Hi,
I came across a strange behaviour while testing a WIP today, If the player.ship.position is changed during shipWillExitWitchSpace event, the hyperspace effect is not displayed at all.
I tried to change the code in my LongRangeScanner which allows the player to make jumps in a route by following the wormholes of another ship. The original code was using this.shipExitedWitchSpace and works perfectly, but when I changed the handler to shipWillExitWitchSpace it worked fine for a while and the play time was improved a lot. But after some jumps I got a CTD.
There may be a problem with the wormholes again.
Hyperspace effect is not shown
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- JensAyton
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Re: Hyperspace effect is not shown
I’m not surprised. The hyperspace effect is, oddly, an actual in-game object that’s placed in front of the player (while all other entities are hidden). There are a variety of interesting problems with this.Okti wrote:I came across a strange behaviour while testing a WIP today, If the player.ship.position is changed during shipWillExitWitchSpace event, the hyperspace effect is not displayed at all.
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Re: Hyperspace effect is not shown
I've seen LongRangeScanner and other quick-chaining wormhole-using OXPs cause Oolite's memory use to spike to ~500 MB ram use. It seems to only get really bad at regular systems and NOT when doing mass-misjumping.
I often cross much of a galaxy chart, using 15+ jumps this way, and it freezes when the memory spikes for about 5-20 seconds.
Is that just Oolite's garbage collector going nuts?
...Or should I be looking for buggy OXPs?
...Or both.
I often cross much of a galaxy chart, using 15+ jumps this way, and it freezes when the memory spikes for about 5-20 seconds.
Is that just Oolite's garbage collector going nuts?
...Or should I be looking for buggy OXPs?
...Or both.
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
Re: Hyperspace effect is not shown
Oolite isn’t garbage-collected (except for the JS), but the problem is probably analogous.Switeck wrote:Is that just Oolite's garbage collector going nuts?
(OXPs shouldn’t be able to cause high memory use, except through large models and textures. The JavaScript heap is quite small, and JS objects can’t keep heavyweight game objects alive.)
Bug #18245
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