[RELEASE] Rescue Stations 1.2.4 (25 Mar 2012)

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cim
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Re: [RELEASE] Rescue Stations 1.2.2 (21 Jan 2012)

Post by cim »

MEGALODON wrote:
Ok ill have to check latest log what specifically am I lookin for?
Anything that says "error", really. There probably isn't anything there now, but if you see that odd message again, look in Latest.log before you close the game.
MEGALODON wrote:
Oh also the salvage gang ripped me off about 150,000 creds when I launched after making esential repairs.
Salvager repair shop is expensive (though that's from Anarchies OXP, not Rescue Stations, so I can't help with details). You didn't ask them to fix to your Military Shield Enhancement, did you? Yes, it's possible to edit saves if you want, and credits is fairly obvious - the number in your save file is tenths of a credit, not credits, though.
MEGALODON wrote:
Also on f5 screen I failed the mission time so it says rss is unlikely to employ me so is there a way to get more jobs. I'm not complaining I actually like that realistic feature. I did get a courier mission later. I'm guessing since my rep with them is bad that they will still offer missions but at a lesser chance?
As long as your legal status is Clean, a bad reputation will slowly go away over time, so just do something else for a while and eventually they'll offer you more jobs. The basic courier missions do help recover your reputation a bit too, so take them if they're offered.
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Re: [RELEASE] Rescue Stations 1.2.2 (21 Jan 2012)

Post by mandoman »

Really, really cool, Cim. This is a great addition to the game as a whole. :)
Mandotech Industries Wiki Page.

http://wiki.alioth.net/index.php/User:Mandoman
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cim
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Re: [RELEASE] Rescue Stations 1.2.3 (24 Mar 2012)

Post by cim »

Version 1.2.3 is now out (link in first post updated) and fixes a couple of minor bugs.

Thanks to Capt. Murphy and Svengali for reporting errors.
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Re: [RELEASE] Rescue Stations 1.2.3 (24 Mar 2012)

Post by JazHaz »

cim wrote:
Version 1.2.3 is now out (link in first post updated) and fixes a couple of minor bugs.

Thanks to Capt. Murphy and Svengali for reporting errors.
Thanks for the update. The changelog.txt in the zip hasn't been updated though. What's changed?
JazHaz

Gimi wrote:
drew wrote:
£4,500 though! :shock: <Faints>
Cheers,
Drew.
Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!
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Re: [RELEASE] Rescue Stations 1.2.3 (24 Mar 2012)

Post by cim »

JazHaz wrote:
cim wrote:
Version 1.2.3 is now out (link in first post updated) and fixes a couple of minor bugs.

Thanks to Capt. Murphy and Svengali for reporting errors.
Thanks for the update. The changelog.txt in the zip hasn't been updated though. What's changed?
Oops. One fix for potential shader problems, and one fix for things appearing in interstellar space when they shouldn't. Neither particularly serious if you hadn't already noticed them.
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Re: [RELEASE] Rescue Stations 1.2.3 (24 Mar 2012)

Post by Ironfist »

Put version 1.2.3 in Trunk 4810 and I am now getting large numbers of shader errors in the log file.

Code: Select all

  16:23:02.796 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for rrs-default.vertex:
>>>>> GLSL log:
Vertex shader failed to compile with the following errors:
ERROR: 1:12: error(#160) Cannot convert from 'attribute 4-component vector of float' to 'default varying 2-component vector of float'
ERROR: error(#273) 1 compilation errors.  No code generated


16:23:02.796 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader rrs-default.vertex/rrs-inside.fragment in full complexity mode, trying simple mode.
  16:23:02.796 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for rrs-default.vertex:
>>>>> GLSL log:
Vertex shader failed to compile with the following errors:
ERROR: 1:12: error(#160) Cannot convert from 'attribute 4-component vector of float' to 'default varying 2-component vector of float'
ERROR: error(#273) 1 compilation errors.  No code generated


