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Re: [RELEASE] Gallery OXP v1.18

Posted: Mon May 19, 2014 3:04 pm
by Norby
Thank you cim for the new function!

[EliteWiki] Gallery v1.18 is out: cold startup in my i3 3.3GHz was 5s, now 0.008s. :)

Re: [RELEASE] Gallery OXP v1.18

Posted: Mon May 19, 2014 3:30 pm
by spara
cim wrote:
Got it. Ship.shipDataForKey will be available in tonight's build. Note that there are at least four [wiki]shipdata.plist[/wiki] properties ("name", "ship_class_name", "ship_name" and "display_name") which can make up a ship's name, so it's not completely straightforward.
Does the function select a ship using role weightings? If so, then this will be extremely useful for dynamic mission generation. For example in Rescue Stations (on it's way for 1.79 btw) and Random Hits.

Sorry for the derailment, Norby :wink: .

Re: [RELEASE] Gallery OXP v1.18

Posted: Mon May 19, 2014 3:40 pm
by Norby
spara wrote:
Does the function select a ship using role weightings?
No but you can get keys from Ship.keysForRole then parse the weights from Ship.shipDataForKey(key).roles imho.

Re: [RELEASE] Gallery OXP v1.18

Posted: Mon May 19, 2014 4:00 pm
by spara
Norby wrote:
spara wrote:
Does the function select a ship using role weightings?
No but you can get keys from Ship.keysForRole then parse the weights from Ship.shipDataForKey(key).roles imho.
I'm a bit confused here. Is the documentation correct? It says:

Code: Select all

function shipDataForKey(role : String) : Object
Should that be dataKey : String or something?

And my original question would then indeed be possible with keysForRole and then parsing the roles with shipDataForKey.

Re: [RELEASE] Gallery OXP v1.18

Posted: Mon May 19, 2014 4:39 pm
by cim
spara wrote:
Should that be dataKey : String or something?
Yes, fixed. Thanks

Re: [RELEASE] Gallery OXP v1.18

Posted: Thu Jul 03, 2014 1:03 am
by vsfc
Hi,

I already posted in a separate thread
'Exhibition at Witchpoint – Straight line to death!' http://oolite.aegidian.org/bb/viewtopic.php?f=6&t=16635 and been asked to report it here. :)

Just a suggestion. :)

Thanks,
vsfc

Re: [RELEASE] Gallery OXP v1.19

Posted: Thu Jul 03, 2014 3:04 pm
by Norby
Thank you for the report! :)
vsfc wrote:
the so called Exhibition. Even Casino was there
The [wiki]HoOpy_Casino[/wiki] is a dockable moving ship so should be appear in Exhibition, regardless from the big size.
vsfc wrote:
when I targeted it, it started to rotate
This is a feature: ships in Exhibitions is not rotating by default except the never encountered ones to highlight these for target locking which will gather into your Gallery. Others are stopped but you can watch one in rotation if you lock it.
vsfc wrote:
smashing everything around it
I am sorry, there is a prevention which pull the large ships out of lines and this is working well at me, but I can not prevent the unexpected accidents. Now I increased further the safety distance in Gallery v1.19 to reduce the possible collisions.
vsfc wrote:
I had very little time to pull away to avoid a straight line collision.
You are right, if a huge ship pulled out of normal lines then placed nearer to the player, too near in this case, so now the whole Exhibition is moved forward to 10km. The largest ships has about 4km length so this should be enough, else the normal 50-100m long ships will be almost invisible when arrive.
I managed to dock at the exhibitor casino
I think visitors should be able to look into the interior of dockable ships.
I am really itching to put a Q bomb nearby and watch the fireworks. ;)
There are Viper exhibition guards around and you will be fined heavily by GalCop for each destroyed ship, so I do not recommend it.

Re: [RELEASE] Gallery OXP v1.19

Posted: Thu Jul 03, 2014 10:39 pm
by vsfc
Hi Norby,

Thanks for your response.
Norby wrote:
vsfc wrote:
the so called Exhibition. Even Casino was there
The [wiki]HoOpy_Casino[/wiki] is a dockable moving ship so should be appear in Exhibition, regardless from the big size.
I am sorry for miss information. That was the seedy space bar from random hits, not the [wiki]HoOpy_Casino[/wiki].
Norby wrote:
vsfc wrote:
smashing everything around it
I am sorry, there is a prevention which pull the large ships out of lines and this is working well at me, but I can not prevent the unexpected accidents. Now I increased further the safety distance in Gallery v1.19 to reduce the possible collisions.
In that particular incident, the witchpoint beacon was inside the exhibition mass of ships.

The other point I would like to mention is that I noticed that ships marked as 'exhibition' are flying around sometimes tagged as offender, fighting with police or even attacking me. ;)

<<<<Q-Bomb, Q-Bomb, Q-Bomb......>>>>>

Cheers,
vsfc

Re: [RELEASE] Gallery OXP v1.20

Posted: Fri Jul 04, 2014 12:17 am
by Norby
vsfc wrote:
That was the seedy space bar from random hits
Ok, there is a fix in Gallery v1.20 (all ships with max_flight_speed=0 are excluded from Oolite 1.80 and spacebar from older versions).
vsfc wrote:
ships marked as 'exhibition' are flying around sometimes tagged as offender, fighting with police or even attacking me. ;)
Maybe the "nullAI" what I attached is smarter than usually. ;)
I guess this caused by ship scripts so these are disabled from now.

Re: [RELEASE] Gallery OXP v1.21

Posted: Sat Apr 25, 2015 2:42 pm
by Norby
Gallery v1.21 contain small bugfixes, some found by me, others reported by QCS.

Re: [RELEASE] Gallery OXP v1.21

Posted: Sat Sep 19, 2015 10:17 am
by cbr
Hi,

Is it normal for the gallery to add ships while inside the main station?

Re: [RELEASE] Gallery OXP v1.21

Posted: Sat Sep 19, 2015 10:41 am
by Norby
cbr wrote:
Is it normal for the gallery to add ships while inside the main station?
There are many events which put a ship into your gallery, probably some fire while you are in a station also. I think this is imaginable as you are lucky enough to find a new ship type in the hangar so I leave it in.

Re: [RELEASE] Gallery OXP v1.21

Posted: Sun Jun 12, 2016 5:21 am
by montana05
Just a minor bug but it seems that my exhibition counter stopped at 60, ignoring any others I visited since than. :)

Re: [RELEASE] Gallery OXP v1.21

Posted: Sun Jun 12, 2016 10:54 am
by Norby
I can not reproduce, in my test works well over 10000 also. Maybe you visit an exhibition what you already saw a few days before? If not then a galaxy jump should reset exhibitions, or If you send me a savegame then I look into. My email is norbylite at the mail service of google.

Re: [RELEASE] Gallery OXP v1.21

Posted: Mon Jun 13, 2016 2:17 am
by montana05
Norby wrote:
I can not reproduce, in my test works well over 10000 also. Maybe you visit an exhibition what you already saw a few days before? If not then a galaxy jump should reset exhibitions, or If you send me a savegame then I look into. My email is norbylite at the mail service of google.

My apologies, this morning the counter went up again. It might be that I visited the same exhibitions all over again. :lol:
In future I will keep an eye on this issue so that I will not post unnecessary messages anymore. :oops:
Thanks a lot for the fast response and help.