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[Release] Bulletin Board system

Discussion and information relevant to creating special missions, new ships, skins etc.

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phkb
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Re: [WIP] Bulletin Board system

Post by phkb »

Add number of jumps to destination/route data?
Sure! I'll get an update out later today.

[Later] OK, v0.17 now available. In this version:
  • Added number of jumps to destination to the various mission screens.
  • Originating system and destination system details will now wrap inside the column correctly.
  • Cleanup of chart route mode handling.
Last edited by phkb on Mon Feb 06, 2017 9:10 pm, edited 1 time in total.
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Re: [WIP] Bulletin Board system

Post by Cody »

Looking good - thanks!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WIP] Bulletin Board system

Post by phkb »

Contracts on BB is now available via the download manager, and a [EliteWiki] wiki page has been created as well.
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Re: [WIP] Bulletin Board system

Post by phkb »

Version 0.18 has been released. In this version:
  • Adjusted precendence of colors for items in the mission list. If a mission is both unavailable and close to expiry, unavailability will be selected for the item color.
  • Added new events: "open" (fires when BB is opened), "close" (fires when BB is closed from the menu), "exit" (fires when BB is exited without specifically selecting 'Close'), "launchExit" (fires when BB is exited by the player launching their ship).
  • Added "data" element to BB item, so that relevant data can be stored with the mission, for later retrieval. This data is not displayed to the player.
  • Adding a mission with the expiry parameter set to -1 will result in a mission with an unlimited expiry.
  • Fixed issue where explicitly setting "allowTerminate:true" was not being correctly set.
  • Page reset when returning from the map display to the briefing screen.
  • Added the "mapOverlay" option to allow a specific image to be applied to the map screen for a mission.
  • Added "setOverlayDefault" and "resetOverlayDefault" functions to control the default overlay used on the BB.
  • Added "setBackgroundDefault" and "resetBackgroundDefault" functions to control the default background used on the BB.
  • Overlay setting for item now applies on confirmation screen and mission incomplete screen.
  • Adjusted procedure for applying overlays to screen, making better use of defaults.
  • The "terminateCallback" is no longer a required element.
  • Simplified the sample script "AsteroidHunter".
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Re: [WIP] Bulletin Board system

Post by phkb »

After pulling the core contracts onto the bulletin board, I thought it might be useful to include contracts from other OXP's as well, where those contracts are offered through a separate F4 interface. Here's what I've achieved so far:
  • Escort Contracts
  • Rescue stations
  • Random Hits
I think I've managed to transfer the interface logic successfully, but if I've messed something up please let me know. There is one more step though. By default I'm not moving all these missions into the BB. I thought there might be some who prefer the original interfaces of those OXP's. So, in order to turn on the process of moving contracts onto the BB, after you install the pack you either need to edit the "contracts_on_bb.js" file and change some flags manually, or preferrably, install the Library OXP and then use the config options to turn it on. There are three flags to set, one for each OXP.

Apart from the Mining Contracts OXP, I don't know of any other current mission pack that adds them via an F4 interface and the player has the option of choosing the one they want. If I've missed one, again, please let me know and I'll see about adding it into the mix.

ContractsOnBB.oxz version 0.3 now available from the download manager or the [EliteWiki] wiki

[Edit] Version 0.4 is now available, which fixes the default settings for OXP inclusion. I had the default set to true, meaning all OXP's would be included. This should have been false, and is corrected in the new version. :oops: Apologies to anyone who was confused.
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Re: [WIP] Bulletin Board system

Post by Cody »

In the parcel contract details section, the items have their first word capitalised (e.g. Corporate research), which in the middle of a sentence looks wrong.
The core game displays them on F4 with upper case, but there they're the first word of a sentence (on F5F5 they have no upper case letters).
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WIP] Bulletin Board system

Post by phkb »

Thanks for that, Cody. New version on the way.

[Edit] And up. Version 0.5 fixes the casing issue with parcel contracts (and with cargo contracts as well).
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Re: [WIP] Bulletin Board system

Post by Cody »

phkb wrote: Mon Feb 20, 2017 10:54 pm
Version 0.5 fixes the casing issue with parcel contracts...
Thanks - although it doesn't fix it for contracts I already have. No matter, I've only gotta get from Gebeti to Artesore to clear them.


Edit to add: fixed that in my save-file.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WIP] Bulletin Board system

Post by phkb »

Nice solution!
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Re: [WIP] Bulletin Board system

Post by Cody »

The active contracts on F4 - the order keeps changing. <grins> Any rhyme or reason?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WIP] Bulletin Board system

Post by phkb »

I'm doing a "shuffle" of the mission list whenever new contracts are added, trying to keep the list from being groups of the same mission type. I also thought randomising the order would give the list a sort of "in use" feel to it.

I had thought this would only happen once per system visit, but if your noticing it happen with existing items it might be happening more than that. I'll look into it.

If you'd prefer not to have the shuffling and you're OK with editing a script file, you can turn it off by changing line 10 of the "contracts_on_bb.js" file from this:

Code: Select all

this._bbShuffle = true;                             // flag to turn on/off BB list shuffle post conversion process
to this

Code: Select all

this._bbShuffle = false;                             // flag to turn on/off BB list shuffle post conversion process
I might add that switch to the Library options.
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Re: [WIP] Bulletin Board system

Post by Cody »

Done - thanks! I've got too used to them being in order of pick-up on F5F5, you see.
Without a shuffle, this puts the latest on top of the list, yes? Can that be reversed?


I like switches in the Library options!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [WIP] Bulletin Board system

Post by Smivs »

phkb wrote: Tue Feb 21, 2017 9:18 pm

Code: Select all

this._bbShuffle = true;
Yup, it's true :)
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Re: [WIP] Bulletin Board system

Post by phkb »

Cody wrote:
Without a shuffle, this puts the latest on top of the list, yes? Can that be reversed?
By reversed do you mean having items in the accepted list appear in the same order as they were in the available list?
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Re: [WIP] Bulletin Board system

Post by Cody »

<scratches head> On F5F5, the most-recently accepted contract is added to the bottom of the list.
With this OXP, it is added to the top of the active list (at least, that's how it seems to work).


It's not a problem - merely personal preference.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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