Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.

Trunk nightly

For test results, bug reports, announcements of new builds etc.

Moderators: winston, another_commander, Getafix

Post Reply
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Trunk nightly

Post by Commander McLane »

cim wrote:
Oh, incidentally, a shorter and more future-proof way than checking for each role individually would be the test

Code: Select all

Ship.isInRoleCategory(ship.primaryRole,"oolite-assassin")
(the capital S on the first Ship is intentional)
Similar tests can be written for other role categories
I was wondering if something like this exists. Good to know that it does. :D (I haven't yet familiarized myself with the 1.79-features much, so sorry for my relative ignorance.)
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16071
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Trunk nightly

Post by Cody »

Damn it, I feel the darkside calling me! I must resist!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: Trunk nightly

Post by Smivs »

Cody wrote:
Damn it, I feel the darkside calling me! I must resist!
<Borg voice>
Resistance is futile!
</Borg voice>
Commander Smivs, the friendliest Gourd this side of Riedquat.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16071
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Trunk nightly

Post by Cody »

Those additions (thanks McLane - I added the three "escort" roles too) seem to work fine - all the assassins are being named.
But I often encounter a mystery Asp Mk II (usually in the company of three assassins). I'm missing another role, yes? Got them!

I'm pondering on exactly how to use this now:

Code: Select all

Ship.isInRoleCategory(ship.primaryRole,"oolite-assassin")
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16071
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Trunk nightly

Post by Cody »

A couple of minor oddities: a Python that launched after me, seemed to be heading off for a jump, but then turned round and docked (I could understand that - I've done it myself); and an Asp Mk II that seemed to do a disappearing act - it challenged three hunters, then took off like a bat out hell, returned to the scanner from a different direction, but before any lasers were fired, it just disappeared. I was between it and the hunters, at the time. No missiles, no laser fire, no explosion, no wormhole - it had simply gone. I might have imagined it - but I don't think so. <scratches head>
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
hiasakite
Above Average
Above Average
Posts: 27
Joined: Sun Aug 25, 2013 1:21 pm
Location: Hants, UK

Re: Trunk nightly

Post by hiasakite »

Ok, I've been playing the 1.79 trunk for a few days now (version available 23rd Dec)-
Few observations - big groups of adversaries are far more dangerous than before- even in an 'iron ass' Caddy, a group of 6 or 7 can be quote devastating (made the mistake of pitching into one of the multi-gov war's, and suddenly 9-11ships all turned on my at once annihilating me in seconds...)
....to be honest, this is probably more 'right' in terms of game balance - these sort of fights should challenge even the best/strongest...(whether through skill or ship)

Pirates (well - all ships actually) far more readily turn round and hyperspace out if things don't go their way - which again is pretty reasonable really ! had one jump about 5 times to escape me..

Not had a chance to test the safer systems, but overall good :-)

One observation- assigning a button to the cloak key (via joystick menu) no longer seems to work - it is accessible as primeable equipment, but assigning a direct button doesn't seem to work.
Not sure if this due it still being WP, my missing something, or weird behaviour from my joystick (X52)

Anyway, looking forward to the stable version :-) and many thanks to all those who have worked on this :-)
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Trunk nightly

Post by cim »

Cody wrote:
A couple of minor oddities
The Python is explicable (trader added with destination system equal to current system) though it shouldn't happen. The Asp I have no idea what happened, though.
hiasakite wrote:
Ok, I've been playing the 1.79 trunk for a few days now (version available 23rd Dec)-
Few observations - big groups of adversaries are far more dangerous than before- even in an 'iron ass' Caddy, a group of 6 or 7 can be quote devastating (made the mistake of pitching into one of the multi-gov war's, and suddenly 9-11ships all turned on my at once annihilating me in seconds...)
....to be honest, this is probably more 'right' in terms of game balance - these sort of fights should challenge even the best/strongest...(whether through skill or ship)
That's definitely intentional: as it was, an Anarchy system was "safe" for a well-equipped ship. There are a couple of things going on there.
1) Laser aim is improved for about half of ships (and improved considerably more if you have Skilled NPCs or another accuracy booster)
2) Threat assessment is considerably improved in the stock AIs. You turn up in an iron-ass Caduceus, and your threat assessment level is going to be off the chart, so it's going to take a lot before any ships get distracted from trying to destroy you. (Though, you'll also be tough enough for them to consider themselves outgunned as a group sooner)
hiasakite wrote:
One observation- assigning a button to the cloak key (via joystick menu) no longer seems to work - it is accessible as primeable equipment, but assigning a direct button doesn't seem to work.
Not sure if this due it still being WP, my missing something, or weird behaviour from my joystick (X52)
Sounds like a bug. Thanks.
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Trunk nightly

