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Re: [Release] Troomp OXP 0.8

Posted: Tue Jan 01, 2013 4:45 pm
by Wildeblood
This looks suspect to me:-

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this.$commValueTimer = new Timer(this, this.$commValueMessage, 0, 0.5);
A console message can persist for up to ten seconds, so $commValueMessage should only need to be called once every nine seconds (during the last second they fade out), not every half second. This:-

Code: Select all

this.$commValueTimer = new Timer(this, $commValueMessage, 0, 9);
- should work, provided this.$commValueMessage is also called immediately each time the frame callback detects a transaction.

Re: [Release] Troomp OXP 0.8

Posted: Tue Jan 01, 2013 4:51 pm
by Commander McLane
Wildeblood wrote:
This looks suspect to me:-

Code: Select all

this.$commValueTimer = new Timer(this, this.$commValueMessage, 0, 0.5);
A console message can persist for up to ten seconds, so $commValueMessage should only need to be called once every nine seconds (during the last second they fade out), not every half second.
And even if the optional duration parameter of the message is used, its minimum value is 1 second:
http://wiki.alioth.net/index.php/Oolite ... oleMessage

Re: [Release] Troomp OXP 0.8

Posted: Tue Jan 01, 2013 5:44 pm
by tinker
Changing that worked for me, thank you.

Re: [Release] Troomp OXP 0.8

Posted: Wed Jan 02, 2013 7:29 am
by spara
Thank you guys for spotting and guidance. I've had no probs on my system, but obviously my current solution seems to be an overkill. I'll fix it to the next release. Meanwhile Wildebloods advice should fix it if you're having trouble.

I've gone through the documentation countless times, but relevant stuff just slips through :roll:. These bits of info are quite essential:
Wildeblood wrote:
A console message can persist for up to ten seconds...
Commander McLane wrote:
And even if the optional duration parameter of the message is used, its minimum value is 1 second:
http://wiki.alioth.net/index.php/Oolite ... oleMessage

Re: [Release] Troomp OXP 0.9

Posted: Sun Jan 06, 2013 9:55 pm
by spara
New version is up (0.9).

* Timers rationalized as suggested by Wildeblood.
* Integrated some nice hud elements from Wildebloods AI Trading Assistant.
* Added commonly known min, average and max prices of commodities into market screen. (in other words integrated marketAide)
* Removed reputation displays from Sothis welcome screen as I found those to be a bit out of place. Let this oxp be just about trading.

Once again, thank you for testing and commenting. Feedback is always welcome.

Re: [Release] Troomp OXP 0.9

Posted: Wed Jan 09, 2013 7:39 am
by Solonar
For version 1.77, this oxp is failing to calculate the average price and the profit loss for Liquors/Wines, Gem-Stones and Alien Items. It is also failing to properly calculate the profits for the cargo contracts. After doing several contracts I was thrust into negative profit rating.

Re: [Release] Troomp OXP 0.9

Posted: Wed Jan 09, 2013 12:23 pm
by spara
Solonar wrote:
For version 1.77, this oxp is failing to calculate the average price and the profit loss for Liquors/Wines, Gem-Stones and Alien Items. It is also failing to properly calculate the profits for the cargo contracts. After doing several contracts I was thrust into negative profit rating.
Oh bugger :?. Well, this oxp needs some rewrite anyway and I have some new ideas that might now be doable :D. All I need is some time. Will be fixed, thanks for reporting.

Re: [Release] Troomp OXP 0.9

Posted: Wed Jan 09, 2013 3:22 pm
by Wildeblood
Solonar wrote:
For version 1.77, this oxp is failing to calculate the average price and the profit loss for Liquors/Wines, Gem-Stones and Alien Items.
Open troomp.js, go to the this.startUp function, and change the line that defines the commodities array. Make it look like this:-

this.$commodities = ["food","textiles", "radioactives","slaves", "liquor_wines", "luxuries", "narcotics","computers", "machinery", "alloys","firearms", "furs", "minerals", "gold","platinum", "gem_stones", "alien_items"];

Re: [Release] Troomp OXP 0.9

Posted: Wed Jan 09, 2013 5:14 pm
by Solonar
Wildeblood wrote:
Solonar wrote:
For version 1.77, this oxp is failing to calculate the average price and the profit loss for Liquors/Wines, Gem-Stones and Alien Items.
Open troomp.js, go to the this.startUp function, and change the line that defines the commodities array. Make it look like this:-

this.$commodities = ["food","textiles", "radioactives","slaves", "liquor_wines", "luxuries", "narcotics","computers", "machinery", "alloys","firearms", "furs", "minerals", "gold","platinum", "gem_stones", "alien_items"];


Thank you! This has resolved the first part of my issues.

Re: [Release] Troomp OXP 0.9 (1.76.1 only)

Posted: Wed Feb 13, 2013 12:42 pm
by ZygoUgo
Hi there, sorry to be the bearer of bad news, got a game save here with an (8meg) ton of Troomp spam in it, I'll up load it here for you :arrow:
https://www.box.com/s/npcp7i4q9frtgviyhcg1

Re: [Release] Troomp OXP 0.9 (1.76.1 only)

Posted: Wed Feb 13, 2013 1:49 pm
by spara
ZygoUgo wrote:
Hi there, sorry to be the bearer of bad news, got a game save here with an (8meg) ton of Troomp spam in it, I'll up load it here for you :arrow:
https://www.box.com/s/npcp7i4q9frtgviyhcg1
Yeah. I never quite finished this one as there was a bug in 1.77 that broke it. Then again there are other neat stuff that made me abandon this and write marketObserver. There must be quite a few bugs left in this. :D Try marketObserver.