Oxp conflicts
Posted: Fri Oct 25, 2013 6:20 pm
This is a snip from a thread in expansions. It's about something that should be considered and some sort of common agreement might be needed.
When creating oxps, try to avoid:
* Removing entities created by other oxps
* Tweaking entities created by other oxps
* Overwriting scripts created by other oxps
* Overwriting ship_scripts created by other oxps
* Writing mission data of other oxps
...
Then there are those cases where things are changed drastically. For example changing govType would be a change like that. These I think should be tagged with a clear warning sign that other oxps will break and should be used cautiously.
I mean this to be an opening for a discussion rather than me saying how things should be. Please consider ideas above as examples rather than propositions.
I feel that this is a mission impossible. The power of given to the oxp writers is so strong, that these conflicts just keep on coming. I'm responsible some clashes too, but none of those have been deliberate. There just are too many oxps to consider. A simple list for oxp writers of what kind of things should be avoided in scripting might be in order. These might look obvious to some, but I believe not all. List could go like this:Smivs wrote:Sorry for the thread derailment, but this is a very good point that is worth considering. I fell victim to this (twice!) with Xeptatl's Sword, which needed bugfixes to overcome problems caused by other OXPs. Specifically in my case an OXP which added a TL12 station to a TL9 system thus making equipment available that shouldn't have been available there, and another which caused a main station to be removed permanently (as in for ever, even after 'years' of travelling right round all eight galaxies). Both of these 'broke' the mission quite badly.Svengali wrote:There's another showstopper - if I can't control my own settings and code runtimes anymore (OXPs are uncalled changing accuracy, energy, equipment, etc... or inject code) or entities are simply removed by other OXPs my motivation is nearly not existing anymore. We need solutions, otherwise it gets more and more pointless to write any mission related stuff.
This is important as I think the future of OXPs probably depends more and more on mission OXPs. There are already more 'ship' OXPs than we really need, and with the promise of better 'default' models and graphics for the game, replacement texture sets etc are going to become less important. So the future probably lies more with ambience and mission OXPs.
I hope that all authors will be ever more vigilant when designing their future releases, and will keep in mind how disruptive a badly thought through (or not thought about at all!) feature could be to the work of others.
When creating oxps, try to avoid:
* Removing entities created by other oxps
* Tweaking entities created by other oxps
* Overwriting scripts created by other oxps
* Overwriting ship_scripts created by other oxps
* Writing mission data of other oxps
...
Then there are those cases where things are changed drastically. For example changing govType would be a change like that. These I think should be tagged with a clear warning sign that other oxps will break and should be used cautiously.
I mean this to be an opening for a discussion rather than me saying how things should be. Please consider ideas above as examples rather than propositions.