OXPShipRegulator
Posted: Fri Jan 23, 2009 2:00 pm
The following things are not meant to be a criticism on any oxp'er or meant to attack something. But we currently have some problems - so why not fix them? And thinking about it is half the way :-)
Memory:
We all can see that a lot of installed oxps can cause some trouble. But running out of memory is not necessary! There are several ways to reduce the amount of used mem. Reducing the vertice/face numbers, texture sizes or number of colors, less subents or escorts, avoiding of double declarations and a lot more. The other thing is ships with standard roles (trader, pirate,...). Give them a probability, maybe even a low probability and let the system populator do it's job. I know that every creator is proud and seeing the ships is fun, but if every oxp does it then we'll run into trouble. And thinking about leaving enough room for others is always the best way and then players can install most oxps (or even all) together!
Missions:
Currently there are several oxps around that are adding a lot of strong and dangerous ships in nearly every system by it's script. This can break missions - specially the early ones and the native Oolite missions - because the mission-ships can be destroyed before the player can reach them. So we (or any new commanders) will never have the fun we've had. And remember - most players won't ever read any readme's or other comments - 'Hey that looks cool! Oh!' - *** Press Space *** So I think we should change the scripts to add these ships only if the conditions are matched.
Stations:
And last but not least. Adding too many ships, specially with a lot of escorts, is annoying. The stations can't handle all these ships that are trying to dock. In the last days I've installed a lot of oxps and this is a problem. So we should solve this too. And escort missions are also affected - or do you really want to wait till 345 ships will dock before your mission ship gets docking clearance?
But solving the problems is only possible if we're doing this together. So let's start...
One possible way could be the OXPShipRegulator (part of OXPConfig). Take a look in it, but think about that it is a development version, so don't use it with your normal savedgame. I've included some documentation for scripters and ship-oxp makers. Read the docs carefully and lets discuss it.
OXPConfigSpecial1.07.zip (28KB)
What it does?
- Setting the strength of oxp-ships (only for oxps that are using the conditions/roles - changeable via arguments). A test shipdata is included to give you a feeling how it works.
- Automatic setting of strength if nothing is specified otherwise (default ON - switch on/off)
- Protects the native missions from Uber-ships (default On - switch on/off)
- Reduces the memory useage if necessary (removes ships that are out of range - default Off - switch on/off)
- Configurable via OXPConfig and the console and useable (arguments) for any script (JS and Legacy).
All these things have to be discussed and are not unchangeable - so now it's up to you!
Memory:
We all can see that a lot of installed oxps can cause some trouble. But running out of memory is not necessary! There are several ways to reduce the amount of used mem. Reducing the vertice/face numbers, texture sizes or number of colors, less subents or escorts, avoiding of double declarations and a lot more. The other thing is ships with standard roles (trader, pirate,...). Give them a probability, maybe even a low probability and let the system populator do it's job. I know that every creator is proud and seeing the ships is fun, but if every oxp does it then we'll run into trouble. And thinking about leaving enough room for others is always the best way and then players can install most oxps (or even all) together!
Missions:
Currently there are several oxps around that are adding a lot of strong and dangerous ships in nearly every system by it's script. This can break missions - specially the early ones and the native Oolite missions - because the mission-ships can be destroyed before the player can reach them. So we (or any new commanders) will never have the fun we've had. And remember - most players won't ever read any readme's or other comments - 'Hey that looks cool! Oh!' - *** Press Space *** So I think we should change the scripts to add these ships only if the conditions are matched.
Stations:
And last but not least. Adding too many ships, specially with a lot of escorts, is annoying. The stations can't handle all these ships that are trying to dock. In the last days I've installed a lot of oxps and this is a problem. So we should solve this too. And escort missions are also affected - or do you really want to wait till 345 ships will dock before your mission ship gets docking clearance?
But solving the problems is only possible if we're doing this together. So let's start...
One possible way could be the OXPShipRegulator (part of OXPConfig). Take a look in it, but think about that it is a development version, so don't use it with your normal savedgame. I've included some documentation for scripters and ship-oxp makers. Read the docs carefully and lets discuss it.
OXPConfigSpecial1.07.zip (28KB)
What it does?
- Setting the strength of oxp-ships (only for oxps that are using the conditions/roles - changeable via arguments). A test shipdata is included to give you a feeling how it works.
- Automatic setting of strength if nothing is specified otherwise (default ON - switch on/off)
- Protects the native missions from Uber-ships (default On - switch on/off)
- Reduces the memory useage if necessary (removes ships that are out of range - default Off - switch on/off)
- Configurable via OXPConfig and the console and useable (arguments) for any script (JS and Legacy).
All these things have to be discussed and are not unchangeable - so now it's up to you!