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Re: ..

Posted: Wed Oct 14, 2009 9:50 pm
by pmw57
Lestradae wrote:
Do you all three concur, can this work like that, criticism, discussion, etc.?
<farmyard noises>

I'll take that for a yes.

Posted: Wed Oct 14, 2009 9:53 pm
by matthewfarmery
sounds good to me, then we should be a well oiled machine

just another update, Oolite hasn't crashed yet, got the thing in the background, been stable as a rock :D

Posted: Wed Oct 14, 2009 10:00 pm
by pmw57
A new thread has been posted regarding Combat Computers messages.
https://bb.oolite.space/viewtopic.php?p=91163#91163

In the red team is Lestradae, and in the blue team is Screet.

A decision on the content of the message updated is to be arrived at.

Let the battle commence.

Posted: Wed Oct 14, 2009 10:08 pm
by matthewfarmery
updated my sig to refer people to that thread,

Re: ..

Posted: Wed Oct 14, 2009 11:18 pm
by Screet
Lestradae wrote:
1) The starting point for the further script reworking is the Screet-reworked pmw57 - version of the scripts which matthewfarmery has linked in his sig - OK everyone? They seem to run without crashes on at least four systems now.
Really, I did not do that much to them...I'm simply a bit more defensive in some coding situations by adding security checks even when the current version won't need them...

I think pmw57 modified his versions further (as he wrote earlier), thus I think the best approach is to continue work on them, compare mine against original 0.70 scripts and see if something is in there that should be added to the WIP...maybe I understand things wrong, but your point one sounds like pmw should update what I changed...and that sounds like wasting pretty much work. If he'd update his versions with the changes I made compared to your version (or that one he linked earlier) it should be all fine?!?

Anyway...I currently would even need some idea what to do next ;) I did find something in the fuel collector today (a bug that rewards too much fuel upon kills) and did send it to pmw57 and did raise the question about the drones, but aside from that, I did not make further changes. I guess when it comes to js coding guidelines being matched, he's much better at that than me. When I'd knew for something specific to look (like log messages or reports about wrong behaviour) I can do that...if I am asked to look at some specific script, I too can do that, but there are surely more experienced people on the board concerning many of the scripts ;)

Screet

Posted: Thu Oct 15, 2009 2:38 am
by pmw57
Commander McLane wrote:
For this very reason a special event was defined for ship scripts: playerWillExitSystem. This event informs all ship scripts of all ships in system A that the player is no longer there, and after a split second all of them will cease to exist. So it is the task of each ship script to react to this event by taking certain actions.
Do you think that the Ship class should be updated with that information?
http://wiki.alioth.net/index.php/Oolite ... ence:_Ship

Posted: Thu Oct 15, 2009 3:41 am
by pmw57
The thread Updated OSE NPC timer scripts has been created.
The first message contains a summary of the scripts, and links to the appropriate discussions.

The discussion threads relating to the OSE scripts will be notified in this thread as well.
For example: Behemoth carrier update for OSE

Does anyone feel like putting the OSE code up on Google Code or somewhere similar?
Being able to use SVN to manage the code updates will help to resolve many issues.

..

Posted: Thu Oct 15, 2009 8:38 am
by Lestradae
matthewfarmery, could you update pmw57's newest versions into the batch downloadable from your sig?

Thanks in advance! :D

L

Re: ..

Posted: Thu Oct 15, 2009 8:44 am
by pmw57
Lestradae wrote:
matthewfarmery, could you update pmw57's newest versions into the batch downloadable from your sig?
As an advisory, the CaduceusAutorepair.js has more work that needs to be done on it.

Anyone feel like deciding if the repairs should stay at the same chance of occurring (70%) as it is now, or if the comments in the script about it being based on the system tech level should be done instead?

Some input on a decision regarding it would be welcome as well.
https://bb.oolite.space/viewtopic.php?p=91221#91221

I'll post here again when the ship timer scripts are all done, to let you know that they're ready, including the zipped compilation of them.

Posted: Thu Oct 15, 2009 10:17 am
by matthewfarmery
google is making an open source wave addon that fits this, only problem is its invite only until the code has been finalised, it would if one or 2 get a invite then invite the rest, it could solve our problems, other then that, a SVN repo, probably be a better idea, not sure how to set that up?

saying that, box.net allows people to share one folder, maybe if L could invite, Im already a member, as I thought it could be handy, otherwise not sure how else to keep us all on the same page?

Posted: Thu Oct 15, 2009 10:35 am
by pmw57
The OSE NPC timer scripts have been made, and are ready to be downloaded and tested.
ose npc timer scripts.7z

.

Posted: Thu Oct 15, 2009 10:38 am
by Lestradae
matthewfarmery wrote:
saying that, box.net allows people to share one folder, maybe if L could invite, Im already a member, as I thought it could be handy, otherwise not sure how else to keep us all on the same page?
If you tell me how exactly to do that I'll do.

Re: .

Posted: Thu Oct 15, 2009 10:44 am
by pmw57
Lestradae wrote:
matthewfarmery wrote:
saying that, box.net allows people to share one folder, maybe if L could invite, Im already a member, as I thought it could be handy, otherwise not sure how else to keep us all on the same page?
If you tell me how exactly to do that I'll do.
Where you see a box.net folder, click the blue dropdown button and select "Invite Collaborators"

Also see: Help › Collaboration

Edit: Managing change is going to be the trouble there though. Especially if you upload a large change to a script, and I helpfully wipe it out by uploading the previous version with a spelling correction.

SVN and other things like Google Wave help to easily and effectively manage code in an ever-changing environment from many people.

Posted: Thu Oct 15, 2009 10:52 am
by matthewfarmery
Im looking into a SVN solution, so watch this space

edit

I have a hosting account that has SVN installed, Im looking at how to set it up and see if I can allow people to commit, I need a bit of time, but if possible I may be able to offer SVN for this project :D

scratch that, it looks pretty tricky to setup adn allow people to have access, have to look for another means, sorry

...

Posted: Thu Oct 15, 2009 11:24 am
by Lestradae
Perhaps for the moment, let's stay at the debate here.

Discuss options, at the end we find a consensus upon which scripts to use and matthewfarmery updates his sig.

When the scripts have been timer-secured plus optimised, this work here will basically have been done.

I will then include the special ship options that are still missing from 585 of 600 ships, create a manual and there we go. Katharsis is at this minute (again) working on the program that's going to create that functionality.

OK all around for the moment? :)

L