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[Release] Market Observer

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spara
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Re: [Release] marketObserver 1.9.1

Post by spara »

Paradox wrote:
Is there a way to get rid of listed items that were destroyed during battle, or that you simply no longer have?
ATM you need to replace those destroyed items by salvaging or by other means. Other means could be by taking appropriate contract or maybe with new cargoes.

The philosophy behind is that the log is actually showing your investments in standard market. If your cargo gets destroyed, your investment actually should be write-offed from your profit calculations. In real life to my understanding that is done in the final accounts.

To keep things simple I decided to let it be and not to write-off at all.

A better solution would probably be giving the player a chance to clear the log on demand and take those lost investments out of the profit. This can easily be implemented as a system interface. I'll include it to the next update. Thanks for the idea :D. I'll probably include toggling elements and clearing gatherer values to it too.
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Re: [Release] marketObserver 1.8

Post by JeX »

spara wrote:
New version (1.8 ). Now I have filled the screen with numbers giving more or less useful trading information :D. That probably means that this OXP is somewhat finished, feature wise. But you never know. :mrgreen:

* Contents of the HyperCargo system are added to the market screen. (If that oxp is installed)

Image
Ok, I see that you have been rapidly doing updates, so this bug report is from version 1.8.

When I went to the market screen, all of the prices were exactly average! Upon deletion of the MarketObserver, prices were back to normal though.
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Re: [Release] marketObserver 1.9.1

Post by spara »

New version 2.0

* Change of behaviour: If cargo is lost when docking a main station, lost cargo is purged from the log and its value is deducted from profit. This feature can be turned on or off (this.$writeOff in Config/script.js file)
Paradox wrote:
Is there a way to get rid of listed items that were destroyed during battle, or that you simply no longer have?
To keep things simple, I decided not to do any kind on interfaces or such. Instead I added an automatic purge of log when docked with main station if something is lost.
JeX wrote:
Ok, I see that you have been rapidly doing updates, so this bug report is from version 1.8.

When I went to the market screen, all of the prices were exactly average! Upon deletion of the MarketObserver, prices were back to normal though.
I've been on holidays and spent too much time tinkering with Oolite :D. For some reason I get new ideas after I have released a new version :roll:. Now I'm back at work again, so things will probably cool down a bit. No wonder it's been hard to keep up with my current rate of updates :oops:. Big thanks to those who have though.

About your problem. If all is well, it's already fixed in the newest version, but just to make sure... Were you at the main station or some oxp station and do you have Commodity Markets OXP installed? The only time this oxp touches the actual prices should be when Commodity Markets is istalled and you are visiting a main station or a station with Commodity Markets definition.
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Re: [Release] marketObserver 1.9.1

Post by Wildeblood »

spara wrote:
New version 2.0
Have you really re-written it, or is it version 2.0 because you didn't want a version 1.10?
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Re: [Release] marketObserver 1.9.1

Post by spara »

Wildeblood wrote:
spara wrote:
New version 2.0
Have you really re-written it, or is it version 2.0 because you didn't want a version 1.10?
Uh :roll: . No re-write. Sorry for the confusion, just upped the number by 0.1 by habbit for a new feature. I'm too much of a mathematician to use 1.10 which in my mind means 1.1 :D. Versioning of course works differently. Well, it's out now, better not change it. Dont want to create any more confusion.
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Re: [Release] marketObserver 1.9.1

Post by Diziet Sma »

spara wrote:
For some reason I get new ideas after I have released a new version :roll:.
That's pretty much the way it happens for all of us.. :lol:

At least you don't have to wait for after Oolite 1.78 is released before the feature you need for your new idea to work can even be added.. :cry: :wink:
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: [Release] marketObserver 1.9.1

Post by Wildeblood »

Diziet Sma wrote:
At least you don't have to wait for after Oolite 1.78 is released before the feature you need for your new idea to work can even be added.. :cry: :wink:
Are you sure? What is the feature you need?
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Re: [Release] marketObserver 2.0

Post by Diziet Sma »

I need scripted control over the player's injectors. Currently not possible, to the best of my knowledge. (yes, I've asked around.. and submitted a request)
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: [Release] marketObserver 2.0.1

Post by spara »

Aargh :x. While puttin in all those nice new features (especially support for Commodity Markets), I totally broke compatibility with AI Trading Assistant. Just made fixes so that version 2.0.1 somewhat works as intended with AI Trading Assistant.

