosity, would medals simply work in terms of completing specific missions, or could you set up specific conditions to receive them (examples, 5 kills during one Space Navy mission - completing 10 escort missions without any loss of cargo - reaching the highest level of courier reputation, etc...)
Depends on the OXP. The original request which inspired the feature was a way to save information about medals awarded by existing mission OXPs (I can think of at least four OXPs which award medals, none of which leave any permanent record that they did so).
There won't be any core Oolite medals list (since none of the built in missions award one) - it's just to make it easier for OXPers to set up.
Re: Progress
Posted: Mon Jul 07, 2014 7:10 pm
by mossfoot
Perhaps someone would be interested in creating a "general universe medals" OXP - achievements if you will that can exist within the core system without add-ons. Stuff like the aforementioned "reach the highest reputation for a courier" for example (or for passengers/cargo). X kills in one sortie (defined as between one station docking and another). Killing X Thargoids, capturing X Thargoid robot fighters. I'm sure there are others.
It might encourage others to add such medals for their add-on features.
Re: Progress
Posted: Tue Jul 08, 2014 4:59 pm
by cim
A couple of fixes have recently gone into the nightly builds - if you try them out and they work, please let us know in the Testing forum, as they should go into 1.80.1 as well.
- downloading large OXZs on Windows no longer causes Oolite to appear to crash
- entering non-alphanumeric characters in text entry mission screens (e.g. ship registry) now possible on Windows
One new feature which might be useful to font OXP developers: you can now set the size of the kerning adjustment on the short range chart for government icon and techlevel.
Re: Progress
Posted: Tue Jul 08, 2014 5:59 pm
by Cody
cim wrote:... entering non-alphanumeric characters in text entry mission screens (e.g. ship registry) now possible on Windows...
Excellent... apostrophes are go! <slaps Zappa CD into hi-fi>
Re: Progress
Posted: Wed Jul 09, 2014 11:10 am
by Cody
The non-alphanumeric characters are working fine (except for the £ sign, for some reason - dollars yes, pounds no).
Re: Progress
Posted: Fri Jul 11, 2014 7:54 pm
by cim
I haven't got round to making non-ASCII characters work yet, which includes the £.
A few more updates:
- traders will try to avoid suspicious craft. This might keep them a little safer from pirates; it also means that at least in the early game they'll often move away from masslocking the player a bit faster.
- a lot of the game logic which was previously in the HUD display has been moved out of it. This should stop the various strange bugs which happened when your HUD didn't include one dial or another. If you get what appears to be an inappropriate alert condition showing up, please report it.
- the F3 screen now shows the installation time for equipment items. You can modify the default using "installation_time" and "repair_time" equipment keys (measured in seconds).
Re: Progress
Posted: Fri Jul 11, 2014 8:32 pm
by Cody
cim wrote:... traders will try to avoid suspicious craft...
I suppose my tactic of following a convoy's mothership from within its escort screen might be construed as suspicious - interesting.
Re: Progress
Posted: Sat Jul 12, 2014 3:16 am
by Neelix
cim wrote:
- the F3 screen now shows the installation time for equipment items. You can modify the default using "installation_time" and "repair_time" equipment keys (measured in seconds).
Many thanks for implementing that.
- Neelix
Re: Progress
Posted: Sat Jul 12, 2014 9:09 am
by Zireael
cim wrote:I haven't got round to making non-ASCII characters work yet, which includes the £.
A few more updates:
- traders will try to avoid suspicious craft. This might keep them a little safer from pirates; it also means that at least in the early game they'll often move away from masslocking the player a bit faster.
- a lot of the game logic which was previously in the HUD display has been moved out of it. This should stop the various strange bugs which happened when your HUD didn't include one dial or another. If you get what appears to be an inappropriate alert condition showing up, please report it.
- the F3 screen now shows the installation time for equipment items. You can modify the default using "installation_time" and "repair_time" equipment keys (measured in seconds).
*dances happily*
Re: Progress
Posted: Sat Jul 12, 2014 9:44 am
by Disembodied
Cody wrote:cim wrote:... traders will try to avoid suspicious craft...
I suppose my tactic of following a convoy's mothership from within its escort screen might be construed as suspicious - interesting.
Maybe this is something that would be moderated by player reputation?