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Re: [Release] Trophy Collector

Posted: Sat Oct 20, 2012 8:21 am
by Diziet Sma
Very cool concept, spara.. looking forward to trying it out..

(gee it's nice when other people have already found the major bugs before I get to play with things :mrgreen: ) :wink:

Re: [Release] Trophy Collector

Posted: Sat Oct 20, 2012 8:55 am
by Cpt
I wanted to add to my collection so when an error in justice occurred (Must be a bug in the original code *grin* what other explanation could exist) marking me as an Offender. I have learnt that hiding in the fuel station (from the fuel station OXP) means those who fire at you and miss have a chance of hitting the fuel station and suddenly gaining a bounty status. Although when you have Space Station with revolving bits that coincidently hit police craft I have noticed that the Space Stations then gets a small bounty on it too!.

I like seeing how many Thargoid Carriers I have notched up, although my favourite trophy was quite unexpected after I got'Q bombed' (during a random hits OXP hit). As I injected away I sprayed with my rear laser and destroyed the Q bomb I didn't expect to achieve this, or live and when I noticed a trophy for it, as this was such a scary experience the trophy feels like a real result!

This OXP has also been useful as when docking at space stations occasion I survive a collision with another ship unhelpfully coming the other way, this has identified the other ship I have been hit by, thank you. For the record obviously my driving was perfect, it was they that weren't looking where they were going, honest!

Re: [Release] Trophy Collector

Posted: Sat Oct 20, 2012 1:04 pm
by spara
Diziet Sma wrote:
Very cool concept, spara.. looking forward to trying it out..

(gee it's nice when other people have already found the major bugs before I get to play with things :mrgreen: ) :wink:
You sure got that right. It's very nice that people are so helpful and eager to report bugs. :D Thank you all.
Cpt wrote:
I like seeing how many Thargoid Carriers I have notched up, although my favourite trophy was quite unexpected after I got'Q bombed' (during a random hits OXP hit). As I injected away I sprayed with my rear laser and destroyed the Q bomb I didn't expect to achieve this, or live and when I noticed a trophy for it, as this was such a scary experience the trophy feels like a real result!
This is interesting behaviour. Are you using the latest version? I believe that qbomb should not be either piloted or derelict.

Re: [Release] Trophy Collector

Posted: Sat Oct 20, 2012 2:20 pm
by Cpt
spara wrote:
This is interesting behaviour. Are you using the latest version? I believe that qbomb should not be either piloted or derelict.
That occurred about 2 - 3 weeks ago now, using the current version then, I got a small token bounty for the shot too, which is I thought why trophy collector registered it...

Re: [Release] Trophy Collector

Posted: Sun Oct 21, 2012 8:57 am
by spara
Cpt wrote:
spara wrote:
This is interesting behaviour. Are you using the latest version? I believe that qbomb should not be either piloted or derelict.
That occurred about 2 - 3 weeks ago now, using the current version then, I got a small token bounty for the shot too, which is I thought why trophy collector registered it...
Ah. Ok. While making this oxp, the final idea was only shaping :). At first (and in the first versions) you would get a trophy only from ships with a bounty (my mind was fixed of being lawful and clean :roll: ). In the final version (1.4), the bounty limitation is removed. I mean, who am I to say, how you should play the game :D ? So, if you're playing with the latest version, you should get a trophy for every piloted or derelict ship excluding escape pods. You should also get a trophy for thargoid drones. A trophy for anything else is to be considered as a bug, not a feature.

Re: [Release] Trophy Collector 1.5

Posted: Tue Oct 23, 2012 7:45 pm
by spara
A minor bug is squashed. Nothing dramatic, there was an error when sorting the in-flight list. First post and wiki updated.

Re: [Release] Trophy Collector 1.5

Posted: Tue Oct 23, 2012 7:48 pm
by Diziet Sma
Is there any way it can be made to distinguish between Rock Hermits and Pirate Coves? I've got two PC's killed, but they appear in the list as RH's...

