Constrictor hunt more hints problem...
Moderators: winston, another_commander
Re: Constrictor hunt more hints problem...
I got an error with Constrictor Hints OXP itself, but sadly the game totally bombed from other reasons and I didn't copy it down at the time.
- Capt. Murphy
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Re: Constrictor hunt more hints problem...
You are not looking far enough. I'd make a list of planets within a jump or 3 and get all methodical. Criminal types tend to head to tropical climes initially (from a northern hemisphere mindset anyway). Err....that should be enough clues for you.RyanHoots wrote:If the system's within 7 LY, I've been there. If it's within 10 LY, I may have gone there. Most other systems weren't visited.
Capt. Murphy's OXPs
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
Re: Constrictor hunt more hints problem...
Here's the errors I got while running this mission:
Constrictor Hints OXP:
00:06:03.859 [script.javaScript.exception.notDefined]: ***** JavaScript exception (oolite-constrictor-more-hints 2.0): ReferenceError: nevermind is not defined
00:06:03.859 [script.javaScript.exception.notDefined]: ../AddOns/Constrictor_morehints.oxp/Scripts/constrictor_more_hints.js, line 65.
Pretty sure this is from Commies! OXP:
00:32:06.375 [script.javaScript.timeLimit]: ***** ERROR: Script "workcom" ran for 0.573403 seconds and has been terminated.
00:32:06.375 [script.javaScript.stackTrace]: 0 (workcom.js:16) <anonymous function>
00:32:06.375 [script.javaScript.stackTrace]: this: [Script "workcom" version 1.00]
NO CLUE what OXP does this!:
00:23:38.968 [files.notFound]: ----- WARNING: Could not find texture file "specials-tex.png".
I noticed the Constrictor seems to have contractual immortality ...
I've gotten it to bail out, capture its escape pod, and take the escape pod to the main station for a reward...but failed to kill the Constrictor ship itself. No problem! Back again, brand new the next time I visit the system.
Even if something else kills it or it just runs into something and dies, it's back alive when I return to the same system.
It's the mission that never ends.
I don't think I have enough salvage missiles for this.
I am totally underwhelmed by fighting the Constrictor after fighting even small (2-4) bog-standard pirates in a group. The placement seems bugged, like it's supposed to be anywhere along the route but only ends up in ONE place every time. It didn't even seem particularly aggressive, though if it ever got its laser on me...OUCH! It wasted all its missiles firing them almost simultaneously. My single ECM burst got them all. Apparently none of the missiles were ECM hardened. If it ever wanders out of radar range you have no easy way to find it again...and it doesn't seem to head back to a standard route.
Can I just toss a replacement .js script into an OXP folder in the AddOns folder to change the mission's behavior?
Also, is the Constrictor's AI.plist file override-able as well?
If yes to both, I think I can fix a couple problems I have with the mission.
Constrictor Hints OXP:
00:06:03.859 [script.javaScript.exception.notDefined]: ***** JavaScript exception (oolite-constrictor-more-hints 2.0): ReferenceError: nevermind is not defined
00:06:03.859 [script.javaScript.exception.notDefined]: ../AddOns/Constrictor_morehints.oxp/Scripts/constrictor_more_hints.js, line 65.
Pretty sure this is from Commies! OXP:
00:32:06.375 [script.javaScript.timeLimit]: ***** ERROR: Script "workcom" ran for 0.573403 seconds and has been terminated.
00:32:06.375 [script.javaScript.stackTrace]: 0 (workcom.js:16) <anonymous function>
00:32:06.375 [script.javaScript.stackTrace]: this: [Script "workcom" version 1.00]
NO CLUE what OXP does this!:
00:23:38.968 [files.notFound]: ----- WARNING: Could not find texture file "specials-tex.png".
I noticed the Constrictor seems to have contractual immortality ...
I've gotten it to bail out, capture its escape pod, and take the escape pod to the main station for a reward...but failed to kill the Constrictor ship itself. No problem! Back again, brand new the next time I visit the system.
