Progress

General discussion for players of Oolite.

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another_commander
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Re: Progress

Post by another_commander » Tue Nov 06, 2018 8:18 pm

Many thanks. Test #17 has been inserted in the Material Test Suite. I have used a "master" gloss value of 0.8 in order to showcase the effect a bit better.

Image

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phkb
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Re: Progress

Post by phkb » Wed Nov 07, 2018 9:55 pm

In the latest build, a change has been made to the commsMessageReceived world event. Now, if the player.commsMessage function is called, the commsMessageReceived will fire, but with a null value for the sender parameter. This unifies all communications received by the player, but any script that implements commsMessageReceived will need to check for a null value before accessing the sender parameter, otherwise an error could occur.

cbr
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Re: Progress

Post by cbr » Fri Dec 07, 2018 5:04 pm

Are there any plans for updating the system star?

Image

and perhaps the citylights with on/off menu option :)

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phkb
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Re: Progress

Post by phkb » Fri Apr 19, 2019 8:10 am

In the latest Oolite builds, we've added access to the shipyard of each station. Use the shipyard property to view a list of ships currently available at the station, use the addShipToShipyard method to add a ship you define, and the removeShipFromShipyard method to remove a ship.

The Javascript Station wiki page has been updated with details on each of these properties/methods.

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Re: Progress

Post by phkb » Sun May 26, 2019 3:57 am

In the next nightly is the ability to limit star and nebula textures to particular galaxies, providing the opportunity to make galaxies more visually unique.

At the same time, in order to make the merging of star and nebula textures more logical and consistent, they are now being merged on the "texture" key. Therefore, if an OXP overrides the "oolite-nebula-1.png" definition in a "nebulatextures.plist" file (for instance, adding a galaxy or changing the probability), they can be confident this change has been applied. To allow for the same texture to appear in multiple galaxies, an optional "key" property can be added to the dictionary, which will take the place of the "texture" property when merging the arrays.

To demonstrate this, use the following in place of the current nebulatextures.plist (or put it into your AddOns folder), which will allocate one nebula image per galaxy.

Code: Select all

(
	{
		texture = "oolite-nebula-1.png";
		probability = 1.0;
		galaxy = 0;
	},
	{
		texture = "oolite-nebula-2.png";
		probability = 1.0;
		galaxy = 1;
	},
	{
		texture = "oolite-nebula-3.png";
		probability = 1.0;
		galaxy = 2;
	},
	{
		texture = "oolite-nebula-4.png";
		probability = 1.0;
		galaxy = 3;
	},
	{
		texture = "oolite-nebula-1.png";
		key = "nebula1-gal4";
		probability = 1.0;
		galaxy = 4;
	},
	{
		texture = "oolite-nebula-2.png";
		key = "nebula2-gal5";
		probability = 1.0;
		galaxy = 5;
	},
	{
		texture = "oolite-nebula-3.png";
		key = "nebula3-gal6";
		probability = 1.0;
		galaxy = 6;
	},
	{
		texture = "oolite-nebula-4.png";
		key = "nebula4-gal7";
		probability = 1.0;
		galaxy = 7;
	}
)
If no "galaxy" property is set, existing behaviour should be unchanged.

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Redspear
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Re: Progress

Post by Redspear » Fri Jun 07, 2019 9:38 pm

phkb wrote:
Sun May 26, 2019 3:57 am
In the next nightly is the ability to limit star and nebula textures to particular galaxies, providing the opportunity to make galaxies more visually unique.
Nice 8) Thanks :D
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Re: Progress

Post by phkb » Tue Jul 02, 2019 4:11 am

In the next nightly is the handling of a new plist file: equipment-overrides.plist.

This is designed to allow OXP authors to more easily update existing equipment items without needing to copy the entire equipment.plist entry in order to do so. Also, it reduces the potential conflicts where two OXP's want to update the same equipment item. It doesn't solve the issue of two OXP's wanting to update the same properties of said equipment item - the last overrides file will still be the winner here, which is the same for the shipdata-overrides file.

The format of the equipment-overrides.plist is slightly different to the equipment.plist file by necessity. A sample file is shown, where some (but not all) of the core pulse laser properties are being updated:

Code: Select all

{
	"EQ_WEAPON_PULSE_LASER" = {
		techlevel = 7;
		price = 50000;
		short_description = "Laser Pointer";
		long_description = "A simple, all purpose (but weak) laser. Only useful for irritating pirates.";
		available_to_all = YES;
		weapon_info = {
			color = "whiteColor";
		};
	};
}
The biggest difference is that this is a dictionary of dictionaries file (similar to the shipdata-overrides.plist file), where the equipment key is the primary dictionary key. techlevel, price, short and long descriptions are now keys, along with all the other settings.

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Re: Progress

Post by Redspear » Sat Jul 06, 2019 10:28 pm

phkb wrote:
Tue Jul 02, 2019 4:11 am
Also, it reduces the potential conflicts where two OXP's want to update the same equipment item
Awesome :D
Thanks phkb... and thanks for the example too :wink:

With a bit of luck I might get to do some oxp updating soon.
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