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Re: GRS buoyRepair.oxp

Posted: Sat Mar 12, 2011 11:27 am
by Svengali
v1.02.8 is online.

Changes:
- Strict mode
- No running startUp twice when OXPConfig is used

Re: GRS buoyRepair.oxp

Posted: Sat Mar 12, 2011 2:19 pm
by CheeseRedux
Svengali wrote:
Strict mode
I must've missed a memo somewhere. What, pray tell, is this "strict mode" you speak of?

Re: GRS buoyRepair.oxp

Posted: Sat Mar 12, 2011 3:17 pm
by Svengali
CheeseRedux wrote:
I must've missed a memo somewhere. What, pray tell, is this "strict mode" you speak of?
https://developer.mozilla.org/en/JavaScript/Strict_mode

Re: GRS buoyRepair.oxp

Posted: Sat Mar 12, 2011 3:20 pm
by TGHC
And I thought you had to press F2 :wink:

Re: GRS buoyRepair.oxp

Posted: Sat Mar 12, 2011 6:05 pm
by JD
Svengali wrote:
v1.02.8 is online.
Are you sure? I'm still seeing 1.02.7 at http://wiki.alioth.net/index.php/BuoyRepair.

Re: GRS buoyRepair.oxp

Posted: Sat Mar 12, 2011 6:20 pm
by Micha
There, fixed it for you.
If you'd actually followed the link you'd've seen it was the updated ZIP on the download server. :)

Re: GRS buoyRepair.oxp

Posted: Sat Mar 12, 2011 6:23 pm
by JD
Thanks Micha.

Re: GRS buoyRepair.oxp

Posted: Sat Mar 12, 2011 8:56 pm
by Svengali
JD wrote:
Svengali wrote:
v1.02.8 is online.
Are you sure? I'm still seeing 1.02.7 at http://wiki.alioth.net/index.php/BuoyRepair.
The WIKI was down (or at least not accessible) when we've released the new version.-)

Again, thanks Micha! *makes note: second time...*
TGHC wrote:
And I thought you had to press F2 :wink:
lol - If we'd be able to tweak buoyRepair in Oolites strict mode we'd file a bug report instead of releasing it. But you are absolutely right - I should have been more specific.

Re: GRS buoyRepair.oxp

Posted: Mon Jun 13, 2011 4:27 pm
by Svengali
buoyRepair1.3 is online.

Changes:
- New mechanism for the external docking of NPCs.
- Overhauled station to get rid of the shader swapping.
- script_info key for Snoopers2.1.1 to enable newsflashes for non-main station.
- script_info key for BGS-A1.3 or BGS-M1.3 and music file added.
- Added two ships from aquatics.oxp as docking ship. Both are too big for a normal dock.

Have a nice one

Eric Walch & Svengali

Re: GRS buoyRepair.oxp

Posted: Tue Jun 14, 2011 10:37 am
by Wildeblood
This looks like a job for the Apostrophe-Nazi!

Code: Select all

{
	"GRS_Viper_Warning" = (
		"Attacking the %I GRS Navigational Beacon is an illegal act!",
		"We received a report you attacked the %I GRS Navigational Beacon."
	);
	"GRS_Welcome" = (
		"GRS wishes you a happy stay at it's facilities.",  <-- NO
		"GRS wishes all visitors a pleasant time.",
		"GRS gives you a warm welcome.",
		"GRS thanks you for your interest in it's facilities.",  <-- NO
		"GRS can always use fresh alloys.",
		"GRS sells high quality computers."
	);
	"GRS_Goodbye" = (
		"GRS thanks you for your stay at it's facilities.",  <-- NO
		"GRS wishes you a nice journey.",
		"GRS sends you a good bye.",
		"GRS thanks you for your interest in it's facilities.",  <-- NO
		"GRS can always use fresh alloys.",
		"GRS sells high quality computers."
	);
}
Thanks for this OXP and its gorgeous, elaborate space station.

