Oolite Bulletins

For information and discussion about Oolite.
It is currently Mon Dec 18, 2017 8:58 am

All times are UTC




Post new topic  Reply to topic  [ 22 posts ]  Go to page 1 2 Next
Author Message
 Post subject: Escape Pod Tweaks
PostPosted: Sun Jun 04, 2017 3:21 am 
Online
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1843
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
An update in the latest build of Oolite 1.85 means that some of the discussions that took place here and here can now be implemented.

This OXP does a couple of minor tweaks to the way escape pods are processed. First, details of all rescued escape pods will now be listed on the F5F5 manifest screen. Secondly, and more importantly, escape pods won't be unloaded at any station that doesn't have a police presence (ie. the "max_police" setting in shipdata.plist, which can be read via the "dockedPolice" property of a station), and is not a GalCop station (ie. stations with an allegiance property of "galcop").

So, docking at a pirate Rock Hermit with some rescued pilots now won't do anything. They will stay on board your ship, with the correct number of "slaves" recorded on the F8 screen. Attempting to sell those slaves will be stopped.

To further add some realism to Rock Hermits in particular, the default "4" value for "max_police" has been overridden to be "0", and the number of docked defenders has been adjusted as well.

You can download v0.6 of this OXP from here: EscapePodTweaks.oxz, or you can download it through the in-game OXP manager. And note, this is for the latest build of Oolite 1.85 (Build cafd0de).

_________________
My OXP's


Last edited by phkb on Fri Nov 17, 2017 2:21 am, edited 3 times in total.

Top
   
 Post subject: Re: Escape Pod Tweaks
PostPosted: Fri Jun 09, 2017 7:05 am 
Online
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1843
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Version 0.2 is now available (see links above). Important bug fixes if you're using this.

_________________
My OXP's


Top
   
 Post subject: Re: Escape Pod Tweaks
PostPosted: Sat Jul 22, 2017 11:46 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sat Sep 12, 2009 11:58 pm
Posts: 997
Location: Essex (mainly industrial and occasionally anarchic)
These tweaks sound like a good idea to me. Am I right in thinking there's a possibility they will be imported into the core game?

Also, what's 1.85 packing - as it were - over 1.84? That is: should I upgrade to trunk (even though I think I'm done with the latest round of testing my own OXPs)?


Top
   
 Post subject: Re: Escape Pod Tweaks
PostPosted: Sun Jul 23, 2017 1:53 am 
Online
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1843
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Quote:
Am I right in thinking there's a possibility they will be imported into the core game?
Unlikely, I'm afraid. Even if there was general agreement the issue this OXP addresses is actually a bug fix, it would be better to fix the core code itself, rather than include an OXP that works around the core code's current behaviour. I had a look at the core code when I was working out what to do, and decided that there are too many things that could break if I played around with the internal behaviour of escape pod processing.
Quote:
Also, what's 1.85 packing - as it were - over 1.84?
This link to the GitHub repository should give you most of the details (rather than just copying it all here!): CHANGELOG.TXT

_________________
My OXP's


Top
   
 Post subject: Re: Escape Pod Tweaks
PostPosted: Sun Jul 23, 2017 9:35 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sat Sep 12, 2009 11:58 pm
Posts: 997
Location: Essex (mainly industrial and occasionally anarchic)
Quote:
it would be better to fix the core code itself, rather than include an OXP that works around the core code's current behaviour.
Well that - the former - was what I had in mind, I think. But, for the moment at least, I'll use your OXP. Or I will do at least if I do decide to try out the newer version of Oolite. Thanks for the GitHub link.

Oolite / Github: thank you.


Top
   
 Post subject: Re: Escape Pod Tweaks
PostPosted: Sun Jul 30, 2017 11:09 am 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Sun Jul 19, 2015 1:09 pm
Posts: 441
@phkb very nice effort, I am looking forward to playing with this! :D Are you considering to add it to the extension manager as well?


Top
   
 Post subject: Re: Escape Pod Tweaks
PostPosted: Mon Jul 31, 2017 3:36 am 
Online
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1843
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Quote:
Are you considering to add it to the extension manager as well?
Just waiting on an update to the expansion pack manager to be able to flag this OXP as requiring v1.85.

_________________
My OXP's


Top
   
 Post subject: Re: Escape Pod Tweaks
PostPosted: Mon Jul 31, 2017 9:45 am 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Sun Jul 19, 2015 1:09 pm
Posts: 441
Quote:
Just waiting on an update to the expansion pack manager to be able to flag this OXP as requiring v1.85.
Do you know when the new flag will be introduced? I also would like to flag my Dangerous HUD as requiring v1.85 (it works very well on v1.84, but there are some things that are only available on v.185).


Top
   
 Post subject: Re: Escape Pod Tweaks
PostPosted: Mon Jul 31, 2017 11:38 am 
Online
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1843
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Quote:
Do you know when the new flag will be introduced?
It should be there now, actually!

_________________
My OXP's


Top
   
 Post subject: Re: Escape Pod Tweaks
PostPosted: Mon Jul 31, 2017 1:07 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Sun Jul 19, 2015 1:09 pm
Posts: 441
Great, thanks for the heads-up!


Top
   
 Post subject: Re: Escape Pod Tweaks
PostPosted: Tue Aug 01, 2017 4:44 am 
Online
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1843
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Escape Pod Tweaks is now available via the download manager, for Oolite v1.85 only (in case that wasn't clear!).

_________________
My OXP's


Top
   
 Post subject: Re: Escape Pod Tweaks
PostPosted: Wed Aug 02, 2017 12:42 am 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sat Sep 12, 2009 11:58 pm
Posts: 997
Location: Essex (mainly industrial and occasionally anarchic)
I am afraid it is not downloading through the manager (on my system with Oolite 1.85). My screen hangs on 'Downloading Escape Pod Tweaks: Unknown of Unknown'.

Perhaps you've misconfigured the manifest or something like that. It's easy to make that kind of mistake, I find.


Top
   
 Post subject: Re: Escape Pod Tweaks
PostPosted: Wed Aug 02, 2017 12:52 am 
Offline
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
User avatar

Joined: Sat Jul 04, 2009 9:31 pm
Posts: 12971
Location: Corke's Drift
It downloaded and installed okay here, but instead of its name in my installed list, I got its description.

_________________
The only good fnord is a dead fnord!


Top
   
 Post subject: Re: Escape Pod Tweaks
PostPosted: Wed Aug 02, 2017 12:54 am 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sat Sep 12, 2009 11:58 pm
Posts: 997
Location: Essex (mainly industrial and occasionally anarchic)
I tried a third time, after waiting for the existing attempt to timeout, and it's installed and - though I haven't tested anything yet - I've received no error messages and the log does contain this:
Code:
C:\Oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.phkb.EscapePodTweaks.oxz
So all seems well.


Top
   
 Post subject: Re: Escape Pod Tweaks
PostPosted: Wed Aug 02, 2017 2:25 am 
Online
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 1843
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Looks like I put the description into the title field. Version 0.4 is now available which should fix this.

_________________
My OXP's


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 22 posts ]  Go to page 1 2 Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 18 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
cron
Powered by phpBB® Forum Software © phpBB Limited