Page 1 of 3

Welcome Mat

Posted: Tue Feb 16, 2010 1:26 am
by JazHaz
I recently installed v1.06 of this OXP, along with Your Ad Here! However WM doesn't seem to work at all.

I have tried targetting the witchpoint buoy, both with and without the extra equipment, but not getting any message from it.

Wondering if YAH! breaks it somehow?

Posted: Tue Feb 16, 2010 6:58 am
by Diziet Sma
Both work together fine for me.. is there anything in the log which might give a clue as to the problem?

Posted: Tue Feb 16, 2010 3:21 pm
by JazHaz
Diziet Sma wrote:
Both work together fine for me.. is there anything in the log which might give a clue as to the problem?
No errors relating to Welcome Mat.

Only mention is here:

Code: Select all

[script.load.world.listAll]: Loaded 40 world scripts: "ams_system" 1.10, "behemoth" 2.5.4, "bigShips_populator" 1.0.2, "Bounty Scanner" 1.061, "buoyRepair" 1.02.5, "deep_space_pirates" 1.2.4, "Emergency Energy Unit" 1.2, "free-trade-zone", "GalNavy" Build 0139, "Generation Ships" 1.1, "hiredGuns_system" 1.0, "hofd" GalNavy Build 118 / HOFD Build 55, "hoopy_casino" 1.1, "military_fiasco" 2.4.2, "missile_analyser" 1.1.1, "Missiles & Bombs" 1.0, "OO-Haul Escort" 1.60, "oolite-cloaking-device" 1.73.4, "oolite-constrictor-hunt" 1.73.4, "oolite-nova" 1.73.4, "oolite-thargoid-plans" 1.73.4, "oolite-trumbles" 1.73.4, "Orbits" 1.2, "oreProcessor" 1.55, "OXPConfig" 1.08, "Pi-Forty-Two Con stores" 4.1.1, "PlanetFall" 1.2, "PlanetFall_Oohaul" 1.0.0, "PlanetFall_Taxi" 1.0.1, "Random_Hits", "rockHermit_Locator" 1.3.1, "SE-main-script.js" 1.0, "snoopers" 1.0.1, "total_patrol" 1.2, "ups_container" 1.6, "ups_docs" 1.6, "ups_parcel" 1.6, "ups_slaves" 1.6, "ups_sun" 1.6, "Welcome Information Script" 0.7

Posted: Wed Feb 17, 2010 3:01 am
by JazHaz
I can confirm that it is still not working. I bought the Planetary Information system (or whatever its called). This is supposed to send me a message automatically upon entering a system from Witchspace, but isn't.

Is it working for everyone else?

Posted: Wed Feb 17, 2010 9:04 am
by Corny
Apparently - at least it works perfectly with me. Also 1.06...

Posted: Wed Feb 17, 2010 9:46 am
by Svengali
JazHaz wrote:
I can confirm that it is still not working. I bought the Planetary Information system (or whatever its called). This is supposed to send me a message automatically upon entering a system from Witchspace, but isn't.
You have OXPConfig installed. Use it to check if the right flags are set.

Posted: Wed Feb 17, 2010 4:25 pm
by JazHaz
Svengali wrote:
You have OXPConfig installed. Use it to check if the right flags are set.
Funnily enough, I just thought that I should try that. Couldn't remember how to make it start recently, so I just visited the wiki to check (F2, F3, wait, then immediately F7 - seems mad lol).

Posted: Wed Feb 17, 2010 4:29 pm
by JazHaz
JazHaz wrote:
JazHaz wrote:
I recently installed v1.06 of this OXP, along with Your Ad Here! However WM doesn't seem to work at all.
Only mention is here:

Code: Select all

"Welcome Information Script" 0.7
BTW why does v1.06 report as 0.7 in the log?

Posted: Wed Feb 17, 2010 4:42 pm
by JazHaz
JazHaz wrote:
Svengali wrote:
You have OXPConfig installed. Use it to check if the right flags are set.
Funnily enough, I just thought that I should try that. Couldn't remember how to make it start recently, so I just visited the wiki to check (F2, F3, wait, then immediately F7 - seems mad lol).
That did it! When I ran OXPConfig, found that all of Welcome Mat's config options were set to False. What I needed to do was to set ExtraA and ExtraB settings to True.

