Tinkerer's Workshop - OXP tweaking for fun and profit!
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- Quite Grand Sub-Admiral
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Be aware that OXPs may still be affecting your game if they are in the Managed folder. Try in a completely clear game installation.
- Reval
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
I've removed every other installed OXZ from the Manager (and it was only my own OXPs FE Ships and Elite Trader)...
Edit: Well, apart from Basic Debug - should I remove that too?
Edit: Well, apart from Basic Debug - should I remove that too?
Dor 'call me Grocer' Reval (a Xexedian Laver) was always considered a little backward.
- Reval
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Aha! Now I've nailed it - it was Basic Debug interfering (which is a pity).
Dor 'call me Grocer' Reval (a Xexedian Laver) was always considered a little backward.
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- Quite Grand Sub-Admiral
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- Joined: Wed Feb 28, 2007 7:54 am
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
What? That doesn't make any sense. Basic debug has absolutely nothing to do with any of this. FWIW, I've been running it on my system when I mentioned earlier that it works fine.
- Reval
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
I removed all Managed add-ons from my 'clean' install. When I ran it in Normal start, the bars remained yellow, but when I finally removed Basic Debug, I got my desired changes. I can't explain this either (obviously). Now I'm running 'clean' again, and I no longer see the colour changes in the energy bar. So, that's with no extras installed, including Basic Debug.
I'm totally puzzled by this state of affairs
I'm totally puzzled by this state of affairs
Dor 'call me Grocer' Reval (a Xexedian Laver) was always considered a little backward.
- Reval
- ---- E L I T E ----
- Posts: 402
- Joined: Thu Oct 29, 2020 3:14 am
- Location: At home in the Xexedi Cluster, driving an FE Asp II, Laenina's Flux.
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Here's my log for the clean install (apart from my HUD OXP), FWIW...
Code: Select all
Opening log for Oolite version 1.90 (x86-32 test release) under Windows 5.1.2600 Service Pack 3 32-bit at 2020-11-25 06:51:03 -0500.
AMD Phenom(tm) II X3 720 Processor 3 processors detected.
Build options: OpenAL, new planets, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
06:51:04.093 [display.mode.list.native]: Windows native resolution detected: 1680 x 1050
06:51:04.812 [joystick.init]: Number of joysticks detected: 1
06:51:04.812 [rendering.opengl.version]: OpenGL renderer version: 3.3.11005 ("3.3.11005 Compatibility Profile Context"). Vendor: "ATI Technologies Inc.". Renderer: "ATI Radeon HD 3300 Graphics".
06:51:04.812 [rendering.opengl.extensions]: OpenGL extensions (176):
GL_ATI_texture_mirror_once, GL_ARB_framebuffer_sRGB, GL_AMD_draw_buffers_blend, GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_NV_texture_barrier, GL_EXT_pixel_buffer_object, GL_ARB_draw_instanced, GL_EXT_texture_compression_rgtc, GL_ARB_half_float_vertex, GL_EXT_texture3D, GL_EXT_compiled_vertex_array, GL_EXT_texture_shared_exponent, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ARB_shader_texture_lod, GL_ATI_draw_buffers, GL_ARB_transpose_matrix, GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_compression_rgtc, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_ATI_separate_stencil, GL_ARB_texture_non_power_of_two, GL_EXT_bgra, GL_ARB_sync, GL_EXT_texture_env_dot3, GL_EXT_direct_state_access, GL_EXT_provoking_vertex, GL_SUN_multi_draw_arrays, GL_ARB_sampler_objects, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_AMDX_debug_output, GL_EXT_texture_object, GL_ARB_vertex_program, GL_KTX_buffer_region, GL_EXT_framebuffer_sRGB, GL_ATI_texture_env_combine3, GL_ARB_get_program_binary, GL_ARB_texture_float, GL_ARB_imaging, GL_AMD_sample_positions, GL_ATI_texture_compression_3dc, GL_ARB_draw_buffers_blend, GL_AMD_shader_stencil_export, GL_ARB_fragment_coord_conventions, GL_EXT_stencil_wrap, GL_EXT_bindable_uniform, GL_EXT_texture_swizzle, GL_NV_primitive_restart, GL_EXT_framebuffer_blit, GL_ARB_uniform_buffer_object, GL_ARB_shader_precision, GL_ARB_vertex_array_bgra, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_EXT_texture_integer, GL_EXT_gpu_shader4, GL_EXT_transform_feedback, GL_ARB_shader_bit_encoding, GL_EXT_texture_lod, GL_EXT_texture_compression_s3tc, GL_EXT_subtexture, GL_ARB_occlusion_query2, GL_ARB_timer_query, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_ARB_instanced_arrays, GL_EXT_framebuffer_multisample, GL_ATI_envmap_bumpmap, GL_NV_conditional_render, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_seamless_cube_map, GL_ARB_copy_buffer, GL_ARB_draw_elements_base_vertex, GL_ARB_transform_feedback2, GL_ARB_geometry_shader4, GL_ARB_transform_feedback3, GL_ARB_viewport_array, GL_ARB_shadow, GL_EXT_draw_instanced, GL_EXT_blend_subtract, GL_AMD_pinned_memory, GL_ARB_fragment_program_shadow, GL_ARB_shader_stencil_export, GL_ARB_window_pos, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, GL_ATI_meminfo, GL_ARB_texture_multisample, GL_AMD_depth_clamp_separate, GL_EXT_texture_snorm, WGL_EXT_swap_control, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_ARB_shadow_ambient, GL_ARB_depth_buffer_float, GL_NV_float_buffer, GL_ARB_vertex_type_2_10_10_10_rev, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_EXT_copy_texture, GL_ARB_texture_rg, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_WIN_swap_hint, GL_ARB_fragment_program, GL_AMD_performance_monitor, GL_ARB_explicit_attrib_location, GL_EXT_packed_float, GL_EXT_texture_filter_anisotropic, GL_EXT_texgen_reflection, GL_ARB_texture_buffer_object_rgb32, GL_EXT_histogram, GL_ATI_fragment_shader, GL_EXT_draw_range_elements, GL_ARB_pixel_buffer_object, GL_EXT_texture_buffer_object, GL_EXT_copy_buffer, GL_EXT_packed_depth_stencil, GL_ARB_texture_snorm, GL_ARB_texture_rectangle, GL_EXT_geometry_shader4, GL_EXT_fog_coord, GL_ARB_separate_shader_objects, GL_AMD_conservative_depth, GL_NV_half_float, GL_SGIS_texture_lod, GL_ARB_ES2_compatibility, GL_EXT_gpu_program_parameters, GL_ARB_fragment_shader, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_AMD_debug_output, GL_EXT_point_parameters, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_NV_copy_depth_to_color, GL_EXT_texture_rectangle, GL_EXT_draw_buffers2, GL_ARB_blend_func_extended, GL_AMD_name_gen_delete, GL_NV_explicit_multisample, GL_EXT_blend_func_separate, GL_ARB_texture_cube_map, GL_ARB_texture_buffer_object, GL_EXT_texture_array, GL_ARB_occlusion_query, GL_EXT_texture_mirror_clamp, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_EXT_texture_compression_latc, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_ATI_texture_float, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_SGIS_texture_edge_clamp, GL_EXT_texture_env_combine
06:51:04.828 [rendering.opengl.shader.support]: Shaders are supported.
06:51:04.906 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
06:51:04.906 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
06:51:04.906 [searchPaths.dumpAll]: Resource paths:
Resources
M:\Programs/Oolite-1.90-Barebones/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns
../AddOns
../AddOns/GETTER_HUD.oxp
../AddOns/GETTER_HUD.oxp/GETTER_HUD.oxz
06:51:05.093 [shipData.load.begin]: Loading ship data.
06:51:07.312 [startup.complete]: ========== Loading complete in 3.44 seconds. ==========
06:51:12.390 [shipData.load.begin]: Loading ship data.
06:51:14.343 [script.load.world.listAll]: Loaded 17 world scripts:
GET_HUD 1.0
Oolite Equipment Control 1.90
Oolite Ship Library 1.90
oolite-cloaking-device 1.90
oolite-constrictor-hunt 1.90
oolite-contracts-cargo 1.90
oolite-contracts-helpers 1.90
oolite-contracts-parcels 1.90
oolite-contracts-passengers 1.90
oolite-libPriorityAI 1.90
oolite-nova 1.90
oolite-populator 1.90
oolite-primable-equipment-register 1.90
oolite-registership 1.90
oolite-thargoid-plans 1.90
oolite-trumbles 1.90
oolite-tutorial 1.90
06:51:38.156 [exit.context]: Exiting: Shift-escape pressed.
06:51:38.171 [gameController.exitApp]: .GNUstepDefaults synchronized.
Closing log at 2020-11-25 06:51:38 -0500.
