v1.74.2 and v1.75 trunk ship mutated?
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Re: v1.74.2 and v1.75 trunk ship mutated?
Switeck, please empty your AddOns folder, then start adding the OXPs that you have identified as potential culrpits one by one and play the game for a while before proceeding to install the next OXP in the list. As soon as you see this kind of log coming up (either like the last one you posted or one with just the exceptions included), please let us know which OXP caused it, it will have to be the last one added. It is important that the actual OXP causing this gets identified and, like Ahruman, I have not been able to reproduce the exception so far.
- JensAyton
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Re: v1.74.2 and v1.75 trunk ship mutated?
This is believed to be fixed in r4308.
E-mail: [email protected]
Re: v1.74.2 and v1.75 trunk ship mutated?
Which "this" is possibly fixed?
- JensAyton
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Re: v1.74.2 and v1.75 trunk ship mutated?
All of it: every potential cause of OOShipGroup mutation errors.
E-mail: [email protected]
Re: v1.74.2 and v1.75 trunk ship mutated?
Cool, I was going nuts trying to test...
- JensAyton
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Re: v1.74.2 and v1.75 trunk ship mutated?
Just to be clear, Switeck, does that mean you can no longer reproduce this issue?
E-mail: [email protected]
Re: v1.74.2 and v1.75 trunk ship mutated?
Other things have delayed my testing, but it was a rare (per time) bug to begin with.
In my testing with the trunk build released today, I did not trigger the error/s despite having entity count hit over 600 once and over 400 many times.
This despite auto-destroying (when they are created) all dumbAI and escort units.
I was surprised Oolite was still managing to do ~15-20 fps.
In my testing with the trunk build released today, I did not trigger the error/s despite having entity count hit over 600 once and over 400 many times.
This despite auto-destroying (when they are created) all dumbAI and escort units.
I was surprised Oolite was still managing to do ~15-20 fps.
Re: v1.74.2 and v1.75 trunk ship mutated?
The friendly fire code changes probably dropped the odds of this occurring to zero, as I cannot induce this anymore even when using a small group of super-tough Thargoids with 99 second delay in their ATTACK update section...that was up against plenty of ships to cause constant target-switching.
I'll test a little more, but unless something else turns up this bug is probably dead.
I'll test a little more, but unless something else turns up this bug is probably dead.