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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 8)

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.
:D

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…)