Note that AI Trading Assistant is not compatible with Commodity Markets. So if AITA is used with mO, CO is turned off. Decipher that.

"Somewhat works" means that Wildeblood made AITA to be compatible with a previous version of mO, so some of my fancy new hud tweaks are not shown and "<<"-suggestions are printed on top of the new "in-system trade"-helper column.
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Re: [Release] marketObserver 2.0

Post by Wildeblood »

Diziet Sma wrote:
I need scripted control over the player's injectors. Currently not possible, to the best of my knowledge.
Murphy simulated the torus drive for Escort Contracts. Just copy his code and change 32x to 7x.
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Re: [Release] marketObserver 2.0.1

Post by Diziet Sma »

I had already checked that code out.. Separating out all the 'mother' stuff looks to be a bitch.. and it won't burn any fuel. Even Capt. Murphy had to let the player manually work their injectors when the mother used hers.

I can take another look at it all, I guess.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: [Release] marketObserver 1.9.1

Post by JeX »

spara wrote:
About your problem. If all is well, it's already fixed in the newest version, but just to make sure... Were you at the main station or some oxp station and do you have Commodity Markets OXP installed? The only time this oxp touches the actual prices should be when Commodity Markets is istalled and you are visiting a main station or a station with Commodity Markets definition.
1. No commodity markets. It's too cumbersome for me to use with separate screens and too many prompts. My commander does not have the patience!
2. I just loaded my game so I was a the main station.
3. Had installed latest version of AI trading assistant.

I will give it another go if you are certain that this bug is squashed.
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Re: [Release] marketObserver 1.9.1

Post by spara »

JeX wrote:
1. No commodity markets. It's too cumbersome for me to use with separate screens and too many prompts. My commander does not have the patience!
Not cumbersome at all with marketObserver as it integrates both markets into one. No more selecting buy/sell markets. I actually like Commodity Markets OXP a lot. Too bad it's not compatible with AI trading assistant.
JeX wrote:
3. Had installed latest version of AI trading assistant.
ATM there are some small hud glitches with AITA, nothing fatal though.
JeX wrote:
I will give it another go if you are certain that this bug is squashed.
I wish I could be certain of anything. Only fairly confident. :mrgreen:

If it happens again, could you please take a screenshot and post it here or PM me.
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Re: [Release] marketObserver 1.9.1

Post by Wildeblood »

spara wrote:
JeX wrote:
No commodity markets. It's too cumbersome for me to use with separate screens and too many prompts. My commander does not have the patience!
Not cumbersome at all with marketObserver as it integrates both markets into one. No more selecting buy/sell markets.
What you have now is not so much a compatibility hack as your own re-implementation. It really demonstrates the flaws in the original. Why not complete the re-implementation, if you like that sort of thing, and remove the dependency on Commodity Markets OXP completely?
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Re: [Release] marketObserver 1.9.1

Post by spara »

Wildeblood wrote:
spara wrote:
JeX wrote:
No commodity markets. It's too cumbersome for me to use with separate screens and too many prompts. My commander does not have the patience!
Not cumbersome at all with marketObserver as it integrates both markets into one. No more selecting buy/sell markets.
What you have now is not so much a compatibility hack as your own re-implementation. It really demonstrates the flaws in the original. Why not complete the re-implementation, if you like that sort of thing, and remove the dependency on Commodity Markets OXP completely?
Fair point. Basically I'm trying to keep marketObserver clean of features that change game mechanics. It's meant to provide information, that's all. Trader's rating is a bit of a step out of that principle, but at least it does not change markets or anything.

Commodity Markets hack/re-implementation was actually something that was requested in that oxp's thread, and I decided to give it a shot as I'm already messing with message log. I did not want to rethink anything, just added the bits that made it fall in place. I find the result working quite nice, considering the limitations at hand.

So at least for now, marketObserver does not do changes to game mechanics (You can of course debate, if providing information is a game mechanics change). I'll leave that to other oxps such as Commodity Markets and In-System Trader. I'm also leaving all logging and advising kind of stuff to AI trading assistant.

Hope this makes any sense :D.
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