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Re: [Beta] Release of Telescope 2.0
Posted: Tue Dec 14, 2021 3:23 am
by arquebus
Fantastic! I'm glad you found the fix! (I'm also glad I wasn't crazy!)
Re: [Beta] Release of Telescope 2.0
Posted: Tue Dec 14, 2021 3:26 am
by cag
The version of Station Options in your log,
station_options.Cholmondely.oxz
, is an old, one-time version to get Cholmondely up and running and should be replaced.
for Telescope version 2.0, use:
https://www.dropbox.com/s/dzz9ayq1e0jhv ... s.oxz?dl=0
for Telescope version 1.15, use:
https://www.dropbox.com/s/vusqo0pwx3ckj ... s.oxz?dl=0
Re: [Beta] Release of Telescope 2.0
Posted: Tue Dec 14, 2021 3:58 am
by arquebus
I've replaced them all with the ones you just linked! I think I actually had a more recently updated station options, but somehow ended up with the .Cholmondely version again.
Re: [Beta] Release of Telescope 2.0
Posted: Tue Dec 14, 2021 4:17 am
by cag
arquebus wrote: ↑Tue Dec 14, 2021 3:58 am
I've replaced them all with the ones you just linked! I think I actually had a more recently updated station options, but somehow ended up with the .Cholmondely version again.
Cholmondely, your link above for Station Options is incorrect. Please edit your message to be consistent with the other posts, namely
https://www.dropbox.com/s/dzz9ayq1e0jhv ... s.oxz?dl=0
Re: [Beta] Release of Telescope 2.0
Posted: Tue Dec 14, 2021 9:47 am
by Cholmondely
cag wrote: ↑Tue Dec 14, 2021 4:17 am
arquebus wrote: ↑Tue Dec 14, 2021 3:58 am
I've replaced them all with the ones you just linked! I think I actually had a more recently updated station options, but somehow ended up with the .Cholmondely version again.
Cholmondely, your link above for Station Options is incorrect. Please edit your message to be consistent with the other posts, namely
https://www.dropbox.com/s/dzz9ayq1e0jhv ... s.oxz?dl=0
Done. Sorry.
Re: [Beta] Release of Telescope 2.0
Posted: Tue Dec 14, 2021 6:25 pm
by spara
phkb wrote: ↑Mon Dec 13, 2021 3:47 am
Cholmondely wrote: ↑Mon Dec 13, 2021 3:21 am
I hate the way the configuration interface works, it is just so immersion-breaking
I created a small OXP for myself to default the Asteroid Tweaks settings, moving the settings into Library Config and then suppressing all the prompts the original OXP will display. If there's interest I can post a copy in my box.com account.
A long time ago I mused that there should be an entry in the Oolite system menu for OXPs. This would be used for out of game configurations, like Asteroid Tweaks. I did not do any kind of station interface for the Asteroid Tweaks, because it felt wrong to put these kinds of meta game settings there. Instead I chose to force the settings once after installing the oxp. An annoying decicion, now that you think of it
.
Re: [Beta] Release of Telescope 2.0
Posted: Mon Dec 20, 2021 10:57 pm
by Cholmondely
HIMSN: we want the HIMSN stations not to show up on Telescope 2.0 or on Telescope 1.15 until one is "on top of them" and can see them visibly.
cag: Is there some sort of code that we can include in the HIMSN.oxp which will achieve this?
Re: [Beta] Release of Telescope 2.0
Posted: Mon Dec 20, 2021 11:06 pm
by Cholmondely
Oh! And is there any chance of transmogrifying the units of measurement to include Miles, Cavezzi, Torans & OU's? (Like the Galactic Almanac). How would I do it?
Re: [Beta] Release of Telescope 2.0
Posted: Tue Dec 21, 2021 1:39 am
by cag
Cholmondely wrote: ↑Mon Dec 20, 2021 10:57 pm
HIMSN: we want the HIMSN stations not to show up on Telescope 2.0 or on Telescope 1.15 until one is "on top of them" and can see them visibly.
If by "on top of them", you mean scanner range, no problem (see below). But for a telescope to see them visibly, that's quite a different story. You can see a station from quite a distance without a telescope. With one, we could say it's an amorphous souce of light the computer can't classify/resolve until closer...
The other problem is the beacon. Both beaconCode and isBeacon are read-only, so they'll show up on the ASC, no? BeaconLabel is writable, so maybe not set that until the player is in scanner range? Just spit-balling here.
Cholmondely wrote: ↑Mon Dec 20, 2021 10:57 pm
cag: Is there some sort of code that we can include in the HIMSN.oxp which will achieve this?
from telescope's readme:
Code: Select all
Script_info support:
====================
OXP makers can alter the detection of any objects in shipdata.plist to avoid
revealing mission secrets.
Stations with non-standard roles and ships with the word "stealth" within their
dataKey or role are detected in normal scanner range only. Must specify
"telescope" script_info key to detect it farther to stay compatible with the
existing OXPs, for example Rescue Stations.oxp, Stealth.oxp and Vector.oxp.
