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station counts as kill

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Plisken
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Posts: 17
Joined: Wed Feb 06, 2013 10:43 pm
Location: Germany

station counts as kill

Post by Plisken »

i don't know if this is already mentioned but if i fire at a coriolis station with the turrets of my millitary manta ray, the station begins to throw sparkles after a certain time and from thereon every hit with the ballturrets count as a kill.i became "elite" within a few minutes.
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CommRLock78
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Re: station counts as kill

Post by CommRLock78 »

Plisken wrote:
i don't know if this is already mentioned but if i fire at a coriolis station with the turrets of my millitary manta ray, the station begins to throw sparkles after a certain time and from thereon every hit with the ballturrets count as a kill.i became "elite" within a few minutes.
Welcome to the friendliest board this side of Riedquat, Plisken :).

Do you mean every hit with your turret scores a kill? That is weird. Please post a latest.log :D.
"I'll laser the mark all while munching a fistful of popcorn." - Markgräf von Ededleen, Marquess, Brutal Great One, Assassins' Guild Exterminator
---------------------------
At the helm of the Caduceus Omega, 'Murderous Morrígan'
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Plisken
Above Average
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Posts: 17
Joined: Wed Feb 06, 2013 10:43 pm
Location: Germany

Re: station counts as kill

Post by Plisken »

yes,every hit with a turret counts as kill, but first when the station is low on energy and is throwing sparkles-

here's the log file:


Opening log for Oolite version 1.77 (x86-32) under Windows 5.1.2600 Service Pack 3 32-bit at 2013-02-07 08:22:46 +0100.
2 processors detected.
Build options: spoken messages, mass/fuel pricing.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

