Re: Pods OXP
Posted: Fri Oct 27, 2017 11:08 am
by Fleurghber
Latest startup log, testing the new version:
"Opening log for Oolite version 1.84 (x86-64) under Mac OS X Version 10.9.5 (Build 13F1911) at 2017-10-27 11:05:51 am +0000.
Machine type: iMac14,1, 8192 MiB memory, 4 x x86 (Haswell) @ 2700 MHz.
Build options: OpenAL, new planets.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
12:05:51.339 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
12:05:51.395 [system]: Invalid color System, labelColor (warning given only once)
12:05:51.544 [rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 INTEL-8.28.37"). Vendor: "Intel Inc.". Renderer: "Intel Iris Pro OpenGL Engine".
12:05:51.544 [rendering.opengl.extensions]: OpenGL extensions (128):
GL_EXT_texture_compression_dxt1, GL_EXT_rescale_normal, GL_EXT_transform_feedback, GL_EXT_blend_func_separate, GL_EXT_framebuffer_sRGB, GL_ATI_texture_env_combine3, GL_ARB_draw_elements_base_vertex, GL_EXT_debug_label, GL_EXT_geometry_shader4, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_NV_texgen_reflection, GL_NV_blend_square, GL_ARB_texture_compression_rgtc, GL_EXT_stencil_wrap, GL_ARB_texture_env_crossbar, GL_EXT_framebuffer_blit, GL_ATI_separate_stencil, GL_APPLE_vertex_point_size, GL_EXT_texture_rectangle, GL_APPLE_specular_vector, GL_EXT_packed_depth_stencil, GL_EXT_blend_color, GL_ARB_fragment_program_shadow, GL_EXT_texture_env_add, GL_EXT_provoking_vertex, GL_EXT_texture_array, GL_ARB_texture_env_combine, GL_ARB_point_sprite, GL_ARB_multisample, GL_EXT_framebuffer_object, GL_ARB_framebuffer_sRGB, GL_EXT_texture_lod_bias, GL_APPLE_pixel_buffer, GL_ARB_vertex_program, GL_EXT_bgra, GL_APPLE_fence, GL_APPLE_ycbcr_422, GL_EXT_timer_query, GL_EXT_vertex_array_bgra, GL_ARB_depth_clamp, GL_IBM_rasterpos_clip, GL_ARB_pixel_buffer_object, GL_SGIS_generate_mipmap, GL_EXT_framebuffer_multisample_blit_scaled, GL_ARB_shader_texture_lod, GL_ARB_texture_float, GL_ARB_texture_rectangle, GL_ARB_vertex_shader, GL_NV_texture_barrier, GL_ARB_provoking_vertex, GL_ARB_texture_env_add, GL_APPLE_object_purgeable, GL_ARB_texture_env_dot3, GL_APPLE_rgb_422, GL_NV_depth_clamp, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_cube_map, GL_APPLE_element_array, GL_ATI_texture_float, GL_ARB_window_pos, GL_ARB_sync, GL_ARB_vertex_buffer_object, GL_APPLE_texture_range, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_compression, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_ARB_texture_border_clamp, GL_EXT_draw_buffers2, GL_ARB_shading_language_100, GL_EXT_blend_equation_separate, GL_ARB_vertex_blend, GL_EXT_blend_subtract, GL_EXT_packed_float, GL_APPLE_aux_depth_stencil, GL_APPLE_row_bytes, GL_NV_light_max_exponent, GL_EXT_abgr, GL_EXT_texture_filter_anisotropic, GL_ARB_vertex_array_bgra, GL_ARB_draw_buffers, GL_ARB_transpose_matrix, GL_ARB_color_buffer_float, GL_EXT_gpu_program_parameters, GL_APPLE_client_storage, GL_ARB_texture_non_power_of_two, GL_ARB_multitexture, GL_EXT_gpu_shader4, GL_APPLE_flush_render, GL_ARB_framebuffer_object, GL_APPLE_vertex_program_evaluators, GL_APPLE_transform_hint, GL_EXT_texture_compression_s3tc, GL_APPLE_flush_buffer_range, GL_EXT_texture_integer, GL_SGIS_texture_edge_clamp, GL_NV_fog_distance, GL_ARB_occlusion_query, GL_ARB_fragment_shader, GL_ARB_texture_rg, GL_ARB_fragment_program, GL_ARB_seamless_cube_map, GL_ARB_shader_objects, GL_EXT_draw_range_elements, GL_APPLE_vertex_array_object, GL_ARB_depth_texture, GL_EXT_texture_sRGB, GL_ARB_half_float_vertex, GL_APPLE_vertex_array_range, GL_ARB_shadow, GL_EXT_multi_draw_arrays, GL_ARB_half_float_pixel, GL_APPLE_packed_pixels, GL_ARB_point_parameters, GL_EXT_debug_marker, GL_EXT_texture_sRGB_decode, GL_EXT_clip_volume_hint, GL_SGIS_texture_lod, GL_EXT_fog_coord, GL_EXT_texture_shared_exponent, GL_ATI_texture_mirror_once, GL_APPLE_float_pixels, GL_EXT_framebuffer_multisample, GL_ARB_depth_buffer_float, GL_ARB_draw_instanced
12:05:51.549 [rendering.opengl.shader.support]: Shaders are supported.
