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Save Any Where OXP Version 3.2 [RELEASE]

Posted: Fri Sep 26, 2008 1:06 pm
by Frame
Release 3.2
Patch to correct some workings with Oolite 1.75+
Streamlined some mission variable handling..

http://www.box.com/s/h7ca3xzbxn8vr4cb4h93
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Release 3.1
Patch to fix bounty issues and certain internal workings
bounty is now correctly handled

http://www.box.net/shared/l6f4mdqvn9
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Without much further information, here is version 3.0

one major change, if you are within 100000 kmmeters of the mainstation on a carrier or a station, you will not be able to save... Opinions are welcome on this, so this feature may stay or be removed in future releases..

version 3.0 is now the proper release to use..

for 1.74+

http://www.box.net/shared/fxdrhc790x



Version 0.2 is now availeble

Download link: http://www.box.net/shared/tnjt79pskb

-resolved issue with stations piggy bagging on other OXP´s stations that are of role rockhermit

-improved docking method at intermission station, should avoid the can´t get docked problem

Edit

Known issue

the commies OXP "Collective ZGF" station, has an excentric placed docking slit... this is a problem... will be corrected with the next release... gotto throw in some math to get its dock point just right... not my field again.. so is going to take some time while i figure this out...

edit 2
is´nt it funny how you sometimes can´t see the forest, for trees.... i just had such a period.. excentric docking slit problem solved...


version 0.1

Download link: http://www.box.net/shared/xfmobquls8

I´m releasing this version, mainly to get input, I have tested it with a lot of stations, including the random spawned stations like rock hermits... etc... HOopys casine, buoy repair, globe station, pagrooves stations, seedy bars...

As always, read the instructions.. they are in the zip file... but for good measure they are here too

Save Anywhere OXP instructions

SAVING

Before you go ahead and enjoy this OXP´s ability to save at OXP stations, I advice you the read these instructions.

When you want to save at an OXP station, you enter the buy equipment by pressing the key F3, that by default is the buy equipment screen key... If you altered this you do of course use that key.

From there, if you are docked at an OXP station, you can select the save anywhere oxp Equipment
once you select that, you press any other F key than the F1 key, which of course launches you.

The OXP will take care of launching you from the station...

Then the OXP will dock you to the main station, where you will be told to save your game, and launch again.

You are denied access to any trade screens while at the main station. however after the next step you are free to trade at any main stations again... this is to prevent cheating...

After that you are transferred back to the OXP station, where you initiated the save by buying the equipment..

LOADING

When you load a file, where you used the save OXP equipment to save at an OXP station, everything will be taken automatically care off, so just sit back and watch.

In case you encounter “player died”, in this process, that is usually due to a high system performance hit by having multiple system resource draining OXP´s installed...

Don´t worry, reload your commander file. I have done everything I could to prevent this from happening.. so it should not happen... but with docking you never know ;-)

Eventually you will dock successful at the OXP station where you saved

If you want to load a commander file while at an OXP station, you need to select begin new game...

I hope I brought you a better Oolite experience

Dennis Thony Pedersen
aka
Frame

..

Posted: Fri Sep 26, 2008 1:46 pm
by Lestradae
:shock: :D 8) :!: :!: :!:

Let me be the first one to congratulate you, Sir.

:D :D :D

Great!

L

...

Posted: Fri Sep 26, 2008 7:06 pm
by Lestradae
Sorry for bad news, but I attempted to use the saveanywhere with a Random Hits station, and it doesn`t work.

I managed to save the game, I managed to reload it.

On reloading I got ejected from the main station and suddenly reappeared in a docking port. The docking port seems to belong to a "OXP transitional station" or somesuch. I assume until now that`s intended behaviour.

But then my ship won`t dock. If I attempt a turnaround to dock by flying "deeper" in I find myself in the same position as before two seconds later.

I`m flying a Tiger.

I think I`m too far out of the transitional docking bay for it to work.

Help?!

L

Posted: Fri Sep 26, 2008 7:28 pm
by Frame
Hmm this was what i feared "could" ´happen...

Infact you should auto dock to that transitional oxp station... after which you are transferd to the OXP station, in 200+ tries... i never failed to dock to that station...