Post by cim »

cim wrote:
hiasakite wrote:
One observation- assigning a button to the cloak key (via joystick menu) no longer seems to work - it is accessible as primeable equipment, but assigning a direct button doesn't seem to work.
Not sure if this due it still being WP, my missing something, or weird behaviour from my joystick (X52)
Sounds like a bug. Thanks.
This should work now, I think, in tonight's build. I have no way of testing this, though, so please check.
hiasakite
Above Average
Above Average
Posts: 27
Joined: Sun Aug 25, 2013 1:21 pm
Location: Hants, UK

Re: Trunk nightly

Post by hiasakite »

Thats great, will be a few days before I get to test it
User avatar
pagroove
---- E L I T E ----
---- E L I T E ----
Posts: 3035
Joined: Wed Feb 21, 2007 11:52 pm
Location: On a famous planet

Re: Trunk nightly

Post by pagroove »

Was watching docking and launches as I was in a que. When the station launched ships a lot of ships take a sharp U-turn and crash into the station. This seems to happen more often with a small and maneuverable fighters. The launch and then try to get behind the station (in search of their mother).
For P.A. Groove's music check
https://soundcloud.com/p-a-groove
Famous Planets v 2.7. (for Povray)
Image
https://bb.oolite.space/viewtopic.php?f=4&t=13709
hiasakite
Above Average
Above Average
Posts: 27
Joined: Sun Aug 25, 2013 1:21 pm
Location: Hants, UK

Re: Trunk nightly

Post by hiasakite »

cim wrote:
cim wrote:
hiasakite wrote:
One observation- assigning a button to the cloak key (via joystick menu) no longer seems to work - it is accessible as primeable equipment, but assigning a direct button doesn't seem to work.
Not sure if this due it still being WP, my missing something, or weird behavior from my joystick (X52)
Sounds like a bug. Thanks.
This should work now, I think, in tonight's build. I have no way of testing this, though, so please check.

Assignment of joystick buttons to 'fast activation' now seems to work ok :-)
Thank you
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16071
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Trunk nightly

Post by Cody »

I see this fairly often lately: I jump into a system and before the BGS tunnel-effect has ended, a bunch of comms messages appears on-screen - but the scanner is empty, as is local space. I felt sorry for this Adder. Also, I've seen more ships (usually Pythons, for some reason) launch, then dock again (as mentioned previously).

Oh yeah - should one be able to trust station control when docking clearance has been granted?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: Trunk nightly

Post by cim »

Cody wrote:
I see this fairly often lately: I jump into a system and before the BGS tunnel-effect has ended, a bunch of comms messages appears on-screen - but the scanner is empty, as is local space. I felt sorry for this Adder.
Very often the comms messages include Thargoid chatter, so I'd just put it down to witchspace oddities. Clearly that's not it - I'll see if I can work out what's going on here.

I'll check the trader destination settings, too.
Cody wrote:
Oh yeah - should one be able to trust station control when docking clearance has been granted?
Yes. Even if they need to make an emergency launch due to an attack on the station, they will tell you to clear the docking lanes.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16071
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: Trunk nightly

Post by Cody »

cim wrote:
Yes. Even if they need to make an emergency launch due to an attack on the station, they will tell you to clear the docking lanes.
Hmm... several times now, I've been approaching the slot, having had clearance granted, and had to perform a rapid swerve to avoid a launching ship.

Oh, the re-docking ships - they don't seem to have to queue, just jump it and dock while I and others are waiting.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
CaptSolo
---- E L I T E ----
---- E L I T E ----
Posts: 909
Joined: Wed Feb 23, 2011 10:08 pm
Location: Preying Manta
Contact:

Re: Trunk nightly

Post by CaptSolo »

Oolite 1.79.0.5434 32bit:

Firstly, I really like the new NPC AI's. Maybe it is just me, but systems seem over-populated with packs of hunters. Just an observation, you understand.
Post Reply