08:22:49.218 [display.mode.list.native]: Windows native resolution detected: 1440 x 900
08:22:58.421 [joystick.init]: Number of joysticks detected: 0
08:22:58.453 [rendering.opengl.version]: OpenGL renderer version: 3.3.0 ("3.3.0"). Vendor: "NVIDIA Corporation". Renderer: "GeForce 210/PCIe/SSE2/3DNOW!".
08:22:58.453 [rendering.opengl.extensions]: OpenGL extensions (252):
GL_ARB_draw_instanced, GL_NV_texture_lod_clamp, GL_NV_float_buffer, GL_ARB_occlusion_query, GL_EXT_texture_env_add, GL_ARB_texture_storage, GL_ARB_texture_env_dot3, GL_ARB_sync, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_multisample, GL_NV_texture_env_combine4, GL_ARB_point_parameters, GL_OES_depth24, GL_ARB_vertex_array_object, GL_NVX_gpu_memory_info, GL_NV_vertex_buffer_unified_memory, GL_ARB_blend_func_extended, GL_NV_explicit_multisample, GL_EXT_provoking_vertex, GL_NV_texture_shader2, GL_EXT_blend_equation_separate, GL_ARB_compressed_texture_pixel_storage, GL_NV_texture_shader3, GL_ARB_texture_non_power_of_two, GL_ARB_texture_mirrored_repeat, GL_EXT_multi_draw_arrays, GL_NV_fence, GL_ARB_timer_query, GL_ARB_texture_buffer_object, GL_OES_packed_depth_stencil, GL_NV_occlusion_query, GL_EXT_abgr, GL_ARB_vertex_program, GL_NV_shader_buffer_load, GL_ATI_texture_float, GL_ARB_draw_buffers_blend, GL_ARB_viewport_array, GL_KTX_buffer_region, GL_ARB_shadow, GL_NV_light_max_exponent, GL_EXT_texture_cube_map, GL_EXT_texture_compression_dxt1, GL_NV_texture_multisample, GL_NV_primitive_restart, GL_EXT_framebuffer_object, GL_EXT_texture_sRGB, GL_ARB_conservative_depth, GL_ARB_get_program_binary, GL_ARB_multitexture, GL_NV_half_float, GL_NV_copy_image, GL_NV_path_rendering, GL_OES_depth32, GL_NV_register_combiners, GL_EXT_texture_compression_rgtc, GL_ARB_shader_objects, GL_EXT_blend_func_separate, GL_EXT_bgra, GL_ARB_pixel_buffer_object, GL_NV_fragment_program2, GL_EXT_Cg_shader, GL_ARB_draw_buffers, GL_EXT_separate_shader_objects, GL_NV_texgen_reflection, GL_ARB_texture_env_crossbar, GL_ARB_fragment_shader, GL_EXT_texture_swizzle, GL_EXT_fog_coord, GL_EXT_vertex_array_bgra, GL_EXT_framebuffer_blit, GL_NV_copy_depth_to_color, GL_ARB_texture_compression_rgtc, GL_OES_read_format, GL_ARB_sample_shading, GL_NV_vertex_program1_1, GL_ARB_seamless_cube_map, GL_WIN_swap_hint, GL_EXT_texture_shared_exponent, GL_ARB_shading_language_420pack, GL_OES_point_size_array, GL_EXT_texture_format_BGRA8888, GL_OES_compressed_paletted_texture, GL_EXT_geometry_shader4, GL_EXT_direct_state_access, GL_EXT_compiled_vertex_array, GL_NV_parameter_buffer_object2, GL_NV_vertex_array_range2, GL_ARB_shading_language_include, GL_EXT_texture_storage, GL_EXT_separate_specular_color, GL_ARB_vertex_type_2_10_10_10_rev, GL_EXT_vertex_array, GL_ARB_shading_language_100, GL_OES_texture_float, GL_EXT_rescale_normal, GL_ARB_texture_float, GL_EXT_packed_depth_stencil, GL_EXT_bindable_uniform, GL_ARB_texture_swizzle, GL_ARB_half_float_pixel, GL_EXT_texture_compression_s3tc, GL_EXT_draw_instanced, GL_ARB_occlusion_query2, GL_NV_transform_feedback, GL_NV_texture_compression_vtc, GL_ARB_texture_rgb10_a2ui, GL_SGIS_texture_lod, WGL_EXT_swap_control, GL_ARB_geometry_shader4, GL_NV_point_sprite, GL_ARB_framebuffer_object, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_rg, GL_OES_get_program_binary, GL_NV_texture_expand_normal, GL_EXT_texture_type_2_10_10_10_REV, GL_ARB_color_buffer_float, GL_NV_gpu_program4_1, GL_NV_framebuffer_multisample_coverage, GL_EXT_blend_color, GL_NV_