12:05:51.686 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
12:05:51.686 [searchPaths.dumpAll]: Resource paths:
~/Desktop/Games and things/Elite family/Oolite-1.84/Oolite 1.84/Oolite.app/Contents/Resources
~/Library/Application Support/Oolite/Managed AddOns
~/Library/Application Support/Oolite/AddOns
~/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.Thargoid.Pods.oxz
12:05:51.695 [shipData.load.begin]: Loading ship data.
12:05:51.709 [shipData.merge.failed]: ***** ERROR: one or more shipdata.plist entries have like_ship references that cannot be resolved: pods_CWT_breachBarrel, pods_CWT_emptyBarrel, pods_CWT_explodingBarrel, pods_CWT_jamBarrel, pods_CWT_piggybankBarrel, pods_CWT_retryBarrel, pods_CWT_trumbleBarrel, pods_CWTa_1tBarrel, pods_CWTb_1tBarrel, pods_CWTc_1tBarrel, pods_UPS_1tBarrel_1, pods_UPS_breachBarrel, pods_UPS_emptyBarrel, pods_UPS_explodingBarrel, pods_UPS_jamBarrel, pods_UPS_piggybankBarrel, pods_UPS_retryBarrel, pods_UPS_trumbleBarrel
12:05:52.537 [startup.complete]: ========== Loading complete in 1.12 seconds. ==========
12:05:53.450 [exit.context]: Exiting: Exit Game selected on start screen.
Closing log at 2017-10-27 11:05:53 am +0000."
Re: Pods OXP
Posted: Mon Nov 20, 2017 2:43 pm
by Rustem
Question:
1) Think, need add this feature to a missile pod?:
If you not have a free pylon. Then a missile pod will scooped as firearms. If you have a free pylon and it has been scooped missile pod to the cargo hold. If you like, so you can dumping a firearms and re-scooped for mount to pylon.
2) If player(NPC also) scooped a Bulk Container. It is should be placed in the cargo hold on the 1t-container?
Then if want drop its, then he eject a single 1t-container, rather than a Bulk Container.
3) How reset a content to emty in the cargopod with commodity. It is read-only?
Re: Pods OXP
Posted: Tue Nov 21, 2017 3:49 am
by phkb
Rustem wrote:
How reset a content to emty in the cargopod with commodity.
The
cargopod.setCargo(commodity, amount);
will set the commodity type and quantity, but anything more than 1t will be reset back to 1t.
Rustem wrote:
If player(NPC also) scooped a Bulk Container. It is should be placed in the cargo hold on the 1t-container?
By default, cargo pods in space are designed to contain a maximum of 1t. When you launch from a station, the cargo marshalling process takes all your available cargo and puts it in your hold as 1t containers so it can be ejected 1t at a time.
It looks like the bulk containers in "Pods" are subverting this a bit, by awarding the player a random tonnage of cargo when it's scooped. The method it appears to use will add a series of 1t containers to your hold, not one container with more than 1t in it. Even if you could adjust the quantity of a cargo pod to more than 1t after being ejected, it would take quite a bit of overhead to monitor and adjust ejected pods, particularly for something that is likely a small scenario. You then also run into problems if a pod with 10t is re-scooped by the player when they have less than 10t space available? What happens to the excess?
My feeling is that trying to get around the 1t cargo pod limit is an exercise in frustration and may not be worth it. I think the only thing you need is some hand-wavium to explain why a bulk container gets broken down into 1t containers as soon as it's scooped.
Re: Pods OXP
Posted: Tue Nov 21, 2017 3:42 pm
by Rustem
Version 1.43
- Code refactoring: released one script for Bulk container with NPC-scooping feature.
- Added a routine for checking a shipUniqueName
for renew of the pod name (for cargo scanner).
- Modified the missilePod script for player-rescooping.
- Upgraded all scripts for NPC-scooping.
Re: Pods OXP
Posted: Wed Nov 22, 2017 9:34 pm
by phkb
Rustem wrote:
If player scooped a Bulk Container with Gem-Stones(Gold), then Gem-Stones is should be placed in the new 1t-container or saved in the initial Bulk Container:
Gold, platinum and gems can have more than 1 unit in a cargo pod. When (say) 10g of gems is scooped, it stays in your hold as a 10g cargo pod - you can then eject it like you would any other commodity. After you dock the gems are transferred into your ships safe, so that, when you next launch, you won't be able to eject the gems any more. So, in summary, if the bulk container contains gold, platinum or gems, it can be left as is (and in fact, it's not really a "bulk" container).
I just did a test and was successful in putting 1000kg of gold in a pod, scooped it, ejected it, and it still had 1000kg (=1t). Did the same test with 1000000g (=1t) of gem stones. Anything more than those values, though, and the pod will be reset back to the 1t maximum.
Rustem wrote:What is correctly for kg/gram-cargo bulk barrel?
Code: Select all
cargoPod.setCargo(type, quantity);