16:23:02.796 [shader.load.failed]: ***** ERROR: Could not build shader rrs-default.vertex/rrs-inside.fragment.
  16:23:02.812 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for rrs-default.vertex:
>>>>> GLSL log:
Vertex shader failed to compile with the following errors:
ERROR: 1:12: error(#160) Cannot convert from 'attribute 4-component vector of float' to 'default varying 2-component vector of float'
ERROR: error(#273) 1 compilation errors.  No code generated


16:23:02.812 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader rrs-default.vertex/rrs-inside.fragment in full complexity mode, trying simple mode.
  16:23:02.812 [shader.compile.failure]: ***** ERROR: GLSL vertex shader compilation failed for rrs-default.vertex:
>>>>> GLSL log:
Vertex shader failed to compile with the following errors:
ERROR: 1:12: error(#160) Cannot convert from 'attribute 4-component vector of float' to 'default varying 2-component vector of float'
ERROR: error(#273) 1 compilation errors.  No code generated


16:23:02.812 [shader.load.failed]: ***** ERROR: Could not build shader rrs-default.vertex/rrs-inside.fragment.
That set of errors are repeated many times in the log

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Re: [RELEASE] Rescue Stations 1.2.3 (24 Mar 2012)

Post by Svengali »

Ironfist wrote:
Put version 1.2.3 in Trunk 4810 and I am now getting large numbers of shader errors in the log file.
Looks like a forgotten swizzle -> vTexCoord = gl_MultiTexCoord0.st;
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Re: [RELEASE] Rescue Stations 1.2.3 (24 Mar 2012)

Post by cim »

Ironfist wrote:
Put version 1.2.3 in Trunk 4810 and I am now getting large numbers of shader errors in the log file.
Thanks - version 1.2.4 uploaded now (first post updated), which fixes this bug, and also fixes a couple of other potential problems reported by Svengali:
- asteroid fields on missions are now a little smaller, to save framerate
- a serious inefficiency in mission availability calculation has now been fixed; it should now complete in the time allowed even on slower computers.
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Re: [RELEASE] Rescue Stations 1.2.3 (24 Mar 2012)

Post by cim »

Svengali wrote:
Looks like a forgotten swizzle -> vTexCoord = gl_MultiTexCoord0.st;
Yep. And I knew it was going to be that before I even looked at the code. The shader implementation on my computer has a definite "do what I meant" feature, which makes coding shaders properly a real pain. :(
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Re: [RELEASE] Rescue Stations 1.2.4 (25 Mar 2012)

Post by Ironfist »

Can confirm version 1.2.4 fixes the shader problem.
Seriously quick solution.
Cheers guys.

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Re: [RELEASE] Rescue Stations 1.2.4 (25 Mar 2012)

Post by MEGALODON »

Cool Cim

I didn't even get a chance to play the `1.2.3 lol but have the newest release, thanks for your hard work.

I kind of got lost in the Star Trek universe a bit another great game that the modding community has made significant contributions, don't know some of you may already play Bridge Commander with the Kobyashi Maru mod. it's like a 3+GB mod but its nice cause it is kind of like having a mega oxp in one yet the menu allows you to disable what you don't want. Very cool some of you sci fi fans might want to consider checking it out.

(Sorry for being temporarily off topic, but this is another one of my fav games, that for a long time has been challenging to get to work with some flowing sense of functionality.)

Have an awesome day everyone, and due to RL critical situations, just to briefly state, I have a super expensive maintenance with my car and insurance to pay yet i'm getting one shift a week at my stupid job and its hard because my hometown is limited mainly to fast food and retail. It's extremely challenging to not get depressed and overwhelmed as options are so limited. :( If you don't hear from me often its due to the fact I'm trying not to lose my composure and to try and figure out a fast solution to circumvent this dilemma.