Standard Station roles: "station", "coriolis", "dodo", "dodec", "dodecahedron",
"ico", "icosa", "icosahedron" and "rockhermit".
Hiding ships need "stealth" role or set telescope = 0; in script_info.
script_info = {
telescope = 0;
};
* 0: detected within normal scanner only as without telescope.
* 1: detected in visible range only (due to gravity scanner can see a ship
with 1kg mass from 2km only).
* Positive integer: give new mass to the ship in kg which can increase the
gravity detection.
* Negative integer: will be substracted from the ship.mass in kg to reduce
gravity detection.
If this key is not placed at all then get the normal detection.
Objects with disabled detection (0) are not detected when arrive into visible
range (need scanner range), but once detected then tracked over scanner
range while in visible range until next scan (small help and save performance).
This is supported in both Telescope 1.15 & 2.0.
"himsn_headquarters" in
shipdata.plist
already has a
script_info
, so only the
telescope
entry is required. You may want to add quotes if on a Mac
"telescope" = 0;
(?)
What systems would I find these stations in?
FYI: link on
HIMSN is broken:
http://wiki.alioth.net/index.php/File:H ... a_test.oxz
I grabbed a .zip copy from GitHub, which had timestamps from
last week. Is there even an oxz being maintained? If not, the wiki should be updated to aid less technical users getting it.
It would also be nice if links to related oxz's were also listed. In trying to assemble them, I had a bunch of wiki tabs open, each with follow-on links. A real rabbit warren.
FYI: link for system_redux.zip on
http://wiki.alioth.net/index.php/System_Redux_(Oolite) is broken:
http://msdownload.co.uk/Oolite/system_redux.zip
but the link for its update works fine!
Re: [Beta] Release of Telescope 2.0
Posted: Tue Dec 21, 2021 2:54 am
by cag
Cholmondely wrote: ↑Mon Dec 20, 2021 11:06 pm
Oh! And is there any chance of transmogrifying the units of measurement to include Miles, Cavezzi, Torans & OU's? (Like the Galactic Almanac). How would I do it?
Distance units are a BFM. It's unfortunate we have 'm' and 'km', as they do not scale as the metric units most of us use. 'm' for meter seems reasonable as you near ships, scoop stuff, but the 'k' in 'km' cannot be kilo (way too small) but some other multiplier not well defined.
It got worse with the introduction if 'Gkm', a million 'km', breaking the greek progression of kilo, mega, giga, tera, peta, etc. Now I understand that different species will have developed their own units of measure, but for the love of all things holy, define them in an unambiguous manner!
Ahh, much better. So, if an oxp has different units and the player can select to use those units, I could be persuaded to comply, given the above caveats.
Re: [Beta] Release of Telescope 2.0
Posted: Tue Dec 21, 2021 3:57 am
by phkb
cag wrote: ↑Tue Dec 21, 2021 1:39 am
Both beaconCode and isBeacon are read-only
beaconCode is r/w from v1.77
Re: [Beta] Release of Telescope 2.0
Posted: Tue Dec 21, 2021 5:45 am
by cag
cag wrote: ↑Tue Dec 21, 2021 1:39 am
Cholmondely wrote: ↑Mon Dec 20, 2021 10:57 pm
HIMSN: we want the HIMSN stations not to show up on Telescope 2.0 or on Telescope 1.15 until one is "on top of them" and can see them visibly.
...
The other problem is the beacon. Both beaconCode and isBeacon are read-only, so they'll show up on the ASC, no? BeaconLabel is writable, so maybe not set that until the player is in scanner range? Just spit-balling here.
phkb wrote: ↑Tue Dec 21, 2021 3:57 am
cag wrote: ↑Tue Dec 21, 2021 1:39 am
Both beaconCode and isBeacon are read-only
beaconCode is r/w from v1.77
Great, so you can keep beaconCode null until one is "on top of them" then set it; .isBeacon will reflect the change.
But wait, 'beacon' only appears in the shipdata.plist file, no where else in the oxp. So the HIMSN stations are on the ASC and broadcasting their radio beacons. And telescope can detect radio, so what am I missing here? Are these stations cloaked or hidden in dusty nebulae or have a really slim profile?
I need a location so I can see what's what.
What exactly are you trying to do here? Could an intermittent/on demand beacon be a solution? If you don't want a pilot stumbling upon it too early, you could leave the beacon off and when the time is right (eg. accepts mission), give him a special receiver or frequency that's outside of commercial bands. I like the receiver, so if it's damaged in battle, you get to jerk his chain some more.
Re: [Beta] Release of Telescope 2.0
Posted: Tue Dec 21, 2021 9:37 am
by Cholmondely
Miniature Lecture on the Navies in Oolite.
