Library

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

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Svengali
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Library

Post by Svengali » Fri Jul 22, 2016 4:28 pm

Image

Reinventing the wheel is not everybodys taste, so here comes a collection of useful snippets and helpers. Its main purpose is to simplify or unify some common tasks used by OXPers. Library is the successor to CCL, Hyperradio and OXPConfig. The library does not alter any native JS objects (like Array or String) to avoid clashes and does not clutter the global namespace.

[EliteWiki] Library (or the WIKI-Backup Library)

Some key features:
  • Lib_Config.js - Configuration interface. Replaces OXPConfig. Supports multiple entries and path handling.
  • Lib_GUI.js - Unified GUI image, sound and music handling. It allows multiple background AddOns to be installed. Users may switch between them.
  • Lib_Music.js - Unified event driven music handling. Replaces Hyperradio.
Last edited by Svengali on Mon Feb 19, 2018 9:13 pm, edited 2 times in total.

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Svengali
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Re: Library

Post by Svengali » Mon Aug 08, 2016 11:44 am

New versions for Library and BGS .-) I guess they are ready for release, but we'll see.

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Cody
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Re: Library

Post by Cody » Sat Aug 13, 2016 10:16 pm

Only just back in the saddle - good to see settings now persisting. Muchas gracias!

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Svengali
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Re: Library

Post by Svengali » Sun Aug 14, 2016 10:36 pm

Cody wrote:Only just back in the saddle - good to see settings now persisting. Muchas gracias!
Yep. I've removed the 'force defaults' thing in BGS. It was time to do it...

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Keeper
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Re: Library

Post by Keeper » Thu Aug 18, 2016 3:11 am

For years I've had some changed images and sounds for this set. I've updated them to match the new set. I figure people might like them, so I've uploaded them.

The screens have a bit of the "legend" icons showing the relative order of government and economy types, as well as a function key menu with English labels (the old menu from the previous BGS set but with text added by myself -- now blended over the new backgrounds nicely). Here's a 16:10 screenshot: http://www.keeper1st.com/Oolite/bgsexample.png

For the sounds, I replaced the "Item Sold" and "Item Bort" (?!) with nice little chimes (can't remember where they came from -- original Oolite?), changed things like "Ortopilot activated" into "Autopilot activated", trimmed some dead air (e.g. so instead of "missile......armed" it's "missile armed"), removed all instances of Majel Barrett from Star Trek (nothing against the late Ms Barrett or Star Trek; I just think the second voice is unnecessary), and greatly changed the extremely long and drawn-out game-over sound into a rather rapid explosion then sudden expulsion of air into silence, which is rather more shocking and realistic.

You're free to add them to the pack if you like.
http://www.keeper1st.com/Oolite/bgs2changedimages.zip
http://www.keeper1st.com/Oolite/bgs-editedsounds.zip
Last edited by Keeper on Fri Sep 02, 2016 12:49 am, edited 1 time in total.

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Re: Library

Post by phkb » Thu Aug 18, 2016 10:07 pm

Small bug:

Code: Select all

07:14:03.092 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Lib_EntityStrength 1.0): TypeError: s is null
07:14:03.092 [script.javaScript.exception.unexpectedType]:       ../AddOns/Testing.oxp/Library1.0.oxp/Library1.0.oxp/Scripts/Lib_EntityStrength.js, line 47.

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Svengali
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Re: Library

Post by Svengali » Fri Aug 19, 2016 3:13 pm

phkb wrote:Small bug:
Oh, yes. I need to guard it. Muchas gracias.

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Svengali
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Re: Library

Post by Svengali » Sun Aug 21, 2016 2:43 pm

New version online.

Changes:
  • Lib_EntityStrength - Guarded check - although a bit undertested atm.
  • Lib_GUI - Added suffixes for alertConditionRed and hudAllowsBigGui and handling for mission.exitScreen which doesn't trigger guiScreenChanged.
  • lib_fx - Attempt to avoid sunglare popping in (with BGS jump and docking sequence).
I've also changed the BGS jump shader a bit.

@Keeper - Just grabbing it .-)

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Re: Library

Post by Cody » Sun Aug 21, 2016 3:08 pm

Svengali wrote:I've also changed the BGS jump shader a bit.
Indeed! Certainly different, amigo - if only that old momentary stutter could be removed.

I always swap the BGS buy/sell .oggs for Oolite's defaults, btw - BGS's are too long.

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Re: Library

Post by Keeper » Fri Sep 02, 2016 12:48 am

I just realized that the zip file of the edited images I uploaded was the wrong one. That was for the old set. The images for the new set are at http://www.keeper1st.com/Oolite/bgs2changedimages.zip

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Re: Library

Post by Svengali » Fri Sep 02, 2016 9:07 am

Cody wrote: if only that old momentary stutter could be removed.
Try - http://aegidian.org/bb/viewtopic.php?f= ... 52#p251252. For me it solved it.

@Keeper: *grins, grab*

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Re: Library

Post by Cody » Fri Sep 02, 2016 10:22 am

Tried that a while back, and tried it again just now - no luck.

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Re: Library

Post by Cody » Wed Oct 05, 2016 1:55 pm

This popped up:

Code: Select all

14:40:00.123 [script.javaScript.exception.notFunction]: ***** JavaScript exception (<unidentified script>): TypeError: pos.normalize is not a function
14:40:00.123 [script.javaScript.exception.notFunction]:       ../AddOns/Library1.0.oxp/Scripts/lib_fx.js, line 57.

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Re: Library

Post by cbr » Mon Oct 10, 2016 3:52 pm

When i look at the animation demo i am wondering if library could be used to simulate 'screensaver mode' ?

loading the data from a random system/planet (size and texture) and displaying it like the animation demo displays
the 'moon' preferable with the current planet shader :)

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Svengali
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Re: Library

Post by Svengali » Tue Oct 11, 2016 2:58 pm

Cody wrote:This popped up:
It's already gone in the last WIP-version. Still - thanks a lot, Cody .-)
cbr wrote:When i look at the animation demo i am wondering if library could be used to simulate 'screensaver mode'?
I doubt it. missionscreens are rather limited (no multipass, no blending, etc.) atm.

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