Even if something else kills it or it just runs into something and dies, it's back alive when I return to the same system.
It's the mission that never ends.
I don't think I have enough salvage missiles for this.
I am totally underwhelmed by fighting the Constrictor after fighting even small (2-4) bog-standard pirates in a group. The placement seems bugged, like it's supposed to be anywhere along the route but only ends up in ONE place every time. It didn't even seem particularly aggressive, though if it ever got its laser on me...OUCH! It wasted all its missiles firing them almost simultaneously. My single ECM burst got them all. Apparently none of the missiles were ECM hardened. If it ever wanders out of radar range you have no easy way to find it again...and it doesn't seem to head back to a standard route.
Can I just toss a replacement .js script into an OXP folder in the AddOns folder to change the mission's behavior?
Also, is the Constrictor's AI.plist file override-able as well?
If yes to both, I think I can fix a couple problems I have with the mission.
- CaptSolo
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Re: Constrictor hunt more hints problem...
When it leaves your scanner hit the torus drive after him. Eventually he'll run out of fuel.
- Eric Walch
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Re: Constrictor hunt more hints problem...
Forget the "Constrictor_morehints.oxp". It used to be a good working one when it still was a legacy script. I didn't know that Arexack_Heretic had translated it to JS. At first sight there are many more errors in the script. One could remove the file "worldScripts.plist" and rename the file legacy_script.plist into just "script.plist". Than it will be in its original form again and should work as it always did. No idea why Arexack_Heretic gave it a new script without proper testing.Switeck wrote:Here's the errors I got while running this mission:
Constrictor Hints OXP:
00:06:03.859 [script.javaScript.exception.notDefined]: ***** JavaScript exception (oolite-constrictor-more-hints 2.0): ReferenceError: nevermind is not defined
00:06:03.859 [script.javaScript.exception.notDefined]: ../AddOns/Constrictor_morehints.oxp/Scripts/constrictor_more_hints.js, line 65.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Re: Constrictor hunt more hints problem...
What about changing the original mission's .js scipt?
Will that (and AI.plist) work without conflicts in an OXP folder?
Will that (and AI.plist) work without conflicts in an OXP folder?
- Eric Walch
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Re: Constrictor hunt more hints problem...
I don't think the ship is immortal, but such a exciting ship attracts new pilots. I think its always the same ship but with a new pilot that you see. Probably there is a plain cobra derelict floating nearby were the new pilot came from. I also would change ships in midair when getting a change to fly a ConstrictorSwiteck wrote:I noticed the Constrictor seems to have contractual immortality ...
I've gotten it to bail out, capture its escape pod, and take the escape pod to the main station for a reward...but failed to kill the Constrictor ship itself. No problem! Back again, brand new the next time I visit the system.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- Eric Walch
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- Location: Netherlands
Re: Constrictor hunt more hints problem...
Fixing the script would be better but requires programming knowledge. Removing the bad js script and putting the old one in action can be done by any user. Arexack_Heretic even mentions it in his read-me. (But incomplete, because he forgets to write that you must remove the link to the JS scripts to make things work)Switeck wrote:What about changing the original mission's .js scipt?
Will that (and AI.plist) work without conflicts in an OXP folder?
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- fronclynne
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Re: Constrictor hunt more hints problem...
From here, it looks like Random Hits. (grep -R specials-tex.png .Oolite/Addons/)Switeck wrote:NO CLUE what OXP does this!:
00:23:38.968 [files.notFound]: ----- WARNING: Could not find texture file "specials-tex.png".
But there doesn't seem to be any such named file frankly anywhere.
- Eric Walch
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Re: Constrictor hunt more hints problem...
My search revealed:fronclynne wrote:From here, it looks like Random Hits. (grep -R specials-tex.png .Oolite/Addons/)Switeck wrote:NO CLUE what OXP does this!:
00:23:38.968 [files.notFound]: ----- WARNING: Could not find texture file "specials-tex.png".
