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Posted: Wed Jun 04, 2008 7:30 pm
by JensAyton
Fixed a number of bugs in the new ship registry system, in particular stuff related to like_ships handling. PAGroove_Stations 1.2.1 now works with the trunk version, but generates three error messages on first launch or when rebuilding the cache. The new is_template property can be used to indicate that a shipdata.plist entry is intended only to be used as a template for like_ships, which suppresses the error messages. (Such templates are completely removed from the ship registry after like_ship relationships are resolved.)
Also improved robustness and error messages when failing to set up a station properly.
Posted: Thu Jun 05, 2008 9:15 pm
by pagroove
@Ahruman
But after the generated error messages it works I assume? Great work btw developing this game
Posted: Thu Jun 05, 2008 11:42 pm
by JensAyton
pagroove wrote:But after the generated error messages it works I assume?
Indeed. The “problem” ships are removed from the registry, but after
like_ship relationships have been “flattened”, so they’re not needed any more. Exactly the same happens with
is_template, only without the error message.
Posted: Thu Jul 10, 2008 8:47 pm
by JensAyton
Equipment restrictions are now applied when adding/awarding equipment, not just when shopping. Added new restrictions requires_free_passenger_berth, requires_full_fuel and requires_non_full_fuel, which are probably not very useful except that two of them are used for EQ_FUEL and EQ_PASSENGER_BERTH_REMOVAL. Awarding a damaged equipment item now removes any working version of the same equipment, instead of trying to remove EQ_FOO_DAMAGED_DAMAGED.
Posted: Fri Jul 11, 2008 8:29 pm
by JensAyton
Shipyard now uses the “new” ship registry stuff. Woohoo, etc. Shouldn’t make a noticeable difference, except that shipyard-overrides.plist now works.
Note to localizers: "equipment-not-available" = " (N/A)" has been replaced with "equipment-@-not-available" = "%@ (N/A)".
Posted: Fri Jul 11, 2008 8:52 pm
by Cmdr. Maegil
Ahruman wrote:Shipyard now uses the “new” ship registry stuff. Woohoo, etc. Shouldn’t make a noticeable difference, except that shipyard-overrides.plist now works.
Does this mean I can make the missile variants OXP work?
Posted: Fri Jul 11, 2008 9:20 pm
by JensAyton
Cmdr. Maegil wrote:Does this mean I can make the missile variants OXP work?
Dunno. What does it do? :-)
(Oh, and by “now works” I meant “should now work”, I haven’t tested it yet.)
Posted: Fri Jul 11, 2008 9:38 pm
by Lestradae
Ahruman wrote:shipyard-overrides.plist now works.
Posted: Fri Jul 11, 2008 9:41 pm
by Cmdr. Maegil
Ahruman wrote:Cmdr. Maegil wrote:Does this mean I can make the missile variants OXP work?
Dunno. What does it do?
This.
(Oh, and by “now works” I meant “should now work”, I haven’t tested it yet.)
Oh!...
Posted: Sat Jul 12, 2008 12:07 am
by JensAyton
As far as I can see, that has no connection to shipyards whatsoever…
Posted: Sat Jul 12, 2008 9:36 am
by another_commander
And as far as I can tell, it works already in 1.71.2
Posted: Sat Jul 12, 2008 9:59 am
by Commander McLane
Ahruman wrote:Note to localizers: "equipment-not-available" = " (N/A)" has been replaced with "equipment-@-not-available" = "%@ (N/A)".
Noted (and implemented).
Posted: Mon Jul 28, 2008 3:24 pm
by JensAyton
Working on splitting Split
player JS object into two,
player and
player.ship. Tthe following properties and methods are still in
player:
- name
- score
- credits
- alertCondition
- alertTemperature
- alertMassLocked
- alertAltitude
- alertEnergy
- alertHostiles
- trumbleCount
-
specialCargo
- contractReputation
- passengerReputation
- increaseContractReputation()
- decreaseContractReputation()
- increasePassengerReputation()
- decreasePassengerReputation()
- commsMessage()
- consoleMessage()
The following properties and methods have been moved to
player.ship, along with everything inherited from
Ship and
Entity:
- fuelLeakRate
- alertCondition
- docked
- dockedStation
- specialCargo
- galacticHyperspaceBehaviour
- galacticHyperspaceFixedCoords
- awardEquipment()
- removeEquipment()
- hasEquipment()
- equipmentStatus()
- setEquipmentStatus()
- launch()
- awardCargo()
- canAwardCargo()
- removeAllCargo()
- useSpecialCargo()
- setGalacticHyperspaceBehaviour()
- setGalacticHyperspaceFixedCoords()
The equipment-related ones will probably be moving up to
Ship at some point.
This is the last major scripting-related change I expect to do before MNSR. I want to go over all the property and method names for consistency, though.
Edit: hmm, that was surprisingly easy. I wonder what I’m missing.
Posted: Mon Jul 28, 2008 4:32 pm
by Eric Walch
Ahruman wrote:hmm, that was surprisingly easy. I wonder what I’m missing.
specialCargo. Probably a missing deletion in player.
Posted: Mon Jul 28, 2008 5:14 pm
by JensAyton
Eric Walch wrote:specialCargo. Probably a missing deletion in player.
Indeed. (Also, I’m working on compatibility forwarders. There are a lot…)