HIMSN was thought of back in 2012 as a more lore-based alternative to the older Galactic Navy.oxp. HIMSN is supposed to be virtually invisible, off fighting the Thargoids in intergalactic space (as per the original Elite Manual)
etc. etc.
The Galactic Navy, if you have never peeked, is massive. And very clever. 16 clearly labelled naval bases in each of the 8 galaxies. Zillions of naval patrols. News on the fight against the Thargoids. Loyalty bonds. Special welcome to the navy bases. Join a reserve unit. Earn medals. Etc. Etc. For little me, it usefully places a navy patrol at the witchpoint in Isinor for my Tionisla-Isinor milkruns. They clobber the Isinorian pirates, I just stand and applaud from a distance.... (GN was written by Matt634 in 2007 - then updated to Javascript by Nemoricus (2009) - and then Spara added new shadered ship .oxp's in 2014)
Gimi (an officer in the Royal Norwegian Navy) directed a team of half a dozen - including Cody & Disembodied - and then got eaten alive by E:D after a year or so. Pleb took over and manfully resisted E:D for 6 months. On his demise (involving liquefaction, liquidisation and liquers), the project collapsed. It's been in limbo ever since - until Tsoj & cbr started working on it a couple of weeks ago.
A handful of hidden bases dotted around a handful of galaxies. Bases for the fight against the Thargoids - presumably loaded with stealth stuff to hide their presence. No beacons. If you have to go there, you will be told where to go...
Iff we can get the alpha version out on the Expansions Manager (almost there!), there are then beta and gamma variants waiting to be added (if we stick to Gimi's masterplan - but he knew what he was up to, just as Matt634 & Nemoricus did with GN).
And Commdr James solved your km issues
here.
Re: [Beta] Release of Telescope 2.0
Posted: Wed Dec 29, 2021 11:17 pm
by Cholmondely
More fun and games...
Sorry....
Code: Select all
....
22:58:50.967 [script.load.world.listAll] +[ResourceManager loadScripts] (ResourceManager.m:2132): Loaded 362 world scripts:
....
telescope 2.0
telescope_fps_monitor 1.2
telescopeeq 2.0
....
22:58:52.150 [telescope] GlobalLog (OOJSGlobal.m:266):
function startUp() caught: TypeError: ws._adjustMLFlags is not a function
parameters: { isPlaying: false, loop: false, position: Vector3D: (0, 0, 0), positional: false, repeatCount: 1, sound: { name: "ScanSound.ogg" }, volume: 1 }
file: /Library/Application Support/Oolite/Managed AddOns/Norby.cag.Telescope.2.06.oxz/Scripts/telescope.js...
line: 1476, _SetMasslockRings( 1 )
file: /Library/Application Support/Oolite/Managed AddOns/Norby.cag.Telescope.2.06.oxz/Scripts/telescope.js...
line: 260, _load_missionVariables()
file: /Library/Application Support/Oolite/Managed AddOns/Norby.cag.Telescope.2.06.oxz/Scripts/telescope.js...
line: 201, startUp()
....
22:58:57.759 [script.javaScript.exception.notFunction] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (telescope 2.0): TypeError: ws._initOxpVars is not a function
....
23:08:46.576 [script.javaScript.exception.notFunction] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (telescope 2.0): TypeError: ws._set_curr_Sighting is not a function
14th December version (I renamed it Telescope.2.06 just as I renamed all the earlier versions...)
Re: [Beta] Release of Telescope 2.0
Posted: Fri Dec 31, 2021 3:28 am
by cag
Cholmondely wrote: ↑Wed Dec 29, 2021 11:17 pm
More fun and games...
...
14th December version (I renamed it Telescope.2.06 just as I renamed all the earlier versions...)
That was a result of mixing versions. I've instituted strict version numbering so Oolite should inform you when one is out of date. Telescope is now version 2.0.7!
new option: SniperRingActive
- select under which conditions the sniper ring is displayed (alertCondition/weaponsOnline)
updated all effectdata.plist files to current core/oxp data
fixed bug where arquebus couldn't lock on ship (episode 10? & 18) & got repeated targeting messages
=> the ship in question had a Military Jammer
Telescope 1.15 had same issue and just ignored the ship; I've just refused to lock (for now?).
The Military Jammer corrupts the scanner but the ship still emits light (i.e. is not cloaked) so the Telescope can still see it. While 1.15 completely ignored it, I'm still listing it in the MFD, we just cannot acquire a lock. So there's little change to game balance. Is this better/preferable or should we revert to what 1.15 did?
All 3 oxp's will need to be downloaded to get in version synch:
Telescope:
https://www.dropbox.com/s/swfwx5klha3dn ... e.oxz?dl=0
Extender:
https://www.dropbox.com/s/oq331u061tucn ... r.oxz?dl=0
Station Options:
https://www.dropbox.com/s/dzz9ayq1e0jhv ... s.oxz?dl=0
I've just got a few minor tweaks left on my list before I call this version done. Do you think it's ready for the expansion manager?