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Posted: Wed Nov 28, 2007 10:51 pm
by Svengali
Just another question. Who has made the planets excel-list that can be found in the WIKI? I saw that the first entry in the history was made by aegidian (and I've read that aegidian has got some other projects). I've added the other infos (population, government_number,...) for the first galaxy. It is a very useful thing for scripting.

So I'm looking for the author/co-author to send him this list (Open-Office format).

Posted: Thu Nov 29, 2007 10:55 am
by JensAyton
If you e-mail it to me (see signature) I’ll add it to the wiki.

Posted: Fri Nov 30, 2007 11:07 pm
by Svengali
Ahruman wrote:
If you e-mail it to me (see signature) I’ll add it to the wiki.
Thanks Ahruman. I saw you have put it to the WIKI. The Open Office planet list has a nice feature - special filter. With this filter you don't need macros or java. I've done the checking for this Oxp with it (gov 5, tec >7).

Next version is there (V0.121). http://wiki.alioth.net/index.php/Localhero_OXP
It's a little bit bigger (>670KB), because of the included soundfiles 8)

Is there any chance of stopping a soundfile when it is playing?

EDIT: Link changed to the WIKI

Posted: Sun Dec 23, 2007 2:29 pm
by Svengali
Please think of that this OXP does currently not work with Oolite 1.70. I'm planning to rescript it with Java-Script - but first I've to learn this language.

Version 1.00 is online:
http://wiki.alioth.net/index.php/Localhero_OXP

Posted: Sun Jan 06, 2008 12:08 am
by Svengali
does currently not work with Oolite 1.70
Has changed. A version for Oolite v1.70 is available (WIKI). Same link as above.

It's still a legacy-scripting version, but step by step...

Posted: Wed Feb 06, 2008 7:08 pm
by Svengali
Done. JS. Currently not fully tested, but the first 8 missions will run properly. The next step is outsourcing some parts into ship-scripts.

Posted: Wed Feb 13, 2008 8:32 am
by Hoopy
i've just upgraded to 1.70 and installed local hero (and galactic military and random hits) and the game seems very slow whenever i launch etc. I thought I remembered reading somewhere that that's because the alpha version of local hero isn't optimised and uses legacy scripting until the author learns javascript. But I can't seem to find the post anymore...

Am I making it all this up?

Posted: Wed Feb 13, 2008 9:59 am
by Eric Walch
Hoopy wrote:
i've just upgraded to 1.70 and installed local hero (and galactic military and random hits) and the game seems very slow whenever i launch etc. I thought I remembered reading somewhere that that's because the alpha version of local hero isn't optimised and uses legacy scripting until the author learns javascript. But I can't seem to find the post anymore...

Am I making it all this up?
One of the problems of the new Local_hero is the same as the old random_hits 1.0 bug: It frequently calls the "checkScripts" command. This command evaluates all installed scripts and on slow computers with lots of big legacy scripts it slows down everything visibly. Also on fast computers but there it is not notices so much.

The "checkScripts" is hidden in the "scriptActionsOnTarget:" command. That means this last command should only be used rarely. In UPS I make sure it only runs once during the whole encounter with an enemy, but with localHero (and the old randomHits) it launches on every laserfire on the ship.

When seeing this with randomHits I placed a warning in the wiki with this command. And in Java there are other solutions. Little Bear started using java shipscripts. And one also can use the new AI function "sendScriptMessage:" when a Java script is attached to a ship.

but the problem is not only Local_hero but only in combination with other big OXP's that do not evaluate their scripts in a selective way.

Posted: Wed Feb 13, 2008 11:08 am
by Hoopy
ok, that makes sense I think. Will a modifed Local hero mitigate the problem? Should i just remove it until it moves out of Alpha? (Of course, I may have a quick play with all the other OXPs removed just to see what it's like)

Posted: Wed Feb 13, 2008 11:29 am
by Svengali
Hoopy wrote:
Will a modifed Local hero mitigate the problem?
Yes, this will solve the problem. I haven't noticed this problem on my machine and I'll do this the next days. Thanks Eric.
Hoopy wrote:
Should i just remove it until it moves out of Alpha?
It's no more Alpha. The 1.69 and the first 1.70 version are finished. Only the JS version is a development version (currently 1.03.1). I think I should open a new topic but sometimes I think it's better to keep all infos together.

And I should say thank you Eric again. Your thoughts about conflicting Oxps and your new UPS-courier with the check for the mission.choice is a nice one.

In the next Localhero version I'll add a second oxp with some clashscreens so every scripter can check for mission screen clashes and in combination with your UPS-courier he can find his own solutions for that annoying problem.

Posted: Wed Feb 13, 2008 11:37 am
by Hoopy
great stuff :) thanks.

Posted: Fri Feb 15, 2008 3:04 pm
by Svengali
V1.03.3 - http://wiki.alioth.net/index.php/Localhero_OXP.

Without scriptActionsOnTarget and with reactivated sounds. Some other new features are also included. And the time will tell if the intensive use of ship-scripts will be a good thing. It seems to run smoother than before.

And the second thing:

Clashscreen.oxp - Removed (1.544 Bytes)
A handy tools for scripters. Use it in combination with Eric's UPS-detection.

EDIT: I just installed the latest random_hits and just launched from a confederacy station. The system was so slow, I never thought that this would be possible. And it was NO ANARCHY-system. So I removed my localhero.oxp and the problem was the same. I don't think that the localhero.oxp causes the problems. If you got no active mission it will check only 3-6 conditions.

Posted: Fri Feb 15, 2008 11:56 pm
by Hoopy
Am i right in thinking that the OXP can only be triggered in confederacy stations? I'm in galaxy 4 and it doesn't have a single one! http://wiki.alioth.net/index.php/Oolite ... t/Galaxy_4

Guess i need to buy a galactic hyperdrive...

Posted: Sat Feb 16, 2008 1:03 am
by matt634
Wow! You could win a lot of bets on this board with that little factoid.

Hey, I bet you twenty bucks that Galaxy 4 has ZERO confederacies.
You would have gotten my money anyway.

Posted: Sat Feb 16, 2008 12:20 pm
by Svengali
Hoopy wrote:
Am i right in thinking that the OXP can only be triggered in confederacy stations?
Yupp. That's right.
I'm in galaxy 4 and it doesn't have a single one!...Guess i need to buy a galactic hyperdrive...
Maybe you should do this. But maybe there is another Oxp placed in your current galaxy - you could do the missions there and if you have done it you can switch to galaxy 5. That's no problem. There is no timelimit or any other check for that case. You are absolutely free.