Search found 89 matches

by cag
Fri Sep 08, 2017 6:26 pm
Forum: Expansion Pack
Topic: OXP Performance tips
Replies: 82
Views: 60106

Re: OXP Performance tips

I can do the work once I've gathered enough antilazynium to do my optimizations, if everyone is ok with it. Ok with it? Your kidding, right? Didn't anyone ever teach you to never volunteer? Maybe you can trade some of your excess masochismium for antilazynium :lol: That said, if you want anything p...
by cag
Fri Sep 08, 2017 3:35 pm
Forum: Expansion Pack
Topic: OXP Performance tips
Replies: 82
Views: 60106

Re: OXP Performance tips

from the wiki on Vector3D methods: All Oolite-provided functions which take a vector as an argument may instead be passed an array of three numbers, or an Entity (in which case the entity’s position is used) [emphasis added] So, use ps.position.distanceTo( ent ) instead of ps.position.distanceTo( en...
by cag
Sun Sep 03, 2017 8:38 pm
Forum: Expansion Pack
Topic: [release] Newt's Mining IFF Scanner Upgrade
Replies: 44
Views: 12189

Re: [release?] (tentative) Newt's Mining Scanner Upgrade

There are a few pre-defined shortcuts you can use in the debug console P = player PS = player.ship S = system M = missionVariables to save you typing these. They are definded near line 770 in oolite-debug-console.js, in ..\AddOns\Basic-debug.oxp\Scripts This was installed as part of the development ...
by cag
Sat Sep 02, 2017 9:04 pm
Forum: Expansion Pack
Topic: [release] Newt's Mining IFF Scanner Upgrade
Replies: 44
Views: 12189

Re: [release?] (tentative) Newt's Mining Scanner Upgrade

I was thinking, since you're almost there, why not add cargo, with a special colour (w/ maybe an alert sound) for escape pods/black boxes.
Then you could prioritize what you go after when other ships are around, scooping up stuff too.
by cag
Sat Sep 02, 2017 7:39 pm
Forum: Expansion Pack
Topic: [release] Newt's Mining IFF Scanner Upgrade
Replies: 44
Views: 12189

Re: [release?] (tentative) Newts Mining Scanner Upgrade

I've also not worked out how to get the debugger working yet so my debugging is constantly restarting oolite It will make life so much easier; I usually only restart 2-3 times a session. The first thing is to decide if you want a completely seperate folder for dev, so it won't keep you grounded whe...
by cag
Sat Sep 02, 2017 4:13 am
Forum: Expansion Pack
Topic: [release] Newt's Mining IFF Scanner Upgrade
Replies: 44
Views: 12189

Re: [release?] (tentative) Newts Mining Scanner Upgrade

Congrats on your first publishing! Now comes the fun part: user feedback :) I like to mine too and think this is a great idea. But... - you've got at line 113 for ( idx = 0; i<numRocks; idx++){ which JSHint reports "'i' is not defined." Luckily, if fails to execute, rather than loop infinitely! - yo...
by cag
Sat Aug 19, 2017 2:30 am
Forum: Expansion Pack
Topic: [Release] Dangerous HUD
Replies: 129
Views: 66504

Re: [Release] Dangerous HUD

In case it's not on your list, there's another minor issue in shipWillLaunchFromStation(), just after you award the clock equipment: // default view after launching == forward p.awardEquipment("EQ_DANGEROUSHUD_VIEW_FORWARD"); Like w/ crosshairs, you're awarding w/o regard to the view the player is i...
by cag
Fri Aug 18, 2017 1:31 am
Forum: Expansion Pack
Topic: [Release] Dangerous HUD
Replies: 129
Views: 66504

Re: [Release] Dangerous HUD

That seems to have fixed it, with one small caveat. Calling shipWillLaunchFromStation() awards me the equipment, so that's good, but it makes an assumption, that you're looking forward. If you have, say, a mining laser w/ different crosshairs in a side view and are in that view when you change HUDs,...
by cag
Thu Aug 17, 2017 3:40 am
Forum: Expansion Pack
Topic: [Release] Dangerous HUD
Replies: 129
Views: 66504

Re: [Release] Dangerous HUD

Yes. I had several HUDs I wanted to check out. When I launched, I was set to one that came with HUDselector.
by cag
Thu Aug 17, 2017 3:35 am
Forum: Expansion Pack
Topic: OXP Performance tips
Replies: 82
Views: 60106

Re: OXP Performance tips

I wrote a utility that monitors the frame rate in an effort to tailor my code's impact to the player's setup. So on a slower machine, I can do less or do it less often or spread the work out over several frames. It's called fps_monitor and since I had to learn how, it's an oxz: https://www.dropbox.c...
by cag
Thu Aug 17, 2017 2:50 am
Forum: Expansion Pack
Topic: [Release] Dangerous HUD
Replies: 129
Views: 66504

Re: [Release] Dangerous HUD

I didn't mean the deletion or restoration of your functions, but the last line in the else block w.shipExitedWitchspace(); executes to presumably setup or initialize the HUD after the HUD is changed. All I did was scan your code quickly and guessed shipWillLaunchFromStation() would fix the problem, ...
by cag
Wed Aug 16, 2017 11:00 pm
Forum: Expansion Pack
Topic: [Release] Dangerous HUD
Replies: 129
Views: 66504

Re: [Release] Dangerous HUD

Nice HUD, now my default. A couple of observations: - HUDselector integration is incomplete. When used to access your HUD, I was missing crosshairs & clock. I fixed that by entering worldScripts.DangerousHUD.shipWillLaunchFromStation() into debug console. You need more than shipExitedWitchspace() in...
by cag
Sun Aug 13, 2017 10:47 pm
Forum: Expansion Pack
Topic: (Release) Fast Target Selector
Replies: 28
Views: 13810

Re: (Release) Fast Target Selector

You have a typo FastTargetSelector.js, line 129, 'equipmentKet' should be 'equipmentKey'
by cag
Sun Aug 13, 2017 8:47 pm
Forum: Expansion Pack
Topic: Pods OXP
Replies: 70
Views: 31264

Re: Pods OXP

Recently installed pods and noticed this: Exception: Error: Cannot set property Textiles of instance of Manifest to invalid value NaN. Active script: pods_standardPod 1.33 pods_standardPod.js, line 84: manifest[type] += 1; This is in ver.1.35.(I just DL'd to be sure) I'm running Oolite development v...
by cag
Thu Jul 20, 2017 9:35 pm
Forum: Expansion Pack
Topic: OXP Development Best Practices
Replies: 55
Views: 62905

Re: OXP Development Best Practices

I'm on Windows and use NotePad++ with a JSLint/JSHint plug-in. I find JSHint more useful, though I think we're stuck w/ the Use the function form of "use strict" message. You can DL the plug-in here: https://sourceforge.net/projects/jslintnpp/ unzip and copy the .dll file into C:\Program Files (x86)...