But there doesn't seem to be any such named file frankly anywhere.
Code: Select all
iMac-DDR2:Oolite ericwalch$ grep -r -i -l "specials-tex.png" *
AddOns/neolite.oxp/Config/shipdata.plist
AddOns/neolite.oxp/Models/neoanaconda.dat
AddOns/neolite.oxp/Models/neoboa-body.dat
AddOns/neolite.oxp/Models/neoboa-skiff.dat
AddOns/neolite.oxp/Models/neopython-alt.dat
AddOns/neolite.oxp/Models/neopython-bd.dat
AddOns/neolite.oxp/Models/neopython.dat
AddOns/RandomHits1.4.11.oxp/Models/neopython.dat
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Re: Constrictor hunt more hints problem...
Awesome detective work fronclynne and Eric Walch!
Would this missing texture be a possible game-crasher?
Would this missing texture be a possible game-crasher?
- fronclynne
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Re: Constrictor hunt more hints problem...
Not that I've ever seen. Missing (or in many cases merely misnamed) textures tend to leave me with hot-pink ships, or parts of ships.Switeck wrote:Awesome detective work fronclynne and Eric Walch!
Would this missing texture be a possible game-crasher?
- RyanHoots
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Re: Constrictor hunt more hints problem...
So that's why the Black Monk gunships and stations were pink...fronclynne wrote:Missing (or in many cases merely misnamed) textures tend to leave me with hot-pink ships, or parts of ships.
Somebody might need to check on that OXP.
Re: Constrictor hunt more hints problem...
Hi guys... lots of stuff to say here. Let's see where I start from...
For completeness sake, I also get this (multiple times): (where the line #'s for
However the REAL letdown from the Constrictor mission lies in the following [sad] story:
1. Followed all the (seemingly correct) consecutive hints from MoreHints, since the initial jump from G1 (wherever that has been...), into various G2 systems, until finally spotting the Constrictor at ******** [blanked - spoiler].
2. Proof of the encounter is in this rare screenshot .
3. Constrictor fired his laser on me, I unleashed an I-Missile after him.
4. Constrictor injected and quickly disappeared out of range - OR at least SEEMED to do so... I lost track of the missile also.
5. I jumped for a looooong while in the general direction I believed it went. Absolutely nothing was flying in that region.
6. Headed back for main station, docked, accepted some UPS parcels, declined an Escort Contracts offer.
7. Received a short, UNSIGNED note from the Navy - something along the lines of 'we'll never forget you'.
8. Saved game, checked back at reload screens (I always do that after saving): kill count had increased from 539 to 798 between the last 2 consecutive saves. Can you guys suggest any possible suspects/culprits here ???
9. Quit game, edited the latest savegame, reduced kill count to 540.
10. Checked the rest of the savegame file and found this...
Now for the BIG QUESTION: Should I sadly accept the fact that the Constrictor was really killed, out of my sights, by ONE missile ?? Without any resemblance of a REAL FIGHT ??? What about the expected long, protracted, multi-system pursuit ?
Now, while we're at it... would someone advise me on the log entry below [it's mostly offtopic, so I will gladly ask this elsewhere if the answer is not immediately obvious] ? Maybe related to the phantom kill count ?Mind you, should I be expecting some kind of revenge from RH? I NEVER completed a single RH mission... just had 1 failed and 1 cancelled...
Cheers, and many thx for whatever hints.
UPDATE: blanked the system name where Constrictor was found (spoiler).
count me in on this. Read on pls.Switeck wrote:I am totally underwhelmed by fighting the Constrictor ...
Same here, except that the nevermind thingy fires here at 75, not 65.Switeck wrote:Here's the errors I got while running this mission:
Constrictor Hints OXP:
00:06:03.859 [script.javaScript.exception.notDefined]: ***** JavaScript exception (oolite-constrictor-more-hints 2.0): ReferenceError: nevermind is not defined
00:06:03.859 [script.javaScript.exception.notDefined]: ../AddOns/Constrictor_morehints.oxp/Scripts/constrictor_more_hints.js, line 65.