Image

Posted: Wed Feb 17, 2010 6:33 pm
by Commander McLane
JazHaz wrote:
JazHaz wrote:
JazHaz wrote:
I recently installed v1.06 of this OXP, along with Your Ad Here! However WM doesn't seem to work at all.
Only mention is here:

Code: Select all

"Welcome Information Script" 0.7
BTW why does v1.06 report as 0.7 in the log?
Because welcome_mat_1.06.oxp contains version 0.7 of the script, as easily seen when you open the script:

Code: Select all

this.name = "Welcome Information Script"; 
this.author = "Thargoid"; 
this.copyright = "Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with clauses - see readme.txt."; 
this.description = "Expanded information when you witchspace jump into a system - equipment version."; 
this.version = "0.7"; 

Posted: Thu Feb 18, 2010 6:21 pm
by Svengali
JazHaz wrote:
Svengali wrote:
You have OXPConfig installed. Use it to check if the right flags are set.
That did it! When I ran OXPConfig, found that all of Welcome Mat's config options were set to False. What I needed to do was to set ExtraA and ExtraB settings to True.
.-)
But I think I should check OXPConfig someday...

Posted: Thu Feb 18, 2010 10:23 pm
by Thargoid
Commander McLane wrote:
JazHaz wrote:
JazHaz wrote:
Only mention is here:

Code: Select all

"Welcome Information Script" 0.7
BTW why does v1.06 report as 0.7 in the log?
Because welcome_mat_1.06.oxp contains version 0.7 of the script, as easily seen when you open the script:

Code: Select all

this.name = "Welcome Information Script"; 
this.author = "Thargoid"; 
this.copyright = "Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with clauses - see readme.txt."; 
this.description = "Expanded information when you witchspace jump into a system - equipment version."; 
this.version = "0.7"; 
Which in turn is because it was one I was "going to come back to", and so far I have yet to get around to doing so (as seems to be a repeating theme with several of my OXPs, notably excluding Aquatics where I did get around to it).

But 1.06 is the latest version of the OXP, 0.7 of the script, and as to why OXPConfig did it's thing, no idea...

Posted: Thu Feb 18, 2010 10:35 pm
by allikat
I would dearly like OXP config to be made a part of base Oolite, and given a spot in the options menu... please!
I've only managed to get into OXPconfig once, it's a pain in the neck to get into.

Posted: Fri Feb 19, 2010 3:42 am
by JazHaz
allikat wrote:
I would dearly like OXP config to be made a part of base Oolite, and given a spot in the options menu... please!
I've only managed to get into OXPconfig once, it's a pain in the neck to get into.
That is a good idea. Seconded!

It needs to be supported by more OXPs though....

Posted: Fri Feb 19, 2010 10:40 am
by Svengali
allikat wrote:
I've only managed to get into OXPconfig once, it's a pain in the neck to get into.
Oh, dear! And I've thought it would be easy (logical+documented). At least you have managed it once.

The timer is only fired in intervalls of 10 secs to avoid heavy processing when not needed and only active when docked. In former versions this was the only possible way to catch the game-options screens and this was choosen to avoid clashes with other oxps. OXPConfig has to handle the different situations on startUp, reset, player died, player launched from within loading screen and the difficulties to access missionVariables (on startUp), but because of the variable execution order of scripts it has to do it this way. And for me it was always important to store only a few things to the savedgame, creating a missionVariable for every oxp doesn't make sense. v1.74 will act totally different and new possibilities are there (and I've learned a little bit in the meantime), so we'll see...
btw: how often do you configure your oxps?
JazHaz wrote:
It needs to be supported by more OXPs though....
Maybe. But there wasn't much interest at all in such a tool and it doesn't make sense for most oxps, so it was always a kind of thing for my personal use. I'm currently thinking about some changes, but this is future music... .-)