Dor 'call me Grocer' Reval (a Xexedian Laver) was always considered a little backward.
- Reval
- ---- E L I T E ----
- Posts: 402
- Joined: Thu Oct 29, 2020 3:14 am
- Location: At home in the Xexedi Cluster, driving an FE Asp II, Laenina's Flux.
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Oops... there was an OXZ in the HUD OXP root, which was probably pre-change. Now I'm seeing the orange colour for energy. Thanks for your help and suggestions! We learn even from these very silly and obvious lapses...
Dor 'call me Grocer' Reval (a Xexedian Laver) was always considered a little backward.
-
- Quite Grand Sub-Admiral
- Posts: 6680
- Joined: Wed Feb 28, 2007 7:54 am
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Rule of Life: When absurd problems arise, it is normally something silly and obvious in hindsight that is causing them.
Glad you are back on track.
Glad you are back on track.
- Reval
- ---- E L I T E ----
- Posts: 402
- Joined: Thu Oct 29, 2020 3:14 am
- Location: At home in the Xexedi Cluster, driving an FE Asp II, Laenina's Flux.
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
What would be the easiest method to count the number of missiles/mines currently fitted to a ship? - I've been unable to find a handler or property to do this directly, but still wonder if one exists...
Dor 'call me Grocer' Reval (a Xexedian Laver) was always considered a little backward.
-
- Quite Grand Sub-Admiral
- Posts: 6680
- Joined: Wed Feb 28, 2007 7:54 am
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Code: Select all
> PS.missiles
[[EquipmentInfo EQ_HARDENED_MISSILE "ECM Hardened Missile"], [EquipmentInfo EQ_HARDENED_MISSILE "ECM Hardened Missile"], [EquipmentInfo EQ_HARDENED_MISSILE "ECM Hardened Missile"], [EquipmentInfo EQ_QC_MINE "Quirium Cascade Mine"]]
> PS.missiles.length
4
- Reval
- ---- E L I T E ----
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- Joined: Thu Oct 29, 2020 3:14 am
- Location: At home in the Xexedi Cluster, driving an FE Asp II, Laenina's Flux.
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
In a hud.plist and accompanying script.js, how to conditionally display one of the plist standard elements (eg. missiles)?
Dor 'call me Grocer' Reval (a Xexedian Laver) was always considered a little backward.
- Reval
- ---- E L I T E ----
- Posts: 402
- Joined: Thu Oct 29, 2020 3:14 am
- Location: At home in the Xexedi Cluster, driving an FE Asp II, Laenina's Flux.
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
I need to declare my own station variables. The JS Wiki refers to Station as an Entity, which descends from Object. Is it correct to write
? or should that be new Entity?
Once declared, is an acceptable way to populate it
?
And, for comparisons, will
give sensible results?
Code: Select all
this.$etLastStation = new Object;
Once declared, is an acceptable way to populate it
Code: Select all
this.$etLastStation = player.ship.dockedStation;
And, for comparisons, will
Code: Select all
if (this.$etLastStation==player.ship.dockedStation) {}
Dor 'call me Grocer' Reval (a Xexedian Laver) was always considered a little backward.
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
If you want to store a reference for an existing station, just declare a variable and assign the reference to it:Reval wrote: ↑Sat Dec 05, 2020 10:17 amI need to declare my own station variables. The JS Wiki refers to Station as an Entity, which descends from Object. Is it correct to write
? or should that be new Entity?Code: Select all
this.$etLastStation = new Object;
Once declared, is an acceptable way to populate it
?Code: Select all
this.$etLastStation = player.ship.dockedStation;
And, for comparisons, will
give sensible results?Code: Select all
if (this.$etLastStation==player.ship.dockedStation) {}
Code: Select all
var last_station = player.ship.dockedStation;
- Reval
- ---- E L I T E ----
- Posts: 402
- Joined: Thu Oct 29, 2020 3:14 am
- Location: At home in the Xexedi Cluster, driving an FE Asp II, Laenina's Flux.
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Thanks. That's a nice simple approach. But what if I did actually need to declare a fresh last_station variable on startup, as a matter of interest, do I declare a new Entity or new Object?
Creating stations sounds a fascinating proposition: I really must try it
Creating stations sounds a fascinating proposition: I really must try it
Dor 'call me Grocer' Reval (a Xexedian Laver) was always considered a little backward.
Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Just declare it. You define it's type when you assign something to it... you can even change it's type by assigning different thing to it as time goes by.