Escape pod control change

General discussion for players of Oolite.

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Cody
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Post by Cody »

Okay… I’ve added that fix to every applicable Griff oxp in my addons folder (i.e. all his oxps that have a ‘player’ section). That eliminates nearly all of the error messages… it still leaves one or two, but that’s a lot better than reams of them.
I wonder if it’s my ATI graphics card.

It’s a bit puzzling though… 1.74 = no error messages, except when actually using the escape pod.
1.75 = error messages, with or without the escape pod. C’est la vie!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Eric Walch
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Post by Eric Walch »

El Viejo wrote:
Eric Walch wrote:
The messages are generated on system startup when Oolite loads all ships. They don't appear during game.
Yeah, at least they don't affect gameplay... they're just annoying in the log.
Something tells me I'll have to go through all 35 Griff oxps and add the fix to all of them... hey-ho!
I read you did fix them after all. The error is not bad, but does mean that the shader has no access to the alert level. In game I have not seen any strange things with those ships. I assume the affected ships just don't change color when in a raised alert state as they do in 1.74
El Viejo wrote:
Okay… I’ve added that fix to every applicable Griff oxp in my addons folder (i.e. all his oxps that have a ‘player’ section). That eliminates nearly all of the error messages… it still leaves one or two
Only player and stations can have an alert state. So the remaining might be in a station definition. And reading that it are only player ships, explains why I never saw anything strange: I never flew in them :lol:
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Cody
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Post by Cody »

Eric Walch wrote:
Only player and stations can have an alert state.
Stations... I can't see any 'alert level' entries in any station plist... only in the 'player' sections of Griff's ships' plists.
I've had no time for any real play testing... maybe tomorrow.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Post by Ganelon »

another_commander wrote:
Also, for those who didn't like the escape pod double tap thingy, be aware that setting "escape-pod-activation-immediate" = YES; inside the .GNUstepDefaults file will now revert to old behaviour.
Brilliant. :D
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Cody
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Post by Cody »

Ah… I’d missed the Griff Moray Medboat… no more error messages.
If you replace the

Code: Select all

alertlevel = "alertCondition";
line in any Griff shipset oxp that has a ‘player’ section, with:

Code: Select all

alertlevel = {type = "int"; value="alertCondition";};
as per Svengali’s fix, all seems to be well... contentment ensues.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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