Search found 365 matches

by dajt
Sun Mar 25, 2007 11:34 pm
Forum: Suggestion Box
Topic: Scripting requests
Replies: 821
Views: 215150

CaptKev: Like Ahrurman said, to allow for the possibility of multiple docking ports in future ;) Ahruman: Yes, JS is prototype based but I am using an inheritence-type syntax as a short-cut to express things like Vessel will have all the properties and methods of Entity. JS supports "class" methods ...
by dajt
Sun Mar 25, 2007 11:12 pm
Forum: Testing and Bug reports
Topic: What to make of the following?
Replies: 6
Views: 4974

Well, the message "selector not recognised" is repeated a few times there. My first guess is that a script is calling a method that does not exist.
by dajt
Sun Mar 25, 2007 7:20 am
Forum: Suggestion Box
Topic: Scripting requests
Replies: 821
Views: 215150

I have added a page to the wiki to be used to define the object model that will be exposed to the JavaScript interpreter.

See it at http://wiki.alioth.net/index.php/Oolite ... cification.
by dajt
Sat Mar 24, 2007 4:56 am
Forum: Suggestion Box
Topic: Scripting requests
Replies: 821
Views: 215150

An object model for equipment. Allow the quantity and prices of goods in the current system to be queried and updated. Set the cargo of any ship in the system. More methods for finding/targeting ships for use by both the player and the AI ships. More options for playing sounds, including specifying ...
by dajt
Fri Mar 23, 2007 9:14 pm
Forum: Expansion Pack
Topic: clearMissionDescription
Replies: 5
Views: 4814

There is only one mission screen, so any modification made to that mission screen (ie calls to setMissionXxx) by any script takes effect.

This is one reason it is so hard for OXPs which use mission screens in the same system to co-exist.
by dajt
Fri Mar 23, 2007 11:31 am
Forum: Discussion
Topic: In-game economy
Replies: 19
Views: 7386

Well Callas, I don't know what you've done to upset the natives so much! You've shown admirable restraint in not rising to the bait, just don't lose it now ;) You, me, and Roberto may be the only people interested in Oolite expanding beyond its Elite roots - new missiles and ships don't do it for me...
by dajt
Fri Mar 23, 2007 6:09 am
Forum: Discussion
Topic: can't load entity errors
Replies: 10
Views: 6819

I'm not sure it is related to the version of libxml. The Win32 port uses a very recent version of libxml2 because earlier ones wouldn't build under mingw, and to get rid of those messages I had to patch gnustep-base to not try to validate plists.

In any event the message is annoying but harmless.
by dajt
Wed Mar 21, 2007 9:28 pm
Forum: Expansion Pack
Topic: Making a soundpack. Need help with coding please.
Replies: 4
Views: 3595

The random sounds should be easy if we add a scripting method to play sounds. I would have said this was easy but I don't think the sound code is the simple "play this sound" that it used to be.
by dajt
Tue Mar 20, 2007 12:32 am
Forum: Discussion
Topic: What was the first version of Elite you ever played?
Replies: 79
Views: 29604

C=64 when I was about 15. Saw it in a shop and thought it looked really cool. It was :)

I read The Dark Wheel on the train on the way home and couldn't wait to get the game fired up and used to play it before and after school every day.
by dajt
Sun Mar 18, 2007 9:26 pm
Forum: Discussion
Topic: It lives!
Replies: 63
Views: 35574

Yes, I've had to do the same thing on my laptop. I didn't have to on the old one though. I think the svn installer I used before must have automatically added the svn/bin folder to my path, whereas the new one didn't. In related news my new laptop has all the OpenGL extensions required to run Giles'...
by dajt
Sat Mar 17, 2007 12:47 am
Forum: Discussion
Topic: Books
Replies: 26
Views: 7061

I've heard some of the books by C J Cherryh are quite Elite-like, but I've not been able to find any of those ones locally so can't say what they're like.

See this Wikipedia entry.
by dajt
Thu Mar 15, 2007 12:53 am
Forum: Discussion
Topic: Scripting: request for comments
Replies: 18
Views: 5869

Yes, I can see you want to stop it being all tangled up with PlayerEntity, and applaud the idea, but I can't see the point of adding new capabilities to it. That will just encourage people to keep using it.

I've had two goes at killing plist scripts now and the damned things just won't die!
by dajt
Wed Mar 14, 2007 11:06 pm
Forum: Discussion
Topic: mission_ and local_ variables
Replies: 6
Views: 2347

The other difference is that mission variables are written to the save game files, whereas local ones are not. Local variables are tied to specific scripts, are all undefined when the game loads, and keep their values only as long as the game is running. I cannot recall if they are all removed when ...
by dajt
Wed Mar 14, 2007 11:03 pm
Forum: Discussion
Topic: Scripting: request for comments
Replies: 18
Views: 5869

Why spend time and effort improving the plist scripting engine at all, unless it simplifies the code?

The JavaScript engine can already do everything the plist engine can, plus a whole lot more.
by dajt
Wed Mar 14, 2007 3:46 am
Forum: Discussion
Topic: It lives!
Replies: 63
Views: 35574

Well, come on. I had the idea, someone else (not naming names) implements it. Surely that is "we"?

;-)