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Re: OXPConfig
Posted: Wed May 11, 2011 7:26 pm
by Lone_Wolf
Svengali wrote:Lone_Wolf wrote:Some configurable settings will become available later, can OxpcSettings be used multiple times ?
For the same worldScript with the same ID? No - i don't think so (at least it was never intended this way).
My oxp will have an upgrade path with 5 devices, and after upgrades more configurable options become available.
I can think of 2 options to achieve this :
A. add a separate bitmask with 9 bits ( the 4 booleans + 4 short integers + the 24-bit bitmask) where each bit determines if that value is shown/configurable by user.
create a function to set the bitmask.
B.
create a destroy method for oxpCsettings
Both ways have advantages / disadvantages, but option B (destroy method) seems the most logical choice to me.
Re: OXPConfig
Posted: Thu May 12, 2011 10:09 am
by Svengali
Lone_Wolf wrote:B.
create a destroy method for oxpCsettings
Both ways have advantages / disadvantages, but option B (destroy method) seems the most logical choice to me.
Yes, should be possible .-)
I think I'll go for a simple way, rebuilding the searchtree. Set the LeaveData flag and pass the object to the function then.
Will do some tests and give you a call.
Re: OXPConfig
Posted: Tue Jun 14, 2011 10:51 pm
by Svengali
OXPConfig2.0.3 is online.
Changes:
- Added Lone_Wolfs Shield Cycler.
- Raised overall length to max 31 em on screens.
- Added .Hide property and searchtree rebuild.
Special thanks to Lone_Wolf.
Re: OXPConfig
Posted: Sat Jul 16, 2011 7:16 pm
by Svengali
OXPConfig2.0.4 is online.
Changes:
- Added Famous Planets (v2.5.1)
- Added System Redux (1.2.1)
Re: OXPConfig
Posted: Sat Dec 17, 2011 11:45 am
by Svengali
OXPConfig2.0.5 is online.
Changes:
- Added Capt.Murphy's Explorers Club
- Added Disclaimer
- Requires: Cabal_Common_Library1.5
- Screen titles use now OXP .Display property
- StartUp behaviour in v1.76 adapted
- Timer behaviour changed
Re: OXPConfig
Posted: Wed Jan 04, 2012 5:06 pm
by Svengali
v2.0.6 is online.
Changes:
- Fix undefined station in case player gets launched while in docking process (thanks Commander McLane)
Re: OXPConfig
Posted: Fri Jan 13, 2012 9:58 pm
by Svengali
v2.0.7 is online.
Changes:
- Added m4r35n357s Furball
Re: OXPConfig
Posted: Thu Mar 29, 2012 4:16 pm
by Svengali
Following the discussion in
Thargoids Target Autolock OXP thread:
Ok, got the color stuff working. OXPConfig defines now an array with 20 elements [ [[c0-color1],[c0-color2]], ... ] and a related missionVariable. A simple example could look like:
Code: Select all
this.startUp = function(){
this.myColor = ["grayColor","greenColor"];
if(worldScripts.OXPConfig) this.grabArrayDelayed = true;
else if(missionVariables.genericUserColors){
var a = JSON.parse(missionVariables.genericUserColors);
this.myColor = a[1];
}
}
this.shipWillLaunchFromStation = function(){
if(this.grabArrayDelayed){
this.myColor = worldScripts.OXPConfig.genericUserColors[1];
delete this.grabArrayDelayed;
}
}
The example defines a default array which is used if neither array, nor the related mV is available. Then it checks if OXPConfig is installed - if so it delays the access (here shipWillLaunchFromStation) to avoid loading order stuff without the need of a timer and grabs the reference. If a user changes the settings through OXPConfigs GUI the references will be automagically updated as well without any callback/registering or constant checking (associative array). If no OXPConfig is installed (= array unavailable), it tries to get the data from the mV.
OXPConfig itself does a similiar thing. The default array get defined in the script body. On startUp it tries to read in the mV. If not available the mV gets created. If OXPConfig shuts down this property is not deleted (unlike most other properties) to stay available for other OXPs. The mV gets updated on leaving the color settings.
Re: OXPConfig
Posted: Thu Mar 29, 2012 9:35 pm
by Svengali
OXPConfig2.0.8 is online ->
OXPConfig2.0.8 (98 KB)
Changes:
- Added Capt. Murphys coming OXP (I'm sure he'll reveal what it is in the coming days)
- Added Color handling
- Info.plist
- various minor tweaks
- docs updated
For trunk users OXPConfig2.1.1 is online.
Direct link:
OXPConfig2.1.1.zip (97 KB)
v2.1.1 uses equipment and HUD to display additional infos.
Special thanks to Capt. Murphy.
Re: OXPConfig
Posted: Sat Apr 21, 2012 2:35 pm
by Svengali
OXPConfig2.0.9 is online.
Changes:
Added Capt Murphys "Illegal Goods Tweak"
For trunk users OXPConfig2.1.2 is online as well.
Re: OXPConfig
Posted: Mon May 21, 2012 10:52 am
by Svengali
OXPConfig2.0.10 is online.
Changes:
- Added PhantorGorth "Safe Docking"
- Docs updated
For trunk users
OXPConfig2.1.3 is online as well.
Re: OXPConfig
Posted: Wed Jun 20, 2012 9:30 pm
by Svengali
OXPConfig v2.0.11 is online.
Changes:
- Adapted changes in Cabal_Common
Re: OXPConfig
Posted: Sat Jun 23, 2012 5:46 pm
by Svengali
[wiki]OXPConfig[/wiki] v2.0.12 is online.
Changes:
- Added Trickys [wiki]Jaguar_Company[/wiki]
- Changed timer behaviour (is only created when player accesses Game options)
- Further cleanup
v2.2.1 is online as well and has been moved into the folder Developers Edge.
Re: OXPConfig
Posted: Sun Jul 29, 2012 4:43 pm
by Svengali
[wiki]OXPConfig[/wiki] v2.0.13 is online.
After a little bit thinking about the difficulty to identify problems in OXPs I've decided to add two new features to OXPConfig. Both are explicitely there to help OXPers in case a user reports trouble.
Changes:
- Added 'Dump missionVariables' in Specials
- Added 'Dump worldScript properties' in Specials
v2.2.2 for trunk is online as well (folder Developers Edge, see signature).
Re: OXPConfig
Posted: Thu Nov 22, 2012 4:15 pm
by Svengali
[wiki]OXPConfig[/wiki] v2.0.14 is online.
Changes:
- Added Trickys Friend or Foe.
As the Wiki seems to be a bit flaky I've only updated the OXP page yet. Will try again tomorrow.
v2.2.3 for trunk is online as well (folder Developers Edge, see signature).