[Release] Bulletin Board system

Discussion and information relevant to creating special missions, new ships, skins etc.

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Re: [WIP] Bulletin Board system

Post by phkb » Wed Feb 22, 2017 10:47 pm

Cody wrote: On F5F5, the most-recently accepted contract is added to the bottom of the list.
Yeah, that makes more sense.

BB System v0.19 has now been released. In this version:
  • Added postStatusMessages property for individual missions to allow a mission screen to be shown to the player after status changes.
  • When missions are accepted they will appear in the accepted list and manifest screen in the same order as they were accepted in.
  • initiateCallback and completedCallback are no longer required elements.
  • Corrections and adjustments to the "AsteroidHunter" sample script.
  • Code cleanup and refactoring.

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Re: [WIP] Bulletin Board system

Post by Cody » Wed Feb 22, 2017 11:11 pm

Thankee!

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Re: [WIP] Bulletin Board system

Post by phkb » Thu Feb 23, 2017 4:04 am

And late mail! If anyone downloaded v0.19, there is a bug in it that, while it doesn't break anything, will make the process of accepting contracts really confusing! Avoid this confusion and download v0.20 today, no questions asked. Includes free Trumble!



I was joking about the Trumble. My code is certified 100% Trumbled free.

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Re: [WIP] Bulletin Board system

Post by phkb » Thu Feb 23, 2017 9:30 am

...plus, in a special two-for-one deal today one, download the latest version of ContractsOnBB.oxz, and make sure all your contracts are kept updated with the latest interstellar forcasts...

Seriously, if you've got v0.20 of the BB system, and you're also running with ContractsOnBB, you'll need to download v0.6 of it. It will save you a lot of JavaScript error unpleasantness.

Download from manager or from wiki page.

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Re: [WIP] Bulletin Board system

Post by Cody » Thu Feb 23, 2017 9:49 am

phkb wrote:
Thu Feb 23, 2017 4:04 am
If anyone downloaded v0.19, there is a bug in it that, while it doesn't break anything, will make the process of accepting contracts really confusing!
Now he tells me! Thanks for adding the shuffle switch, btw.

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Re: [WIP] Bulletin Board system

Post by phkb » Thu Feb 23, 2017 9:40 pm

Cody wrote:Now he tells me!
I blame my UAT department for not testing everything more rigorously.

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Re: [WIP] Bulletin Board system

Post by Cody » Fri Feb 24, 2017 12:40 am

<chortles>

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Re: [WIP] Bulletin Board system

Post by phkb » Thu Mar 02, 2017 12:45 am

Version 0.21 of the Bulletin Board System is now available. This is a small update and bug fix release.
  • Expanded number of contracts shown on main listing to 21.
  • Added "bonusCalculationCallback" to allow bonus payments to be calculated and given to the player when a mission is successfully completed.
  • Fixed JS error when terminating a contract.
  • Fixed reference error when attempting to retrieve a postStatusMessage for a completed mission.
  • Added validations for postStatusMessages when adding a mission to the board.

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Re: [WIP] Bulletin Board system

Post by Cody » Thu Mar 09, 2017 12:20 am

After loading a commander, on first look at the BB the mesh background (XenonRedux UI) does not display. It appears only after accepting a contract.
Exit and check again though, and it's fine. Load another commander, and the above applies again. Latest trunk nightly, all OXZs up-to-date.

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Re: [WIP] Bulletin Board system

Post by phkb » Thu Mar 09, 2017 1:14 am

OK, version 0.7 of the Contracts On BB OXP is now available, which should address the problems interfacing with Xenon Redux UI.

Also, version 0.22 of the Bulletin Board System is now available. In this version:
  • Added facility to add menu items to the main BB contract listing page.
  • A BB item can now have the destination set to -1 (Interstellar space), or 256 (no fixed destination).
  • Setting the payment of a BB item to zero will now hide the "Payment" line on the mission details page.
  • "payment" is no longer a required element.
  • Fixed more JS errors when terminating a contract.

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Re: [WIP] Bulletin Board system

Post by Cody » Thu Mar 09, 2017 1:36 am

phkb wrote:
Thu Mar 09, 2017 1:14 am
OK, version 0.7 of the Contracts On BB OXP is now available, which should address the problems interfacing with Xenon Redux UI.
A good word, is 'should'. <chortles> Anyway, it doesn't seem to have fixed the problem (which is very minor, tbh).
I'll have another look at it in the morning - do an uninstall/reinstall of the two OXZs.
phkb wrote:
Thu Mar 09, 2017 1:14 am
A BB item can now have the destination set to -1 (Interstellar space), or 256 (no fixed destination).
Interesting!

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Re: [WIP] Bulletin Board system

Post by phkb » Thu Mar 09, 2017 2:22 am

Cody wrote:Anyway, it doesn't seem to have fixed the problem
Aw, dang.
[Edit to add] Ah, important point to note: you may have to jump out of a system before the issue gets resolved. Essentially, any contracts existing on the BB relating to cargo, parcels or passengers will need to be cleaned out by a system jump before you'll see things working correctly.
Cody wrote:
phkb wrote:A BB item can now have the destination set to -1 (Interstellar space), or 256 (no fixed destination).
Interesting!
Yes, I'm trying to make the BB as flexible as possible. I was imagining how to implement some of what's been discussed recently about improving the commodities market. The idea was raised of having specialist cargoes available at each world, that increase in price the further away you get from the point of origin. To effectively do a contract like that would mean there was no fixed destination - you can take it wherever you want! But the value of that cargo could be calculated in each system you enter, allowing the BB item to be updated with a new value.

Anyway, that was the reasoning. There's probably a bit more work needed before contracts like that can be fully implemented, but it's a start.

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Re: [WIP] Bulletin Board system

Post by Cody » Thu Mar 09, 2017 1:23 pm

phkb wrote:
Thu Mar 09, 2017 2:22 am
... having specialist cargoes available at each world, that increase in price the further away you get from the point of origin. To effectively do a contract like that would mean there was no fixed destination - you can take it wherever you want! But the value of that cargo could be calculated in each system you enter, allowing the BB item to be updated with a new value.
Add a trans-galactic factor to that calculation, and you'd really be getting further away!

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Re: [WIP] Bulletin Board system

Post by Cody » Sat Mar 11, 2017 3:26 pm

This was not using my usual commander (no errors with that), but was using a test 1.85 .exe:

Code: Select all

15:21:40.797 [script.javaScript.exception.uncaughtException]: ***** JavaScript exception (ContractsOnBB 0.7): uncaught exception: 
Invalid BB mission settings: 'expiry' must be in the future.


As for the background problem, it persists.

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Re: [WIP] Bulletin Board system

Post by phkb » Sat Mar 11, 2017 10:18 pm

[sighs]

Ah, well. There was hope, at least!

Do all missions have the background problem? Including available missions?

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