Closed jpcsupplies closed 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.
Ok, looks like we are just about there for the Alpha; how ready is player to player at the moment in your opinion?
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.
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 ?
Yes, it's there. Keen have me testing other stuff, and it's giving me a physical headache.
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:
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
Did notice a bug in main game tho, after lana disconnected she still shows on connected players list
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.
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.
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
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.
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.
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.
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 ?
Up for some proof reading ?
http://steamcommunity.com/sharedfiles/filedetails/?id=481264606
not /sell claim
it's /sell collect
missing /sell deny
missing /sell cancel
Done
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.
something that comes to mind. Testing with Zan last night, /pay does not appear to be range restricted.
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:
I haven't looked at it, but it may be ignoring for Admin.
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
Looks like we are down to last three issues relevant to our alpha release: Key issues:
#32 Buy from server command (basically cloning sell command but adding not removing; and dropping overflow at feet) (/buy X Y) No "all" support is needed in this context. - needs #57 to finalizedone :+1:#35 request logic (display a prompt to accept or deny X action - may be reusable in several places) can be used when selling to players, or demanding payment from a player for services#46 Sell items to other players - needs working request logic functionality#49 Need range check on 0,0,0 location to force trade within 5km of middle of map (few players requested this)Generally - need to add how to use the new LCD price listing functionality into manualBug #75 blank lcdsFinal testing and release.ENH or misc or OCD nitpicks
#45 should resolve itself as part of above53 is not critical to operation of plugin but makes it inconvenient for admins to tweak pricing or blacklist.
20 This can wait until next milestone - as it is dependent on #49 logic becoming functional which is needed for a bunch of other cool stuff like #44 logic
6 purge logic - this can wait, we have everything we need, but it is not easy to implement without faction bank balances; or rethinking "asset disposal" logic.. not likely to become urgent unless servers start getting player turnover in the thousands
33 this is basically moving our behavior constants to the config file. Once NPC trade is finalized, this can wait until our next milestone.