However i presume, the amount of OXP´s + CPU/GPU power has alot to say in this matter....

I´m working, on a different method of docking.

Spawn player at stations 0,0,0 point, orientate him as the station, move the player forward 500 units, and flip him 180 degrees... quaternion.rotateZ(pi) for the java scripters

In theory, that should work...

Regarding the posistion, what you are infact seeing is an illusion, the transistion station, moves far away, and get killed, and a new one spawns on your position, and should have auto docked you.

Thanks for your report

Report 2

Posted: Fri Sep 26, 2008 8:41 pm
by Lestradae
Report 2:

Don`t find anything I did differently, but after loading Oolite again and trying the Random Hits station save a fourth time, it worked.

Difference: After being ejected from the main station, an in-flight mission screen appeared that told me to wait for twenty seconds. After that I was transferred to the correct Random Hits station.

The first three times before restarting Oolite the "20 seconds" screen did not appear, and I was transferred into the unleaveable and undockable docking bay.

So far my first experiences with the oxp, will go on reporting what works and what doesn`t.

...

Posted: Fri Sep 26, 2008 9:07 pm
by Lestradae
Report 3:

It works with the Realistic Shipyard "Interstellar Shipyards" stations! Very well.

The error with the undockable bay seems to occur if I try to load an oxp station savegame from the same game session. If I start up Oolite anew, the savegame works and transfers me correctly to the oxp station. Same session, no such luck.

Posted: Sat Sep 27, 2008 8:55 am
by Frame
@Lestradae

Thanks for your reports.... they are much appreciated :-)



In regard to when you are suffering from the "undockable" problem...
could you tell me if you get any errors in stderr.txt file... I don't expect there to be any though.. but just making sure...

And when you are loading from the same game session, I presume you are selecting “begin new game”... as the instructions advice you to do, which could also indicate a timer problem/bug, which I have experienced before with the design of the fuel collector, and timers kicking in at random settings. However, my timers are, if defined, erased, and redefined on Begin new game, to prevent that theoretical problem.. So I don't really see that to be the problem.

i´m gonna redesign that phase of the script, and make use of the same method as when you are docking to The OXP station. Once player speed becomes available as write too, i´m going to lock the players speed to zero until he has docked to the OXP station... the players speed moves him a little when transferring him from one place to another, not much, but enough to make him, not want to dock... the tiny amount of which his position is off by the position of what is set is somewhat incalculable, since it also depends on the particular computer it is being played on.

The 20 seconds delay is there to let other OXP´s spawn their stations, while I cant “nullify” the players ability to launch, I provided an re-autodock feature if he does so, before the 20 seconds has elapsed...

the scheme is like this..

load-game->(run mission screen)->launch->move to transitional station(run mission screen)->wait 20 seconds->launch->move to OXP station

save-game->launch->move to main station(run-mission screen)(player saves)->launch->move to OXP station...

There is not a mission screen at the OXP stations because that conflicts with other mission screens run on dock, at these stations... HOopy casino for example breaks... like it also do if you launch before making a choice.. then HOopy casino does not run any mission screens again...

Again thanks for your reports

Cheers

Frame...

...

Posted: Sat Sep 27, 2008 12:39 pm
by Lestradae
Tested it with a Pi-42 station at witchpoint, did work.

Pi-42 station-saved game could only be loaded if exiting and re-entering game, though, as with the other attempts.

Are carriers supported yet, actually?

Keep up the excellent work :)

L

Re: ...

Posted: Tue Sep 30, 2008 8:50 pm
by Frame
Lestradae wrote:
Tested it with a Pi-42 station at witchpoint, did work.

Pi-42 station-saved game could only be loaded if exiting and re-entering game, though, as with the other attempts.

Are carriers supported yet, actually?

Keep up the excellent work :)

L
Oh sorry for the late reply... carriers should already be supported, but are not fully tested.. i tested with HOopys casino, and so far.. all attempts where successful...

Carriers like Behemoths, that are not in interstellar space, can be saved at too... if you happen to be docked at one in interstellar space, the script will not let you save there, since it can't find a main station in interstellar space...

