Re: Tinkerer's Workshop - OXP tweaking for fun and profit!
Posted: Wed Nov 25, 2020 10:39 am
Be aware that OXPs may still be affecting your game if they are in the Managed folder. Try in a completely clear game installation.
For information and discussion about Oolite.
https://bb.oolite.space/
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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.
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> 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
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this.$etLastStation = new Object;
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this.$etLastStation = player.ship.dockedStation;
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if (this.$etLastStation==player.ship.dockedStation) {}
If you want to store a reference for an existing station, just declare a variable and assign the reference to it:Reval wrote: ↑Sat Dec 05, 2020 10:17 amI need to declare my own station variables. The JS Wiki refers to Station as an Entity, which descends from Object. Is it correct to write
? or should that be new Entity?Code: Select all
this.$etLastStation = new Object;
Once declared, is an acceptable way to populate it
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this.$etLastStation = player.ship.dockedStation;
And, for comparisons, will
give sensible results?Code: Select all
if (this.$etLastStation==player.ship.dockedStation) {}
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var last_station = player.ship.dockedStation;
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.