packed_depth_stencil, GL_NV_geometry_shader4, GL_NV_texture_rectangle, GL_ARB_vertex_array_bgra, GL_EXT_texture_integer, GL_EXT_texture_array, GL_ARB_base_instance, GL_EXT_import_sync_object, GL_ARB_shading_language_packing, GL_ARB_fragment_program_shadow, GL_NV_gpu_program4, GL_NV_fragdepth, GL_EXT_texture_buffer_object, GL_OES_standard_derivatives, GL_NV_vertex_program2_option, GL_ARB_map_buffer_range, GL_ARB_fragment_program, GL_ARB_copy_buffer, GL_OES_point_sprite, GL_NV_blend_minmax, GL_S3_s3tc, GL_NV_depth_clamp, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_buffers2, GL_OES_texture_3D, GL_NV_fragment_program, GL_EXT_secondary_color, GL_ARB_transform_feedback2, GL_EXT_framebuffer_multisample, GL_ARB_window_pos, GL_IBM_rasterpos_clip, GL_EXT_texture_env_combine, GL_ARB_vertex_shader, GL_SGIS_generate_mipmap, GL_ARB_compatibility, GL_ATI_texture_mirror_once, GL_EXT_packed_float, GL_ARB_texture_border_clamp, GL_ARB_explicit_attrib_location, GL_NV_blend_square, GL_ARB_internalformat_query, GL_EXT_texture3D, GL_SUN_slice_accum, GL_NV_vertex_array_range, GL_ARB_ES2_compatibility, GL_NV_vertex_program, GL_ARB_texture_query_lod, GL_NV_multisample_filter_hint, GL_EXT_texture_mirror_clamp, GL_EXT_texture_sRGB_decode, GL_ARB_texture_compression, GL_NV_vertex_program2, GL_NV_multisample_coverage, GL_ARB_texture_env_add, GL_ARB_imaging, GL_NV_vertex_program3, GL_ARB_provoking_vertex, GL_EXT_gpu_shader4, GL_ARB_texture_rectangle, GL_EXT_texture_edge_clamp, GL_NV_transform_feedback2, GL_OES_texture_half_float_linear, GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_coord_conventions, GL_OES_texture_half_float, GL_ARB_separate_shader_objects, GL_SGIX_shadow, GL_ARB_texture_cube_map, GL_NV_ES1_1_compatibility, GL_EXT_transform_feedback2, GL_NV_alpha_test, GL_OES_vertex_array_object, GL_EXT_framebuffer_sRGB, GL_NV_fragment_program_option, GL_EXT_texture_compression_latc, GL_ARB_robustness, GL_ARB_point_sprite, GL_ARB_texture_gather, GL_OES_depth_texture, GL_NV_depth_buffer_float, GL_ARB_depth_texture, GL_EXT_texture_object, GL_EXT_depth_bounds_test, GL_NV_fog_distance, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_SGIX_depth_texture, GL_ATI_draw_buffers, GL_ARB_framebuffer_sRGB, GL_NV_fbo_color_attachments, GL_EXT_blend_subtract, GL_NV_register_combiners2, GL_EXT_packed_pixels, GL_IBM_texture_mirrored_repeat, GL_NV_texture_shader, GL_EXT_draw_range_elements, GL_ARB_texture_cube_map_array, GL_ARB_sampler_objects, GL_ARB_half_float_vertex, GL_OES_mapbuffer, GL_OES_rgb8_rgba8, GL_ARB_depth_clamp, GL_ARB_transpose_matrix, GL_NV_parameter_buffer_object, GL_ARB_vertex_buffer_object, GL_EXT_pixel_buffer_object, GL_ARB_transform_feedback_instanced, GL_OES_texture_npot, GL_NVX_conditional_render, GL_ARB_texture_env_combine, GL_OES_vertex_half_float, GL_ARB_shader_bit_encoding, GL_EXT_timer_query, GL_EXT_gpu_program_parameters, GL_ARB_shader_texture_lod, GL_ARB_uniform_buffer_object, GL_ARB_multisample, GL_EXT_texture_env_dot3, GL_OES_texture_float_linear, GL_EXT_shadow_funcs, GL_EXT_texture_lod, GL_ARB_depth_buffer_float, GL_NV_pixel_data_range, GL_ARB_map_buffer_alignment, GL_EXT_stencil_wrap, GL_OES_fbo_render_mipmap, GL_EXT_point_parameters, GL_OES_element_index_uint, GL_NV_texture_barrier, GL_NV_complex_primitives
08:22:59.078 [rendering.opengl.shader.support]: Shaders are supported.
08:22:59.796 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
Resources
../AddOns
../AddOns/Aliens_v1.0.oxp