Other than that. I´m currently wrapping up a new release that should solve your dock issue... among one..

Feed back from Erich has provided me with valuable information in regard to rock hermits... Thanks to Erich for that...

So I had to redesign the spawn station if not already spawned functions...
made them generic, which i believe is the correct term.. so that any future OXP that starts to use rock hermits, in a similar way as commies that are replacing rock hermits and pirate coves in communist systems with a probability of 20. is supported.. future compliance so to speak..

The only thing that can ruin this is if Oolite itself gets more kinds of stations that are spawned by the hard-code... and I dont see that being very likely...

I did it with a combination of comparing their AI and their Role,

Example: an astromine from commies.oxp have two kinds of possible primary roles

rockhermit or pirate-cove, the only thing that remains constant is its AI..
There is no certain way, of spawning an exact model if more ships
are using the same role, as well it is never certain that an OXP station has a unique role...

So the function now spawns stations and destroyes them at a far away region, until it gets a match.. then the station is not destroyed but moved to the correct location where the player saved...

Maybe I should lobby for new functions

namely

addShipWithRoleSetAt(roleset,coordinate-system,number,x,y,z)
addShipWithRoleSetWithInRadius(roleset,coordinate-system,number,x,y,z,radius)

Since most ships carry a unique combination of possible roles.

Just to clarify for everybody else (since there are only 4 downloads)

All stations/carriers you are can dock too, can be saved at, in normal space...

Cheers Frame....

Posted: Wed Oct 01, 2008 1:41 pm
by Frame
released version 0.2... look at the first post for download link

Cheers Frame....

Posted: Sun Jul 11, 2010 10:33 am
by Frame
So I'm getting ready for a new release of Save Anywhere., I have it in working order. but is prosponing a release for a little week.. so that you can voice in your opinions and suggestions

Things that has been changed..

Oolite 1.74 compatibility
Oolite 1.75 Pre-compatibility

Oolite Pre 1.74 incompatibility
due to changes in the player ship and equipment model)

Save Game Procedure Change..
--------------------------------------
You buy the save anywhere Equipment as usual, and is the automatically launched.

You then automatically dock at the main station, and is greeted by the normal save anywhere dock message..

You manually save & Manually Launch: This is due to saving a file in a window in any MAC OS is a bit different than Saving in a window in Windows OS..

Restrictions:
--------------------
while you are the main station by the device of save anywhere, Normal restrictions still apply as you cannot enter any other screens other than the status screen, the options screen, the game options screen, and the save / load commander screen..

Loading a commander via Save anywhere is not recommended as it has not been tested, instead choose begin new game, and reload commander...

Limitations
-------------------
Mission screens can still happen when you dock at the main station via the device of save anywhere.. This is afaik not possible to avoid... and it will happen with scripts using this.missionScreenOpportunity

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Those of you with interest voice your opinions & suggestions now...

I leave this open until friday the 16th juli, and hopefully have a release ready soon after that..

Cheers Frame...

..

Posted: Sun Jul 25, 2010 8:51 pm
by Lestradae
Frame wrote:
So I'm getting ready for a new release of Save Anywhere., I have it in working order. but is prosponing a release for a little week.. so that you can voice in your opinions and suggestions

Things that has been changed..

Oolite 1.74 compatibility
Oolite 1.75 Pre-compatibility

Oolite Pre 1.74 incompatibility
due to changes in the player ship and equipment model)

...

I leave this open until friday the 16th juli, and hopefully have a release ready soon after that..
<Thread Necromancy Mode>

Hopeful, still ... :shock:

</Thread Necromancy Mode>

Go, Frame, Go! 8)

Posted: Sun Jul 25, 2010 8:55 pm
by mcarans
After the crash I had the other day, I am really looking forward to this OXP. Any news?

..

Posted: Mon Aug 09, 2010 7:15 am
by Lestradae
Frame?

Very much hoping that you are still going to create this oxp ... after you said "testversion in a week" four or so weeks ago :(

:shock:

L

Posted: Mon Aug 09, 2010 9:09 pm
by Switeck
I'm "dying" for this too.
I visit Pirate Coves often and often die on leaving them -- get ambushed from behind before I can get clear of the area.