BTW kopparberg is one little city in full decline

Moderators: winston, another_commander
After a good nights sleep, it seems has nothing to do with the timers, I'm struggling to reproduce it. The backup I thought I had a box.net seems to have been overwritten, with a new version that I uploaded for Caracal & Svengali to test & have fun with.Ahruman wrote:Sorry, but no. If those are different scripts, they’ll be different this objects, and there can be no conflict. The apparent fix is a coincidence.
Any actual information about the crash would be welcome.
Code: Select all
ship.fireMissile()
Code: Select all
ship.awardEquipment("EQ_OXP_SPECIAL_MISSILE")
There will be an anomaly in galaxy 3 to 8 with the current version of Famous planet. In those systems it claims 5 systems for retexturing, but it has no textures for those planets, even when FP tries to apply those missing textures. When entering such systems, Oolite will log an error because it cant find the texture for those planets. But because FP has claimed that system, SD will not texture that planet either. And that list is also used by SR 1.0 and 1.2 and 2.0. (FP updates their internal lists with this wrong information). So those oxp's will also fail to texture those 5 planets per system.Dr Beeb wrote:Eric and I 'think' this version is compatible with Famous Planets 1 and 2.5 and will defer to them, let us know if this is not the case.
Yes that was in the original code. Thargoid made an example for each galaxy. But you can safely remove those lines out of the .js file.Eric Walch wrote:There will be an anomaly in galaxy 3 to 8 with the current version of Famous planet. In those systems it claims 5 systems for retexturing, but it has no textures for those planets, even when FP tries to apply those missing textures. When entering such systems, Oolite will log an error because it cant find the texture for those planets. But because FP has claimed that system, SD will not texture that planet either. And that list is also used by SR 1.0 and 1.2 and 2.0. (FP updates their internal lists with this wrong information). So those oxp's will also fail to texture those 5 planets per system.Dr Beeb wrote:Eric and I 'think' this version is compatible with Famous Planets 1 and 2.5 and will defer to them, let us know if this is not the case.
But that is a bug in FP that hopefully will be fixed soon.
Its a bad idea as they now all have a style of their own. That way the player can make a choice what to install.pagroove wrote:If you merge them in one super oxp and polish the textures so they have the same look to each other. Or is that a bad idea?
Code: Select all
this.addMoons = function()
{
var sys_info = this.system_info[galaxyNumber * 256 + system.ID] & (0x0F >> (4 - this.max_moons)); // & F 7 3 1 0 = &3
var moon_bank = (system.ID >> 4) & 1; // Take 4th bit to switch between the four banks when only 2 moons needed.
var unused_bits = (this.system_info[galaxyNumber * 256 + system.ID] & 0x0F) >> 2 ; // 0:3
var sys_idxa = ((galaxyNumber + system.ID + unused_bits) & 7)+1 ; // keep in range 0:7 as only 8 texture files.
var sys_idxb = ((sys_idxa + 0 + (unused_bits >> 1)) & 7)+1; // adds 1 max.
var sys_idxc = ((sys_idxa + 1 + unused_bits) & 7)+1; // careful, mustn't overlap with each
var sys_idxd = ((sys_idxa + 2 + unused_bits) & 7)+1; // otherwise positions the same.
moon_bank = moon_bank & (this.max_moons < 3) ; // ignore and set back to zero if 3 or moons wanted.
// log("Redux moons using banks : " + moon_bank + " , with info " + sys_info + " with bits " + unused_bits + " starting at index a = " + sys_idxa) ;
var orientation = system.mainPlanet.orientation;
var up = orientation.vectorUp();
var radius = system.mainPlanet.radius;
var position = system.mainPlanet.position;
if ((sys_info & 0x01) & (1-moon_bank)*1) {
this.addMoon("moonA" + sys_idxa, 1, orientation, up, radius, position);
}
if ((sys_info & 0x02) & (1-moon_bank)*2) {
this.addMoon("moonB" + sys_idxb, 2, orientation, up, radius, position);
}
if ((sys_info & 0x04) | ((sys_info & 0x01) & moon_bank*1)) {
this.addMoon("moonC" + sys_idxc, 3, orientation, up, radius, position);
}
if ((sys_info & 0x08) | ((sys_info & 0x02) & moon_bank*2)) {
this.addMoon("moonD" + sys_idxd, 4, orientation, up, radius, position);
}
}
this.addMoon = function (ID, orbit, o, u, r, p)
{
var moon = system.addMoon(ID);
var random = system.scrambledPseudoRandomNumber(system.ID+orbit)*Math.PI*2;
moon.orientation = o;
moon.position = p.add(o.rotate(u,random).vectorForward().multiply(r*(3+orbit/2)));
}
No, I would have expected a position arbitrarily in orbit, not necessarily around the equator. So I went and looked for the evidence to argue and I am now wiser. Fancy that - the only moon we can see is an exception!Eric Walch wrote:- moons are placed random around the planet and not in an orbit. You would expect a position, more or less above the equator.