Re: [Release] Trophy Collector 1.5

Posted: Tue Oct 23, 2012 8:21 pm
by spara
Diziet Sma wrote:
Is there any way it can be made to distinguish between Rock Hermits and Pirate Coves? I've got two PC's killed, but they appear in the list as RH's...
Thanks, I hadn't noticed that. This fix has now been included to the 1.5 version.

Re: [Release] Trophy Collector 1.5

Posted: Wed Oct 24, 2012 1:41 am
by Diziet Sma
Thanks! 8)

Re: [Release] Trophy Collector 1.5

Posted: Thu Dec 13, 2012 10:45 am
by Tricky
Just found a major bug with the listing. If you have more than 38 entries it breaks. You get undefined showing for the entries from 39 onwards, then the regular 1st page listing. Press space and it does the same thing but the regular 1st page listing are all now undefined.

This happens because this.guiChanged is triggered straight after the mission screen to display the 1st page is run. And because this.nextPage in your code is set to true, the mission screen is shown again. Also you can't get out of it.

I did some simple debugging to confirm that.

Select short range chart...

Code: Select all

guiScreen: GUI_SCREEN_SHORT_RANGE_CHART, $nextPage: false, $printIndex: 0
Select long range chart...

Code: Select all

guiScreen: GUI_SCREEN_LONG_RANGE_CHART, $nextPage: false, $printIndex: 0
Select equipment screen...

Code: Select all

guiScreen: GUI_SCREEN_EQUIP_SHIP, $nextPage: false, $printIndex: 0

guiScreen: GUI_SCREEN_MISSION, $nextPage: true, $printIndex: 38
That's where it got fired twice.

I only found this out because I was using it in one of my OXPs to list the systems Jaguar Company would appear in if I increased the probabilities.

I've re-written it to work as a proper pager, with First page, Next page, Previous page, Last page and Exit listing, depending on how big the listing is and which page you are on. Will update you after I have had some sleep. Been up 24 hours.

Re: [Release] Trophy Collector 1.5

Posted: Thu Dec 13, 2012 12:15 pm
by spara
Hello Tricky, I did not manage to break it the way you described with a quick test using the latest stable Oolite. I'll have to test with the trunk later. Are you using trunk or stable?

Re: [Release] Trophy Collector 1.5

Posted: Thu Dec 13, 2012 2:30 pm
by Thargoid
The expanded firing of the gui event for mission screens is in trunk 1.77, but not in 1.76.1.

Re: [Release] Trophy Collector 1.6

Posted: Thu Dec 13, 2012 4:32 pm
by spara
New version (1.6) is up. Trunk bug spotted by Tricky has been squashed. Now it works with 1.77 too.

Keep on hunting. :twisted:

Re: [Release] Trophy Collector 1.6

Posted: Fri Dec 14, 2012 2:15 pm
by Diziet Sma
spara wrote:
Keep on hunting. :twisted:
Here's one for you then.. :mrgreen:

I had a single "Unidentified Commander" entry that puzzled me, until it suddenly jumped up by another 4 after one "incident". It turns out that the revenge attackers in Random Hits aren't being correctly identified.

Re: [Release] Trophy Collector 1.6

Posted: Fri Dec 14, 2012 7:10 pm
by Tricky
In this.createColumns 1 column layout won't tuncate unless the following is changed...

Code: Select all

        for (i = 0; i < lines ; i++) {
                //Two column layout
                if (start+i+lines < this.trophyArray.length) {
                        nameWidth = defaultFont.measureString(this.trophyArray[start+i][0]);
                        countWidth = defaultFont.measureString("("+this.trophyArray[start+i][1]+")");
                        entryWidth = nameWidth + spaceWidth + countWidth;
to

Code: Select all

        for (i = 0; i < lines ; i++) {
                nameWidth = defaultFont.measureString(this.trophyArray[start+i][0]);
                countWidth = defaultFont.measureString("("+this.trophyArray[start+i][1]+")");
                entryWidth = nameWidth + spaceWidth + countWidth;
                //Two column layout
                if (start+i+lines < this.trophyArray.length) {
entryWidth will always be less than 32 in the original for the 1 column layout section.