Cascade mine Glitch?
Moderators: winston, another_commander, Getafix
-
- Average
- Posts: 10
- Joined: Thu Jan 20, 2011 3:57 pm
Re: Cascade mine Glitch?
...the conflicting OXP is Griff's all in one shipset.
I really like that Shipset too...will I have to get rid of it entirely or is there a fix?
I really like that Shipset too...will I have to get rid of it entirely or is there a fix?
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Cascade mine Glitch?
You could try installing the Griff individual OXPs, one by one… see if it’s a particular one causing the problem… then you might only have to do without one of them.
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!
And any survivors, their debts I will certainly pay. There's always a way!
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Re: Cascade mine Glitch?
I don't know about the 'all in one' as I have them individually installed. There I have not seen this effect before. But knowing the source, others might be able to reproduce it?Pureskill123 wrote:...the conflicting OXP is Griff's all in one shipset.
I really like that Shipset too...will I have to get rid of it entirely or is there a fix?
UPS-Courier & DeepSpacePirates & others at the box and some older versions
-
- Average
- Posts: 10
- Joined: Thu Jan 20, 2011 3:57 pm
Re: Cascade mine Glitch?
I was hoping you wouldn't say that...good thing Griff has them as individual downloads too.El Viejo wrote:You could try installing the Griff individual OXPs, one by one… see if it’s a particular one causing the problem… then you might only have to do without one of them.
Should I report my findings in Griff's thread?
And Eric, thanks for the information. Hopefully I won't have any problems with all of them individually downloaded either. BTW, do you have all of them subfoldered into one folder per chance? I don't want my "AddOns" folder to be littered with 30+ folders, and last time I pasted the entire download folder as opposed to just the .oxp file it didn't work.
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Cascade mine Glitch?
Just tried deploying a QCM in station space, with the Griff all-in-one. In 1.74.2, it seemed to have no effect... no kills awarded, and no fugitive status. In trunk r4112, it worked... but I was awarded 284 kills, and fugitive status. I'll have a few more goes shortly.
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!
And any survivors, their debts I will certainly pay. There's always a way!
-
- Average
- Posts: 10
- Joined: Thu Jan 20, 2011 3:57 pm
Re: Cascade mine Glitch?
Forgive my lack of knowledge, but what is this trunk r4112? Some form of debug mode?El Viejo wrote:Just tried deploying a QCM in station space, with the Griff all-in-one. In 1.74.2, it seemed to have no effect... no kills awarded, and no fugitive status. In trunk r4112, it worked... but I was awarded 284 kills, and fugitive status. I'll have a few more goes shortly.
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Cascade mine Glitch?
It's the dev version, used mostly for testing.Pureskill123 wrote:Forgive my lack of knowledge, but what is this trunk r4112? Some form of debug mode?
In 1.74.2 with the Griff individual OXPs, the QCM seems to work properly... only 11 kills and fugitive status.
I have the single OXPs nested in one folder called Griff.oxp... keeps things tidy.
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!
And any survivors, their debts I will certainly pay. There's always a way!
-
- Average
- Posts: 10
- Joined: Thu Jan 20, 2011 3:57 pm
Re: Cascade mine Glitch?
Well then, problem solved. Thanks a lot everyone, now my only problem is getting used to the joystick I purchased yesterday
- Griff
- Oolite 2 Art Director
- Posts: 2483
- Joined: Fri Jul 14, 2006 12:29 pm
- Location: Probably hugging his Air Fryer
Re: Cascade mine Glitch?
i wonder if it's something to do with the new 'exploding debris' stuff in the latest version of the all-in-1 bundle of my shipset (this isn't included in the individual downloads version so that's probably why they're working ok), that does use a script assigned to each ship that generates a whole bunch of tiny polygon 'shards' that fly off when a ship explodes, there probably would be about 15-20 of them per exploding ship, they're supposed to be silently removed from existence after 15 seconds or so, but it looks like they're awarding kills if caught up in a q-mine explosion
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Re: Cascade mine Glitch?
When the chards are of scan_class CARGO or ROCK they should not initiate new cascades. (unless you defined fuel for them). When they are of scan_class rock, they also don't count as kills. I assume you made them of CARGO, but than should filling them with cargo help preventing them counting as a kill. e.g. add:Griff wrote:i wonder if it's something to do with the new 'exploding debris' stuff in the latest version of the all-in-1 bundle of my shipset (this isn't included in the individual downloads version so that's probably why they're working ok), that does use a script assigned to each ship that generates a whole bunch of tiny polygon 'shards' that fly off when a ship explodes, there probably would be about 15-20 of them per exploding ship, they're supposed to be silently removed from existence after 15 seconds or so, but it looks like they're awarding kills if caught up in a q-mine explosion
Code: Select all
cargo_type = "CARGO_ALLOY";
I just looked in Oolite itself. There the wreckages will also count as kill
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- DaddyHoggy
- Intergalactic Spam Assassin
- Posts: 8515
- Joined: Tue Dec 05, 2006 9:43 pm
- Location: Newbury, UK
- Contact:
Re: Cascade mine Glitch?
M$ would call that a "feature"...Eric Walch wrote:
I just looked in Oolite itself. There the wreckages will also count as kill
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
Re: Cascade mine Glitch?
Argh! Make this silly reliance on implicit wossname stop!Eric Walch wrote:When the chards are of scan_class CARGO or ROCK they should not initiate new cascades. (unless you defined fuel for them). When they are of scan_class rock, they also don't count as kills. I assume you made them of CARGO, but than should filling them with cargo help preventing them counting as a kill. e.g. add:Code: Select all
cargo_type = "CARGO_ALLOY";
I’ve added a new shipdata key,
counts_as_kill
(boolean, default true) to deal with this sanely. The implicit behaviour for cargo, buoys and rocks is still there (including reducing bounty except in strict mode).E-mail: [email protected]
Re: Cascade mine Glitch?
If it's still the original scripting and shipdata.plist entries that we worked on so many moons ago, they should be scanClass CLASS_CARGO. So maybe the alteration to class CLASS_ALLOYS is good, they are already set as cargo_type CARGO_NOT_CARGO.
I must admit I never did test them with a q-bomb, as I have trouble with those on my travelling machine in that they don't draw (and running away from an invisible q-bomb is an interesting challenge!).
I must admit I never did test them with a q-bomb, as I have trouble with those on my travelling machine in that they don't draw (and running away from an invisible q-bomb is an interesting challenge!).
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link
- Commander McLane
- ---- E L I T E ----
- Posts: 9520
- Joined: Thu Dec 14, 2006 9:08 am
- Location: a Hacker Outpost in a moderately remote area
- Contact:
Re: Cascade mine Glitch?
I'd guess that point-in-any-direction-and-hit-'I'-really-fast would be the best strategy.Thargoid wrote:... running away from an invisible q-bomb is an interesting challenge!)
Re: Cascade mine Glitch?
It was (or indeed is, as the crappy graphics driver still doesn't display the damn things). It just makes the whole maneuver somewhat more interesting, especially knowing which way to go and when to stop. Judging it on the scanner isn't as nice as on the whole screen.Commander McLane wrote:I'd guess that point-in-any-direction-and-hit-'I'-really-fast would be the best strategy.Thargoid wrote:... running away from an invisible q-bomb is an interesting challenge!)
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
Dropbox Referral Link
Thargoid TV
Dropbox Referral Link