Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.

OXPs that must updated with Oolite 1.75

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

OXPs that must updated with Oolite 1.75

Post by Eric Walch »

Some of the JS script syntax that was allowed up until 1.74, will result in errors with Oolite 1.75.

In 1.75 these errors are only logged and the oxp will still function. However, it is advised to update the problem oxp as soon as possible. I already checked all oxp's in my box account and updated them over the past month.

Please compare your current version with the ones below. When you don't have the newest version, you will get problems with Oolite 1.75.

Files with syntax bugs:
* Asteroid Storm 4.00 (fixed in 4.01)
* Behemoth 2.5.4 (fixed in 2.6)
* CargoWreck 1.6.3 (fixed in 1.6.4)
* Dredgers 2.2.7 (fixed in 2.2.8)
* Dredgers 2.3 (fixed in 2.3.1)
* Dredgers 2.4.2 (fixed in 2.4.3)
* Ixian_ships 1.1 (fixed in 1.1.1)
* Military Fiasco 2.5.1 (fixed in 2.5.2)
* Ore Processor 1.57 (fixed in 1.58)
* Pirate Cove 1.2.1 (fixed in 1.2.2)
* Random Hits 1.4.6 (fixed in 1.4.8)
* Thargoid_wars 4.5.0 (fixed in 4.5.1)
* UPS-courier 1.7.4 (fixed in 1.7.6)
* Your Add Here 4.1.6 (fixed in 4.1.7)

Files with wrong missile_launch_position
* Freaky Thargoids 3.2.1 (fixed in 3.2.2)
* Thargon_threath 1.4 (fixed in 1.5)

Other oxps that need updating
* Galactic_Navy 5.2.2 & 5.3.0

Edit: corrected a wrong version number.
Last edited by Eric Walch on Sun Feb 20, 2011 1:56 pm, edited 7 times in total.
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Re: OXPs that must updated with Oolite 1.75

Post by JensAyton »

Eric Walch wrote:
* Dredgers 2.4.2 (fixed in 1.4.3)
Are these version numbers correct?
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5525
Joined: Thu Jun 12, 2008 6:55 pm

Re: OXPs that must updated with Oolite 1.75

Post by Thargoid »

Stellar Serpents and TCAT will both need updating to their current versions for the same reason.
User avatar
OneoftheLost
Deadly
Deadly
Posts: 216
Joined: Sat Oct 24, 2009 2:30 pm

Re: OXPs that must updated with Oolite 1.75

Post by OneoftheLost »

UPS-courier 1.7.4 (fixed in 1.7.5)

???

Download UPS Courier v 1.7.3 Version for 1.74 users. (Will only work with 1.74 and upwards.)
http://wiki.alioth.net/index.php/UPS_Courier

Im confused. Is 1.7.3 compatible, if not, where can I find this 1.7.5 version of UPS-courier? Or am I reading this wrong?
Profile: Commander Kolt
Ship: Cobra III - Longinus V
Elite Rating:Poor
Location: G1
Zireael
---- E L I T E ----
---- E L I T E ----
Posts: 1396
Joined: Tue Nov 09, 2010 1:44 pm

Re: OXPs that must updated with Oolite 1.75

Post by Zireael »

Click the link in the Wiki page. There's a typo in the Wiki page, the file downloaded is certainly 1.7.5.

As for the topic - I believe Fuel Collector 0.06 had those errors too...
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Re: OXPs that must updated with Oolite 1.75

Post by Eric Walch »

OneoftheLost wrote:
Im confused. Is 1.7.3 compatible, if not, where can I find this 1.7.5 version of UPS-courier? Or am I reading this wrong?
My mistake. I updated the version on the box, but forgot to update the description on the wiki. Done now.
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Re: OXPs that must updated with Oolite 1.75

Post by Eric Walch »

Ahruman wrote:
Eric Walch wrote:
* Dredgers 2.4.2 (fixed in 1.4.3)
Are these version numbers correct?
Thanks, corrected now.

There are 3 versions of the dredgers listed. The difference was only the complexity of the textures (bigger file size). For the older and smaller two versions I only fixed the bugs. In the newest version 2.4.3 I also added new 1.75 code for custom escort positions so that escorts stay closer to the big ships.
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5525
Joined: Thu Jun 12, 2008 6:55 pm

Re: OXPs that must updated with Oolite 1.75

Post by Thargoid »

Rather than 26 or so thread updates, will just post here that all my OXPs should now be OK for 1.75. They will need re-downloading from my box.net account as the previous versions were limited to 1.74 (limit now removed by request of Ahruman).

There are a few that are 1.75 only due to using new features. The required version is listed on my main wiki page linked below.