Re: GRS buoyRepair.oxp

Posted: Tue Jun 14, 2011 3:34 pm
by Svengali
Wildeblood wrote:
This looks like a job for the Apostrophe-Nazi!
...snip...
Thanks for this OXP and its gorgeous, elaborate space station.
Thanks for both points .-)

Re: GRS buoyRepair.oxp

Posted: Fri Jun 17, 2011 4:07 am
by Wildeblood
Svengali wrote:
buoyRepair1.3 is online.

Changes:
- New mechanism for the external docking of NPCs.
I was watching as an NPC ship - the "grs_guanako" - came in to dock at the side docky thing. It ended in an explosion. So I tried docking there. It ended in game over once I touched the station wall. (Well I expected that anyway.) I don't think you should vaporise your own employees, at least not in public view. I wouldn't work for GRS if that's the way you treat employees.

Re: GRS buoyRepair.oxp

Posted: Fri Jun 17, 2011 8:03 am
by Eric Walch
Some ships are still a bit to large. The grs_guanako is one of them. Although it physically fits, docking sometimes ends up in an explosion. But it is not that often, so we left the ship size. That is also the reason the first dockings are with regular sized cobras.

Hitting a station, even at very low speed, is almost deadly. Damage is proportional to the mass of the other ship. And because the GRS station has an enormous mass, any impact damage is deadly. The grs_guanako and other big ships blowing up on docking was a problem from the very first version of this oxp. The new docking mechanism does not change that.

Actually means the new docking mechanism that we switched from a very high tech method to a more low tech method. It gave me some pain to remove all that sophisticated code I once added. :P And to be more accurate: there is no new docking method, only a new 'undocking' method.

Before, I had to make a flipped model file with the 'back' on its front. Then to make ships flying backward, the original ship was moved to outer space and temporary replaced with the flipped ship, that flew forward out of the docks. This forced to have flipped copies of all used ships in our oxp.

Since Oolite 1.74 it is possible to just give the ship a backward velocity, out of the dock. So, no need to include extra ship copies in the oxp. That also opened the possibility to include other big ships though a like_ship method without adding any potential copyrighted material of that ships in the oxp itself. That is the reason we now added two ships of aquatics to the list of dockers. I also tried other big ships, but they were all much to big. Anything more than 2 times bigger than a normal docksize has a to high chance of exploding in the docks.

Re: GRS buoyRepair.oxp

Posted: Tue Jun 21, 2011 4:08 am
by Wildeblood
Eric Walch wrote:
Some ships are still a bit to large. The grs_guanako is one of them. Although it physically fits, docking sometimes ends up in an explosion. But it is not that often, so we left the ship size.
I've now seen a Guanako attempt to dock three times, and three times it's ended in disaster. That's a 100% failure rate (from an admittedly small sample).

BUT, that's not my reason for posting today, this is:-

Code: Select all

05:22:00.235 [script.javaScript.exception.ooliteDefinedError]: ***** JavaScript exception (buoyRepairViper 1.3): Error: Cannot set property target of instance of Ship to invalid value [object Ship].
05:22:00.235 [script.javaScript.exception.ooliteDefinedError]:       ../AddOns/dock, Buoy Repair 1.3.oxp/Scripts/buoyRepairViper.js, line 27.
I've got hundreds of these messages in my log from last night. What does it all mean?

Re: GRS buoyRepair.oxp

Posted: Tue Jun 21, 2011 10:20 am
by JensAyton
Wildeblood wrote:

Code: Select all

05:22:00.235 [script.javaScript.exception.ooliteDefinedError]: ***** JavaScript exception (buoyRepairViper 1.3): Error: Cannot set property target of instance of Ship to invalid value [object Ship].
05:22:00.235 [script.javaScript.exception.ooliteDefinedError]:       ../AddOns/dock, Buoy Repair 1.3.oxp/Scripts/buoyRepairViper.js, line 27.
I've got hundreds of these messages in my log from last night. What does it all mean?
This probably means that the script has a stale stored reference to a ship.