For completeness sake, I also get this (multiple times):
Code: Select all
13:46:35.206 [script.javaScript.exception.notDefined]: ***** JavaScript exception (oolite-constrictor-more-hints 2.0): ReferenceError: no is not defined
13:46:35.206 [script.javaScript.exception.notDefined]: ../AddOns/Constrictor_morehints.oxp/Scripts/constrictor_more_hints.js, line 96.
13:46:55.049 [script.javaScript.exception.notDefined]: ***** JavaScript exception (oolite-constrictor-more-hints 2.0): ReferenceError: yes is not defined
13:46:55.049 [script.javaScript.exception.notDefined]: ../AddOns/Constrictor_morehints.oxp/Scripts/constrictor_more_hints.js, line 80.
[b]nevermind[/b]
, [b]yes[/b]
and [b]no[/b]
errors are always the same ones)However the REAL letdown from the Constrictor mission lies in the following [sad] story:
1. Followed all the (seemingly correct) consecutive hints from MoreHints, since the initial jump from G1 (wherever that has been...), into various G2 systems, until finally spotting the Constrictor at ******** [blanked - spoiler].
2. Proof of the encounter is in this rare screenshot .
3. Constrictor fired his laser on me, I unleashed an I-Missile after him.
4. Constrictor injected and quickly disappeared out of range - OR at least SEEMED to do so... I lost track of the missile also.
5. I jumped for a looooong while in the general direction I believed it went. Absolutely nothing was flying in that region.
6. Headed back for main station, docked, accepted some UPS parcels, declined an Escort Contracts offer.
7. Received a short, UNSIGNED note from the Navy - something along the lines of 'we'll never forget you'.
8. Saved game, checked back at reload screens (I always do that after saving): kill count had increased from 539 to 798 between the last 2 consecutive saves. Can you guys suggest any possible suspects/culprits here ???
9. Quit game, edited the latest savegame, reduced kill count to 540.
10. Checked the rest of the savegame file and found this...
Code: Select all
<key>mission_conhunt</key>
<string>MISSION_COMPLETE</string>
Now, while we're at it... would someone advise me on the log entry below [it's mostly offtopic, so I will gladly ask this elsewhere if the answer is not immediately obvious] ? Maybe related to the phantom kill count ?
Code: Select all
13:42:15.159 [Random_Hits]: (Hatred : 20. Events Timer : 7. Dockings : 4. Events Number : 0. Special Mission Timer : 7. Revenge Status : YES. Time to Strike : QUITE_SOON. Revenge Jumps Made : 0. Special Mission : WAITING. Master Timer : 7. Dice Roll : 0)
Cheers, and many thx for whatever hints.
UPDATE: blanked the system name where Constrictor was found (spoiler).
Last edited by sdrubble on Sun Sep 25, 2011 10:57 pm, edited 2 times in total.
- Eric Walch
- Slightly Grand Rear Admiral
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- Location: Netherlands
Re: Constrictor hunt more hints problem...
What do you expect when firing an über missile at the target. That missile is designed to avoid a fight. You can't blame the constrictor mission for that.sdrubble wrote:3. Constrictor fired his laser on me, I unleashed an I-Missile after him.
4. Constrictor injected and quickly disappeared out of range - OR at least SEEMED to do so... I lost track of the missile also.
Now for the BIG QUESTION: Should I sadly accept the fact that the Constrictor was really killed, out of my sights, by ONE missile ?? Without any resemblance of a REAL FIGHT ??? What about the expected long, protracted, multi-system pursuit ?
And when you really want a fight, add the griff constrictor to your oxps. That ship has a rear laser, that the original has not. Makes it a bit harder .
UPS-Courier & DeepSpacePirates & others at the box and some older versions