Some of the currently 1.74-compatible ones may be updated in the near future as I have some ideas for new things for them using 1.75 features, so expect a few more updates soon...
User avatar
Okti
---- E L I T E ----
---- E L I T E ----
Posts: 700
Joined: Sun Sep 26, 2010 1:51 pm
Location: A GH shop, near witchpoint to Oresrati in Galaxy 8

Re: OXPs that must updated with Oolite 1.75

Post by Okti »

Hi Eric,

I was playing oolite after downloading 1.75. I was offered the earth quake delivery but when I arrived at the earth quake planet station, the arrival report has not been displayed.

When I looked at the code I realized Manifest["machinery"] is used between lines 126 to 136 in ups-docs.js. When I changed it to manifest["machinery"] it worked.

Okti
My OXP's
And Latest Mission Coyote's Run
User avatar
Eric Walch
Slightly Grand Rear Admiral
Slightly Grand Rear Admiral
Posts: 5536
Joined: Sat Jun 16, 2007 3:48 pm
Location: Netherlands

Re: OXPs that must updated with Oolite 1.75

Post by Eric Walch »

Okti wrote:
When I looked at the code I realized Manifest["machinery"] is used between lines 126 to 136 in ups-docs.js. When I changed it to manifest["machinery"] it worked.

Okti
Excellent spotted! Specially because it is in such a rare mission. I was full focussed on the "System" casing that I didn't realize I used "Manifest" also in UPS. (In ore_processor this "Manifest" casing was the reason for the update)

Fixed now in 1.7.6
User avatar
Okti
---- E L I T E ----
---- E L I T E ----
Posts: 700
Joined: Sun Sep 26, 2010 1:51 pm
Location: A GH shop, near witchpoint to Oresrati in Galaxy 8

Re: OXPs that must updated with Oolite 1.75

Post by Okti »

Also there is a problem with PlanetFall 1.40,

I am getting that message in the log file
[script.javaScript.exception.unexpectedType]: ***** JavaScript exception (PlanetFall 1.31): TypeError: tempStation is undefined
[script.javaScript.exception.unexpectedType]: ../AddOns/PlanetFall 1.40.oxp/Config/script.js, line 25.
[script.load.world.listAll]: Loaded 62 world scripts:
My OXP's
And Latest Mission Coyote's Run
DGill
---- E L I T E ----
---- E L I T E ----
Posts: 281
Joined: Thu Jan 01, 2009 9:45 am

Re: OXPs that must updated with Oolite 1.75

Post by DGill »

All sounds very complicated - would it be advisable for computer illiterate, silver haired surfers like me to stick with vrs 1.74 or will 1.75 be essential?
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6572
Joined: Wed Feb 28, 2007 7:54 am

Re: OXPs that must updated with Oolite 1.75

Post by another_commander »

It will just take a few days at the beginning until the majority of OXPs gets in sync with the new game version. This is the case every time there is a version bump, but this time it might be a bit more noticeable because of the complete overhaul of the JS engine.

I would expect in a couple of weeks things will have been sorted more or less out. If you want to stick with 1.74.2 you are free to do so of course, but note that there is a very good chance that things will begin to not work anymore with 1.74.2, as the OXPs get updated with the new non-deprecated versions of handlers, or the correct syntax for scripts or whatever else version 1.75 of the game has introduced. To all intents and purposes, 1.75 is the thing for now and it will be the basis of the next stable release, so it's best to stick with it.
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5525
Joined: Thu Jun 12, 2008 6:55 pm

Re: OXPs that must updated with Oolite 1.75

Post by Thargoid »

Okti wrote:
Also there is a problem with PlanetFall 1.40,

I am getting that message in the log file
[script.javaScript.exception.unexpectedType]: ***** JavaScript exception (PlanetFall 1.31): TypeError: tempStation is undefined
[script.javaScript.exception.unexpectedType]: ../AddOns/PlanetFall 1.40.oxp/Config/script.js, line 25.
[script.load.world.listAll]: Loaded 62 world scripts:
What were you doing at the time when that error occurred? The tempStation is the parameter passed into the function there, so it's odd that it should be undefined. I can add a check line in to bail out if it is so, but I'm more interested to know the situation where it could happen.
User avatar
Okti
---- E L I T E ----
---- E L I T E ----
Posts: 700
Joined: Sun Sep 26, 2010 1:51 pm
Location: A GH shop, near witchpoint to Oresrati in Galaxy 8

Re: OXPs that must updated with Oolite 1.75

Post by Okti »

Hi Thargoid,

That is just during Loading the OXP's. Without even opening a saved game.

Also you have the Manifest error in Vortex.
My OXP's
And Latest Mission Coyote's Run
Post Reply