Search found 2370 matches

by Svengali
Tue Feb 19, 2008 9:17 pm
Forum: Testing and Bug reports
Topic: legacy_spawn
Replies: 14
Views: 4255

Sorry Kaks, maybe the problem was not clear. Just as explanation. My problem was that the moved pods were possibly not the spawned pods, because it is possible that there were already some of them out there. But after a little bit more thinking about it I found the solution. It is not totally safe, ...
by Svengali
Tue Feb 19, 2008 11:13 am
Forum: Testing and Bug reports
Topic: legacy_spawn
Replies: 14
Views: 4255

Ok, after some more testing: The position of the spawned thing is only sometimes (0,0,0) and sometimes the players position. Or maybe the ones position who has killed the ship. So it is necessary to correct the position after spawning. Currently I'm using: this.shipDied = function() { System.legacy_...
by Svengali
Sun Feb 17, 2008 7:48 pm
Forum: Expansion Pack
Topic: localhero oxp ALPHA
Replies: 178
Views: 43940

For some reason you assume the "missionScreenEnded" event was generated by your OXP and you reset things without testing if it really was your OXP that triggered the event. I've changed it and spotted some other problems after changing it. The called function is called on about 20 different places ...
by Svengali
Sun Feb 17, 2008 5:27 pm
Forum: Oolite-PC
Topic: Slow gameplay
Replies: 6
Views: 5201

I'm always changing files within an OXP. :D
by Svengali
Sun Feb 17, 2008 5:25 pm
Forum: Testing and Bug reports
Topic: this.shipWasScooped
Replies: 7
Views: 2487

Have you read the remarks? I thought that this could be the reason for the whole trouble. (f) The problem with undefined Classes/Entities in ship-scripts. Don't use the normal 'header' in the ship-script if you want to generate more than one of the same type, so Oolite will generate his own internal...
by Svengali
Sun Feb 17, 2008 5:12 pm
Forum: Expansion Pack
Topic: localhero oxp ALPHA
Replies: 178
Views: 43940

Yes Eric. You are right. It's currently totally aggressive and does sometimes confusing or suppressing other screens. And because of it's dressiness on Launching nobody will notice it. But you have. Thanks again.
by Svengali
Sun Feb 17, 2008 2:26 pm
Forum: Oolite-PC
Topic: Slow gameplay
Replies: 6
Views: 5201

Have to add that this is the best looking version of the game by some margin. Second that. I've got the feeling that the internal resolution has changed. Is it so? Any suggestions???? Yes. Remove all OXPs. Then start Oolite with clearing of the cache (hold down the shift-key). Play a little bit. Ta...
by Svengali
Sun Feb 17, 2008 11:19 am
Forum: Testing and Bug reports
Topic: this.shipWasScooped
Replies: 7
Views: 2487

I'd be really surprised if you can use references to player, system, or LogWithClass inside this.your_own_function() after the ship is spawned the second time. Take a look in the localhero.oxp. There you can see this way. And it is working. The other working way is to use something like scooper.com...
by Svengali
Sat Feb 16, 2008 11:44 pm
Forum: Expansion Pack
Topic: localhero oxp ALPHA
Replies: 178
Views: 43940

Ok. Online. I think it was a c&p mistake and I'm so angry that I haven't noticed it before. I have had put it in for some tests and forgot to delete it. BTW: If you have some trouble with the localhero.oxp, please enable the oxp-logging (line 17 in localhero.js) and send me your log-file. this.oxpLo...
by Svengali
Sat Feb 16, 2008 8:53 pm
Forum: Expansion Pack
Topic: localhero oxp ALPHA
Replies: 178
Views: 43940

Found it. I've changed a ship-script to ship.deployEscorts(); That causes some more enemies than intended. The mission-script is ok. And it only happens if you load a saved game with a running mission. I'll check all other ship-scripts and upload in an hour a corrected version. Thanks for that Hoopy.
by Svengali
Sat Feb 16, 2008 8:19 pm
Forum: Expansion Pack
Topic: localhero oxp ALPHA
Replies: 178
Views: 43940

so i reloaded and killed 9 of them, meaning 1+9 = 10 altogether.
I'll check this. Maybe something is wrong with the bit-shifting (>>>2). Give me just a few minutes.
by Svengali
Sat Feb 16, 2008 7:48 pm
Forum: Expansion Pack
Topic: localhero oxp ALPHA
Replies: 178
Views: 43940

Am I meant to kill all the pirates? It seems you have got the first and introducing message that explains the situation. If you read it - it says step to the SYSTEM DATA SCREEN (F7). There is the mission briefing where you could accept or refuse the mission. how many is that (is it 45 as mentioned ...
by Svengali
Sat Feb 16, 2008 3:36 pm
Forum: Expansion Pack
Topic: localhero oxp ALPHA
Replies: 178
Views: 43940

The differences really should be absolutely miniscule. Yes, but a little bit here a little bit there... (bit, hehe). ...the top one will be a fraction faster than the second. It's just that you're explicitly telling it to parse the int in the first whereas in the second it will realise it's necessa...
by Svengali
Sat Feb 16, 2008 2:59 pm
Forum: Expansion Pack
Topic: localhero oxp ALPHA
Replies: 178
Views: 43940

Just a quick question: I'm currently thinking about some speed tweaks, but for that it would be good to know which version is faster executed. //Setting up... missionVariables.localhero_goal = "32"; // missionVariables are strings 1. if (parseInt(missionVariables.localhero_goal) >= 10) ... 2. if (mi...
by Svengali
Sat Feb 16, 2008 1:44 pm
Forum: Discussion
Topic: Aaaaand... yay, a noob question!
Replies: 13
Views: 2313

You should try to clear the cache. For that you should hold the shift-key while starting Oolite.