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IFF add on OXP.. Bounty Information

Posted: Tue Aug 12, 2008 3:14 pm
by Frame
Version 2.0

This large increment in version numbers is due to the fact that Bounty hunter 2.0 is not backward compatible with pre 1.74 Oolite releases, but has been primed more towards performance and therefore needless checks ensuring pre 1.74 compatibility was scrapped..

Download 2.0 here

http://www.box.net/shared/ls3e6ba79y

note everything below is pre 1.74 stuff and downloads is still avialeble
Equipment, use with scanner target enhancement, adds bounty information to IFF... 1500 Downloads so far

requires minimum Oolite 1.71

Release 1.07
--------------------------
Fixes correct display of scanclass rocks , bouys , and cargo.
same download location as 1.061

http://www.box.net/shared/l4rkhi5ldl


Release 1.061
------------------------
Fixes a few depreciation warnings and a type in regard to the credit sign

http://www.box.net/shared/l4rkhi5ldl

Release 1.04
-----------------------------------
Ensures 1.73 compatibility...

There should be no Warnings related 1.72 test release.... at least
i get none...

Download here
http://www.box.net/shared/l4rkhi5ldl#BountyScannerV1.04

Release 1.03
-----------------------

http://wiki.alioth.net/images/8/86/Boun ... rV1.03.zip

Fixed a typo that prevented things to work...

Release 1.02

EDIT: made a typo again.... grrr.... i should know better than to edit on the fly...
link coming up shortly to v 1.03
http://wiki.alioth.net/images/3/35/Boun ... rV1.02.zip

Fixes a typo, and makes sure the bounty updates when a ship for example
starts to fire on police.

Edit, noticed i forgot to change the version number... this is cosmetic and will affect nothing...

Also makes sure of certain ID related problems that might happen, when ID wraps around 100, will not occur


Release 1.01

http://wiki.alioth.net/images/7/76/Boun ... P_1.01.zip


Adds Code that shows the corret name on different langauge than english PCs.

Release 1.00

initial release

]http://wiki.alioth.net/images/f/f6/BountyScannerOXP.zip

Posted: Tue Aug 12, 2008 4:43 pm
by Cmdr Wyvern
Great idea, just what this bounty hunter was looking for.
I wonder if this works like the radar mapper device in Frontiers.
I'll try it out on my next Random Hits contract, and let you know how it works out for me. :)

Posted: Tue Aug 12, 2008 5:22 pm
by matt634
Excellent piece of kit. Well done!

Posted: Tue Aug 12, 2008 5:51 pm
by TGHC
Sometimes the simplest ideas are the best, well done.

Posted: Tue Aug 12, 2008 6:35 pm
by another_commander
I think we may have a problem with the v1.72 timers. This script does not seem to run on latest SVN. Can any of the bleeding edge users confirm this?

Posted: Tue Aug 12, 2008 7:30 pm
by Cmdr James
Well, it does not work for me, but I think thats because player.target.bounty (and player.ship.target.bounty) are not set to anything.

I cannot get them to display in the javascript console.

I thought oolite-global_prefix line 230 being commented out might have somethign to do with it, but apparently not (I uncommented, reran it, still did not work).

EDIT: I have committed a fix and now it works for me. ( set OK=true in OOJSShip)

Posted: Tue Aug 12, 2008 9:38 pm
by Cmdr Wyvern
It works perfectly on 1.71.2. Brilliant piece of hardware!

Posted: Wed Aug 13, 2008 8:31 am
by another_commander
Just one small observation: If the target ship has already a shipDisplayName assigned, this will be replaced with the actual shipDescription when the gadget activates. This may not be what one wants. Example: In the Italian version, the Sidewinder is called Nave Esplorativa Sidewinder and is displayed with this name on the HUD. However, when a pirate Sidewinder is selected as target, then the target description changes to Sidewinder Scout Ship:bounty:x, i.e. it goes back to the original English description. At the moment, I am not sure what would be the best way to fix this.

@Cmdr James: Good catch, works fine.

Posted: Wed Aug 13, 2008 8:36 am
by Eric Walch
another_commander wrote:
Just one small observation: If the target ship has already a shipDisplayName assigned, this will be replaced with the actual shipDescription when the gadget activates.
I already pm-ed Frame about this, together with a solution. (Adding a new property with a copy of the display name to fall back on)

Posted: Wed Aug 13, 2008 4:56 pm
by Frame
Yeah Thanks Eric... :-D

new version availeble here

http://wiki.alioth.net/images/7/76/Boun ... P_1.01.zip

New version found below

Implemented Erics fix, and because of that fix, i had
to write a little extra to make sure that bounties that change
during battle are correctly updated...

Also added so that ships with bounty higher than 100, shows only 100 bounty...

oh btw thanks all... :D , i just got home from work, and was a bit stressed,,, where is my maners...

Posted: Sun Aug 17, 2008 12:26 pm
by Frame
Release Version 1.02

http://wiki.alioth.net/images/3/35/Boun ... rV1.02.zip
EDIT made a typo error again... Doh!!!

look at first post for changes

Posted: Mon Aug 18, 2008 8:25 am
by ovvldc
Which reminds me, is anyone clever enough to program the IFF unit so that when you do not have a target locked for combat or inspection, it shows info (name, distance) on the current space compass target?

I thought this might be useful now with the increasing number of system 'landmarks'.

Best wishes,
Oscar

Posted: Mon Aug 18, 2008 5:25 pm
by Frame
ovvldc wrote:
Which reminds me, is anyone clever enough to program the IFF unit so that when you do not have a target locked for combat or inspection, it shows info (name, distance) on the current space compass target?

I thought this might be useful now with the increasing number of system 'landmarks'.

Best wishes,
Oscar
That would be Hard Coding then... i dont think it would be too hard for anyone to implement this... ofcourse the most simple of changes are often the most difficult ones to implement...

In javascripting we cant yet draw a HUD object dynamicly , nor can we draw text as with the missile target reticle...

This IFF oxp simply modifies something that is allready there, namely the displayed named of the ship...

Posted: Tue Aug 19, 2008 8:03 pm
by Frame
Release 1.03

http://wiki.alioth.net/images/8/86/Boun ... rV1.03.zip

Everything should work as intended...

Posted: Tue Aug 19, 2008 8:39 pm
by Cmdr James
Just a quick note that in the latest trunk version, I think you need to change the script to player.ship.target.bounty as player.target.bounty does not seem to work.