I hope with summer approaching the hours will increase, but its funny I just got out of the hospital already lost a weeks worth of shifts only to get bombarded severely with this nonsense. McDonald's makes over 2 million plus a day and its so cheap it cuts the hours of the employees that when summer was here I had no time for social life I was working all the time.. Sucks, only season I get to enjoy is winter and I hate winter.

Peace everyone I'll do my best not to get super upset at this situation I'm going through..

thanks to everyone for your friendship and support, I wanted you all to never forget that.

(don't worry I'm going to be back but when I'm at the bottom I try and focus on the wealth of my life, and my friendships here I know make me rich)
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Re: [RELEASE] Rescue Stations 1.2.4 (25 Mar 2012)

Post by FeelGone »

I really enjoy this OXP, it adds a great flavour to the game and provides fun little side-missions.

One minor problem I've encountered is: on obtaining "Tier 3 Contractor" status, various equipment is offered at reduced prices. I bought the Flight Formation Autopilot and Escort Targeting System, both times selecting the reduced price option. I then found myself unable to use my FFA, and when I checked my F5, I found that the equipment listed was "Flight Formation Autopilot (discount)" [sic]. Furthermore, I was still able to buy a full price FFA from GalCop and RRC stations! In other words, for this particular equipment purchase, the discount appeared not to work - which was odd, because it did work for the ETS, which worked perfectly. I have not tried it with Docking Computers, External Heat Shielding, or any other available equipment, as I already had those items fitted.
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Re: [RELEASE] Rescue Stations 1.2.4 (25 Mar 2012)

Post by Diziet Sma »

Errors under 1.77:

Code: Select all

12:12:34.502 [ship.sanityCheck.failed]: Ship <ShipEntity 0x15752308>{"RRS Gecko" position: (840.837, 736.946, 1604.04) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT} escort with scanClass CLASS_NOT_SET; forced to CLASS_NEUTRAL.
12:12:34.522 [ship.sanityCheck.failed]: Ship <ShipEntity 0xcbf1298>{"RRS Sidewinder" position: (744.831, 730.326, 1586.31) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT} escort with scanClass CLASS_NOT_SET; forced to CLASS_NEUTRAL.
12:12:34.526 [ship.sanityCheck.failed]: Ship <ShipEntity 0x140a70e0>{"RRS Mamba" position: (679.459, 672.306, 1641.99) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT} escort with scanClass CLASS_NOT_SET; forced to CLASS_NEUTRAL.
12:12:34.529 [ship.sanityCheck.failed]: Ship <ShipEntity 0x1433ef80>{"RRS Box" position: (773.753, 786.235, 1660.46) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT} escort with scanClass CLASS_NOT_SET; forced to CLASS_NEUTRAL.
12:12:34.533 [ship.sanityCheck.failed]: Ship <ShipEntity 0xcbf2970>{"RRS Sidewinder" position: (765.48, 867.671, 1681.45) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT} escort with scanClass CLASS_NOT_SET; forced to CLASS_NEUTRAL.
12:12:34.537 [ship.sanityCheck.failed]: Ship <ShipEntity 0xd254dc8>{"RRS Sidewinder" position: (644.967, 833.569, 1696.01) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT} escort with scanClass CLASS_NOT_SET; forced to CLASS_NEUTRAL.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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cim
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Re: [RELEASE] Rescue Stations 1.2.4 (25 Mar 2012)

Post by cim »

Hmm, that one's probably a bug in Oolite itself. I'll have a closer look when I get a moment. Thanks (It's harmless in play, though)
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Bugs w/1.77

Post by SirWumpus »

Oolite 1.77, Rescue_Stations 1.2.4, Windows 7 SP1

1. Mission briefings fail to correctly display government type. They display a string "[rescue_govname_7]" or similar.

2. Have an instance where Oolite 1.77 crashes apon docking after immediate arrival from witchpoint. Either manual or autopilot. Duplicated 3 times, 2 autopilot, 1 manual (got to mission screen, but Next Contract click crashed). Have saved copy of Cmdr file.
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