1.77 and OXPs

For test results, bug reports, announcements of new builds etc.

Moderators: winston, another_commander, Getafix

Switeck
---- E L I T E ----
---- E L I T E ----
Posts: 2411
Joined: Mon May 31, 2010 11:11 pm

Re: 1.77 and OXPs

Post by Switeck »

Gold/Plat/Gem cargo pods you scoop are the same way, counting as 1 TC each until you dock at a station and they're (mostly) dumped into the ship's safe.
Halfhand
Competent
Competent
Posts: 32
Joined: Thu Jan 17, 2013 6:07 pm

Re: 1.77 and OXPs

Post by Halfhand »

Ah, thanks switeck that explains my bad maths on last nights milk run.
_____________________________
When the revolution comes, stand clear of all walls!
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: 1.77 and OXPs

Post by Eric Walch »

Every time you scoop up a cargo pod, it will have a weight of 1 ton. The content might be as little as a few grams of gem. Same for scripts. Every time a script awards you gold when in flight, a new 1-ton container is created in your hold, with the gold in it.

Only the drones using up 1 ton smells like a bug, or in Oolite or in the cargo definitions op the oxp.
User avatar
Svengali
Commander
Commander
Posts: 2370
Joined: Sat Oct 20, 2007 2:52 pm

Re: 1.77 and OXPs

Post by Svengali »

Halfhand wrote:
01:35:27.596 [script.load.notFound]: ***** ERROR: Could not find script file galNavyTarget-Thargoid.js.

this .js file does not exist on my pc, so i'm not sure which OXP the game is complaining about.
Check AddOns/adcks_behemoths_v1.2.oxp
Halfhand
Competent
Competent
Posts: 32
Joined: Thu Jan 17, 2013 6:07 pm

Re: 1.77 and OXPs

Post by Halfhand »

Thanks Svengali, I had a few other errors from that oxp relating to missing models, didn't bother reporting them because its 1.77 compatibility has already been covered in the oxp list.

I removed adcks_behemoths and that fixed it :)
_____________________________
When the revolution comes, stand clear of all walls!
Walbrigg
Competent
Competent
Posts: 37
Joined: Sun Dec 30, 2012 1:58 pm
Location: Beds, England

Re: 1.77 and OXPs

Post by Walbrigg »

Hmm, what's the scrap value of an empty cargo pod?

In Real Life, an empty shipping container is an expensive item, going for between one and two thousand pounds. There's a large business in getting them from where they're emptied to where they're needed.

There must be some angle in that somewhere...
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: 1.77 and OXPs

Post by spara »

I'm actually not getting these in my log. I have updated my Oolite to 1.77 through oolite-update, if that makes any difference. Maybe I have some log-switch somewhere to not show warnings? I believe I'm using default values as I have not changed anything.

Anyway, these warnings should not be of concern, collector should still work ok. If I find another way of doing what I'm doing to cause these warnings or if I find a way to prevent showing these, then I'll make a fix. To my understanding, try-catch does not work on warnings :(.

Code: Select all

03:18:22.197 [script.javaScript.warning.ooliteDefined]: ----- JavaScript warning (trophy_col 2.1): Unknown expansion key [trophy_ftzpirate5] in string.
03:18:22.197 [script.javaScript.warning.ooliteDefined]: AddOns/TrophyCollector_2.1.oxp/Config/script.js, line 41.
Halfhand
Competent
Competent
Posts: 32
Joined: Thu Jan 17, 2013 6:07 pm

Re: 1.77 and OXPs

Post by Halfhand »

Good news spara, I have found the problem.

Firstly i made a boob in forgetting that i had replaced my exe with a built one, i only realised this when i checked filestamps and sizes just now, don't know when, dont know why :(

When i built from source i built for release as per instructions on the bb, but that did NOT turn off the debug macro NDEBUG, i had to build for "release-deployment" which isn't mentioned anywhere on the bb, i found it in the makefiles.

after I built for "release-deployment" the warning disappeared and all was once again well in the ooniverse.

sorry for the wild goose chase, I hope I didn't waste too much of your time :oops:

Maybe this was a clue that i missed
Eric Walch wrote:
Although, these messages should not be present in a deployment build were no console will be available in the first place.
_____________________________
When the revolution comes, stand clear of all walls!
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2691
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: 1.77 and OXPs

Post by spara »

Halfhand wrote:
sorry for the wild goose chase, I hope I didn't waste too much of your time :oops:
It's ok :D. It does not hurt to check one's own code and logic every now and then. New ideas may pop and occasionally bugs may be found.
User avatar
Diziet Sma
---- E L I T E ----
---- E L I T E ----
Posts: 6311
Joined: Mon Apr 06, 2009 12:20 pm
Location: Aboard the Pitviper S.E. "Blackwidow"

Re: 1.77 and OXPs

Post by Diziet Sma »

Halfhand wrote:
When i built from source i built for release as per instructions on the bb, but that did NOT turn off the debug macro NDEBUG, i had to build for "release-deployment" which isn't mentioned anywhere on the bb, i found it in the makefiles.

after I built for "release-deployment" the warning disappeared and all was once again well in the ooniverse.
Deployment Releases are a relatively new concept in Oolite, so there is not much written on the subject. Also, most people doing their own builds tend to build trunk releases, so having debug enabled for those makes good sense.
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
Post Reply