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Re: Shield Cycler 0.30.2 - last before V1.0 ?
Posted: Mon Jun 25, 2012 6:37 pm
by Lone_Wolf
Commander McLane wrote:
While you're at it, you should also look into applying the same changes to shieldcycler that have been applied to CCL (namely moving out of the "global" namespace).
I've replaced Cabal_Common references with worldScripts.Cabal_Common_Functions.Cabal_Common so it works with CCL 1.6 and uploaded version 0.30.3 .
Using
in the debug console gives no shieldcycler objects in global namespace.
Maybe the references you saw were the Cabal_Common object used by shieldcycler to interact with OxpConfig / CCL ?
Re: Shield Cycler 0.30.3 - now requires CCL 1.6
Posted: Mon Dec 17, 2012 4:16 pm
by Lone_Wolf
After an absence I'll be playing oolite again, and intend to start working on version 1 of this oxp.
If there are problems with 0.30.3 , bugs or you have suggestions for improvement / additions, now is the time to mention them.
<goes to OXP list to update all installed oxps to latest versions)
Re: Shield Cycler 0.30.3 - now requires CCL 1.6
Posted: Mon Aug 04, 2014 11:50 am
by Lone_Wolf
I'm working on shield cycler again, have a lot of oxp related stuff to catching up to.
I'll probably release an updated oxp first, then look into oxz'ing it.
I'm also considering incorporating CSOTB shield equalizer / capacitor functionality, see
https://bb.oolite.space/viewtopic.php?f= ... 7&start=45 .
Re: Shield Cycler 0.30.3 - now requires CCL 1.6
Posted: Tue Aug 05, 2014 1:32 pm
by Lone_Wolf
Road map / Todo list, please comment on it
0.4. & later
- use JSON for missionvar, include SC version
- split off code for converting from older versions to a separate script
- put checks for needed / conflicting oxps in separate script
-
switch from unbreakable equipment to loss of functionality when damaged
suggested schema :
every direct hit will reduce functionality by 20%
since the presence / absence of shield booster and mil shields already influences SC performance, i don't see the need for functionality loss when they are damaged
add repair option when docked, check with Thargoid if repairbots could handle partial repairs
- add automatic shieldequalizer mode
- add the capacitors from shieldequalizer, making sure they are compatible with other oxps
- bigger capacitors, like in hardships oxp
- relevant configure options for the new devices with oxpconfig
- additonal start/stop function just for capacitors
release v1 ?
Re: Shield Cycler 0.31 is out
Posted: Fri Aug 08, 2014 11:29 am
by Lone_Wolf
Version 0.31 released as OXP .
It needs some testing by players before i feel confident it can be released as OXZ.
changes :
- new function : b-key sets shieldcycler back to whatever the launch setting is
- optimizied & simplified code
- updated CCL / OxpConfig requirements
- added manifest.plist to oxp
Re: Shield Cycler 0.31 is out
Posted: Sat Aug 09, 2014 3:29 pm
by Lone_Wolf
While this thread is beginning to look as if i'm taking to myself
, the 0.31 version has been downloaded 3 times since i put it on box.com yesterday.
So it does appear i have a few readers
.
----------------------------------------------
I've been following / participating in the discussion about the OXZ format, and this has prompted me to think about switching to a new naming / versioning scheme for ShieldCycler.
My method is somewhat similar to that used by the linux kernel devs :
there will be a stable version that only gets bugfixes, and a development version (that in time will become the next stable version) .
My 0.30.3 version has been in use for a long time, got increased use when it was made into an oxz and there have been no bugreports.
The 0.31 version is a minor update, mainly a cleaned up version that takes advantage of Oolite 1.80 options.
Once it has had more playtesting & necessary bugfixes (if any) , 0.31.x will be re-released in OXZ-format with version number 1.0 .
Development will be done in a new oxp, called 'Shield Cycler Next' which will start at version 1.1 .
SC next will (atleast for the time being) only be available as oxp.
it will be savegame compatible with versions starting from 0.21.2 upto 1.0.x , but NOT with older versions.
Here's a new Todo list :
SC - Stable tree
playtesting of 0.31.x
re-release 0.31.x as Shield Cycler 1.0.0 in OXZ format
SC Next - Development tree
v1.10.0
- use JSON for missionvar, include a new missonvar to keep track of missionvar setup changes
- remove code for converting savegames pre-0.21.2
- split off code for converting savegames to a separate script
- split off checks for needed / conflicting oxps in a separate script
v1.11.0
- switch from unbreakable equipment to loss of functionality when damaged
suggested schema :
every direct hit will reduce functionality by 20%
since the presence / absence of shield booster and mil shields already influences SC performance, i don't see the need for functionality loss when they are damaged
- add repair option when docked
v1.20.0
- add automatic shieldequalizer mode
- add capacitors from shieldequalizer, making sure they are compatible with other oxps
- bigger capacitors, like in hardships oxp
- additonal configure options (using OxpConfig) to work with the new devices
- add start/stop functionality for capacitors
- have SC next conflict with shieldequalizer+capicators oxp
v1.30.0
- in-flight repair options
Thargoid has told me he feels partial repairs don't fit in with the goal of repairbots. He has warned me about several potential problems, and urged me to keep them contained in my oxp at first due to these.
