jpcsupplies / Economy_mod

Basic Economy System for Space Engineers
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Alpha Milestone Not Far to Go! #55

Closed jpcsupplies closed 8 years ago

jpcsupplies commented 8 years ago

Looks like we are down to last three issues relevant to our alpha release: Key issues:

ENH or misc or OCD nitpicks

jpcsupplies commented 8 years ago

I've released a preview of the plugin as is now to get players impressions.

So far #59 #60 and #61 is jumping out the most in that regard.

jpcsupplies commented 8 years ago

Ok, looks like we are just about there for the Alpha; how ready is player to player at the moment in your opinion?

midspace commented 8 years ago

Would like to test it, at least with my two accounts, but every time I go to test it, I've got other things that need attention.

Also, need to make sure player to offline player does not cause loss of items to players. I haven't gone back through that scenario.

jpcsupplies commented 8 years ago

Righto, ill have a crack at testing it tonite on my account and my daughters, is the current build up on your workshop testing item ?

midspace commented 8 years ago

Yes, it's there. Keen have me testing other stuff, and it's giving me a physical headache.

jpcsupplies commented 8 years ago

Sounds interesting, if painful. Keen giving you tester credit? I did a bit for Starforge Alpha, but mostly I just invested as a founder to help fund the game and im in the game credits now. Didn't pay me anything tho, but having my name in a game was enough to impress my kids :+1:

jpcsupplies commented 8 years ago

Test environment - peer server (in game not dedicated) hosted map with 2 players online mode two PCs on same network two steam accounts

Testing results: Scenario 1: join server on join i am informed timers ran out, type /sell collect to retrive items two rifles return to inventory. (from my last test apparently)

Scenario 2: sell using incorrect syntax (alone on server) /sell 1 rifle lana 10 it then appeared to sell to the NPC market instead of giving an error or such

Scenario 3: sell to online player lana then connected and i did /sell 1 rifle 10 lana the offer sent to lana, on typing /sell accept i got a message you just sold 10 worth of xxx (0 units) you just purchased 10 worth of xxx (0 units) nothing appears to add to inventory

Scenario 4: deny the offer if i sell deny i get not yet complete and offer still remains active

Scenario 5: try to sell to offline player with correct syntax if i do /sell 1 rifle 10 lana i get sell not yet complete error but rifle is removed from inventory no timeout seems to occur (but i may be just impatient)

Scenario 6: use /sell collect 2 rifles returned to my inventory apparently the missing items were recovered even tho no notification occurred when they vanished

jpcsupplies commented 8 years ago

Did notice a bug in main game tho, after lana disconnected she still shows on connected players list

midspace commented 8 years ago

Updates done to #46 just now.

Scenario 1: join server

haven't touched.

Scenario 2: sell using incorrect syntax (alone on server)

I've updated the regex to try and fix this.

Scenario 3: sell to online player

fixed messages sent to wrong players. automatically adding to inventory if there is space. If not, new message.

Scenario 4: deny the offer haven't touched.

Scenario 5: try to sell to offline player with correct syntax

Locked out selling to offline players with new message. Inventory won't be touched.

Scenario 6: use /sell collect

Have updated some messages, though more work needs doing on the wording.

jpcsupplies commented 8 years ago

Sell collect seemed to be working pretty well. Even when items disappeared without notifications; all the items were preserved, and returned when using sell collect. So from a data integrity perspective, it is working so well that nothing gets lost even when something goes wrong.

jpcsupplies commented 8 years ago

DS testing scenario 1: /sell 1 rifle 10 dragon_hunter

dragon hunter does accept result success

scenario 2: /sell all "iron ore" 0.001 dragon_hunter dragon hunter does accept result apparent success but the sale total looked a bit odd will test further (nope seems ok)

How are we looking with our 2500 metres range limit on trade zone 0,0,0 (NPC center of map) Other than that I think we hit most of the targets for the Alpha should be just about ready to go out..

https://github.com/jpcsupplies/Economy_mod/milestones/Alpha%20Release

jpcsupplies commented 8 years ago

Can we also get stock on hand for lcds too - and perhaps not show blacklisted items (or does it do this already?). unlike the rest of the game, economy mod seems to be working flawlessly so we should be able to release Alpha milestone soon.

Final thoughts -

Issue I have come up on testing is the old pre-hydrogen price tables still have hydrogen bottles and other sundry items as either black listed or with the default 1/1 pricing; or new items that auto added on the steam server update are still available to purchase, when the latest table has them blacklisted. Potentially new items (or items subsequently deleted by keen as too hard basket) could lead to a game crash if an admin tries to spawn one, and the game is not able to cope with that item.

midspace commented 8 years ago

How are we looking with our 2500 metres range limit on trade zone 0,0,0 (NPC center of map)

Done.

Can we also get stock on hand for lcds too - and perhaps not show blacklisted items (or does it do this already?).

We can. You need to have a look at how much space is on the LCD. We're (I'm) going to need a more definitive list of settings to apply to the LCD and what each setting presents.

Rangecheck on 0,0,0

It's in, and is stored in the Data file. So, eventually we can make it configurable via commands in game.

we need a way to integrate changes

The /set command will need to be expanded. I've put in some of the necessary mechanisms in MessageSet. The parsing of /set command itself needs expanding to include the new options.

Another issue is I cant seem to work out how to get tools category onto LCD

I didn't create one. I'll have a look at that now.

midspace commented 8 years ago

Another issue is I cant seem to work out how to get tools category onto LCD

Its in now. https://github.com/jpcsupplies/Economy_mod/commit/353bf894ad3aa84f111c5e759990f0003e1fe643

and perhaps not show blacklisted items

It's in now too.

jpcsupplies commented 8 years ago

OK I think thats everything planned for the Alpha milestone, and then some! everything else is an ENH for the next version.. all we need to do is test and update our manual ?

jpcsupplies commented 8 years ago

Up for some proof reading ?
http://steamcommunity.com/sharedfiles/filedetails/?id=481264606

midspace commented 8 years ago

not /sell claim it's /sell collect missing /sell deny missing /sell cancel

jpcsupplies commented 8 years ago

Done

jpcsupplies commented 8 years ago

Ok, i think we nailed all our dev targets for this Milestones, lcds are all good, cant see any errors, ill just tweak the major version string and bash out an official release.. any issues left you think i should wait on? Cause it looks all good so far.

midspace commented 8 years ago

something that comes to mind. Testing with Zan last night, /pay does not appear to be range restricted.

jpcsupplies commented 8 years ago

Pay is like an electronic wire transfer, probably doesnt need range limits.. otherwise, how can you order a shipment of beer from earth etc :pager:

midspace commented 8 years ago

I haven't looked at it, but it may be ignoring for Admin.

jpcsupplies commented 8 years ago

I would even go so far as to say we shouldn't have a range check on payments; it would limit the usefulness too much. Range checks on trading goods however is perfectly appropriate.. But we could add a config option for it in case a server admin wants it. The only time a range check would be used on a /pay would be if more than one player on a server has the same nickname, as a way to deal with issue #20