- consider changing OxpConfig from optional dep to required dep
Edit :
numbering changed
Re: Shield Cycler 0.31 is out
Posted: Sat Aug 09, 2014 3:51 pm
by Norby
Very nice plan.
I think you should use 1.2, 1.3, etc. as version numbers of these new features due to the third number usually mean minor fixes only.
Re: Shield Cycler 0.31 is out
Posted: Sat Aug 09, 2014 4:42 pm
by Lone_Wolf
thanks, Norby.
You do make a valid point, but i don't want version numbers to climb up to fast.
(in my opinion Firefox made a bad choice increasing the version number every 6 weeks !)
Besides, these are intended as intermediary versions.
I'll switch to 2nd digit be incrementing in 10's.
Re: [RELEASE} Shield Cycler v1.0 is out
Posted: Wed Sep 03, 2014 10:59 pm
by Lone_Wolf
Version 1.0 released in oxp & oxz format .
1.0
- added code to test for savegames created with 1.10+ (JSON)
- minor fix in equipment.plist
- license changed to CC-by-SA 4
- released as oxz & oxp
------------------------------------------------
SC next v1.10 is making good progress, i'm close to finishing the rewrite and start testing.
Lots of changes under the hood, and there is now a function that can be called by oxps that want npc ships to have a functional shieldcycler.
(the current implementation of shieldcycler in customshields.oxp uses a very simple model that shares little with the real shieldcycler).
Re: [RELEASE] development version 1.10 is out
Posted: Tue Sep 23, 2014 10:03 pm
by Lone_Wolf
development version 1.10 released
v1.10.
- Major rewrite
- code split over many (currently 9) script files instead of 2 to improve maintainability / flexibility.
- objects are used to share information between scripts where possible
- oxp disables itself if savegame to old or to new.
- start/stop functionality changed
- new option through oxpconfig to disable entire oxp
(the options for pilots to disable Shield Cycler were limited and dependant on having certain equipment).
- use JSON for missionvariables
- add functionality for npc ships to use shield cycler
(npc ships wanting to use this will need a custom ship script to give them shield functionality, an alternative would be to adjust customshields oxp to use this new functionality)
- display device versions & damage level on F5+F5 screen
(damage level won't change until 1.11.0 )
- power loss for changing configuration was 2 * (nr_of_energybanks + 1) , this led to a ship with 8 banks loosing almost an entire bank of energy after just 3 changes.
new formula : nr_of_energybanks + 5
- added shipLaunchedEscapePod event
Re: [RELEASE] development version 1.10 is out
Posted: Wed Sep 24, 2014 2:36 am
by Diziet Sma
The thread title needs fixing.. it no longer says what OXP the thread is about..
Re: [RELEASE] development version 1.10 is out
Posted: Wed Sep 24, 2014 9:44 am
by Lone_Wolf
Diziet Sma wrote:The thread title needs fixing.. it no longer says what OXP the thread is about..
Corrected, looks like i need to be more careful when posting just before heading to bed.
Re: Shield Cycler new development version 1.10.1
Posted: Sat Sep 27, 2014 12:25 pm
by Lone_Wolf
While playtesting with a brand new jameson, i found some small errors.
Shield cycler next 1.10.1 uploaded with those errors fixed.
Re: Shield Cycler new development version 1.10.2
Posted: Tue Oct 07, 2014 8:58 pm
by Lone_Wolf
found a few more bugs, uploaded new version 1.10.2 .
Re: Shield Cycler new development version 1.10.2
Posted: Thu Oct 23, 2014 12:54 pm
by Lone_Wolf
Given the low amount of downloads of shield cycler next, i'm considering making it into an oxz and thus having 2 shieldcycler versions in the oxz manager.
I aslo realised that adding a shieldequalizer compatible mode will require me to combine timer & event methods, else it will not bear much resemblance to the original shieldequalizer.
I do have some ideas how to do that and intend to try it out with the in-flight repair functionality.
I also thought about the version numbering, and feel that it's best to link it to savegame format, below is my new plan.
SC Next - Development tree
v1.10.2
release as oxz
v1.11.x
switch from unbreakable equipment to loss of functionality when damaged
suggested schema :
every direct hit will reduce functionality by 20%
since the presence / absence of shield booster and mil shields already influences SC performance, i don't see the need for functionality loss when they are damaged
add repair option when docked
once stable, re-release as shieldcycler stable
v1.12.x
in-flight repair options
Thargoid has told me he feels partial repairs don't fit in with the goal of repairbots. He has warned me about several potential problems, and urged me to keep them contained in my oxp at first due to these.
v1.2x.y
update savegame format
add automatic shieldequalizer mode
add capacitors from shieldequalizer, making sure they are compatible with other oxps
bigger capacitors, like in hardships oxp
additonal configure options (using OxpConfig) to work with the new devices
add start/stop functionality for capacitors
have SC next conflict with shieldequalizer+capicators oxp
consider changing OxpConfig from optional dep to required dep