../AddOns/Aquatics 2.30.oxp
../AddOns/BGS-A1.6.oxp
../AddOns/BigShips 1.02.oxp
../AddOns/BountyScannerv2.0.oxp
../AddOns/Cabal_Common_Library1.7.oxp
../AddOns/Cargo Shepherd 1.01.oxp
../AddOns/Cargo Spotter 1.00.oxp
../AddOns/Deep Horizons - Gas Giant Skimming.oxp
../AddOns/Deep Horizons - Lights Down.oxp
../AddOns/Deep Horizons - Systems.oxp
../AddOns/Deep_Horizon_Nav_Buoy.oxp
../AddOns/Dredgers 2.4.6.oxp
../AddOns/EnergyBombfor1.77.oxp
../AddOns/Extended_Shipyards_0.15_2012.06.24.oxp
../AddOns/Far_Arm_ships_v3.0.1.oxp
../AddOns/Fuel Tank v2.2.oxp
../AddOns/FuelCollectorV0.07.oxp
../AddOns/GalaxyInfo.oxp
../AddOns/GalDrivePod v1.3.oxp
../AddOns/griff_alloys_and_wreckage.oxp
../AddOns/griff_boa_prototype_normalmapped.oxp
../AddOns/griff_elite2_bug.oxp
../AddOns/Griff_Shipset_Replace_v1.34.oxp
../AddOns/Griff_Shipset_Resources_v1.2.25.oxp
../AddOns/griff_station_bundle_fullsize_tex_v1.1.oxp
../AddOns/griff_WolfMKII.oxp
../AddOns/HyperCargo 1.10.oxp
../AddOns/IronHide 2.00.oxp
../AddOns/King Cobra.oxp
../AddOns/Laser Booster 1.00.oxp
../AddOns/LongRangeScanner v0.3.oxp
../AddOns/marketAide_1.2_2012-09-01.oxp
../AddOns/Military Fuel Injectors 1.03.oxp
../AddOns/missile_spoof.oxp
../AddOns/Naval Grid 1.00.oxp
../AddOns/Naval Grid 1.00.oxp/Assassins.oxp
../AddOns/Naval Grid 1.00.oxp/Victim11_1.0..oxp
../AddOns/Neo-DockLights 1.00.oxp
../AddOns/NumericHUDv3.oxp
../AddOns/Ore_processor 1.59.oxp
../AddOns/Pods 1.33.oxp
../AddOns/Police_Scanner_Upgrade_1.3.1_2011-12-18.oxp
../AddOns/RandomHits1.4.18.oxp
../AddOns/RepairBots 2.09.oxp
../AddOns/Serpent_Class_Cruiser_V1.00.oxp
../AddOns/ShieldEqualizer+Capacitors(v1.3).oxp
../AddOns/Ship_Storage_Helper_0.20_2012.06.24.oxp
../AddOns/SniperLockv1.oxp
../AddOns/TalkativeCompass_1.0.4.oxp
../AddOns/Target Autolock Plus 1.12.oxp
../AddOns/Targeter_0.5_2013-01-29.oxp
../AddOns/Thargoid Player.oxp
../AddOns/Tracker 1.02.oxp
../AddOns/TrackerCam 1.02.oxp
../AddOns/Turret Toggler 1.1.oxp
../AddOns/Vortex 1.30.oxp
../AddOns/WildShips 1.06.oxp
../AddOns/Z-ships_v2.0.oxp
../AddOns/Z_GrOovy_Viper_Raider.oxp
08:23:00.421 [shipData.load.begin]: Loading ship data.
08:23:09.281 [script.load.world.listAll]: Loaded 66 world scripts:
aliens_world_script 1.0
aquatics_equipment 1.1
aquatics_FX.js 1.00
aquatics_populator 2.28
assassins
BGS-M 1.6
bigShips_populator 1.0.2
Bounty Scanner 2.0 2.00
Cabal_Common_Briefing 1.7
Cabal_Common_Comms 1.7
Cabal_Common_Functions 1.7
Cabal_Common_Keyboard 1.7
Cabal_Common_MissionHandling 1.7
Cabal_Common_Music 1.7
Cabal_Common_Overlay 1.7
Cabal_Common_OXPStrength 1.7
Cabal_Common_SpecialMarkets 1.7
cargoSpotter_worldScript.js 0.40
Cheyd_JS_Common_Functions_1 0.0.5
Deep Horizon - Systems 2.0.8
Deep Horizon - Systems API 2.0.5
Deep Horizon - Systems Exclusion Lists 1.0.1
deep_space_dredger 2.4.6
enemy_targeter_main 0.5
ES_hiredships.js 0.12
ES_storedships.js 0.12
ES_transitships.js 0.12
Extended_Shipyards.js 0.15
Far Arm ships Populator 3.0
Fuel Collector 0.07
galaxy_info 1.0.0
GalDrivePod_main_script 1.0
Gas Giant Refueling 1.0.7
HyperCargo 1.10
IronHide Armour Script 2.00
laserBooster_worldScript.js 0.2
LongRangeScanner 0.3
market_Aide 1.2
mil_injectors.js 1.03
Missile Spoof 1.02 - for Oolite 1.75
neoDockLights_worldScript.js 0.10
numerichudv3 3
oolite-cloaking-device 1.77
oolite-constrictor-hunt 1.77
oolite-contracts-cargo 1.77
oolite-contracts-helpers 1.77
oolite-contracts-parcels 1.77
oolite-contracts-passengers 1.77
oolite-nova 1.77
oolite-thargoid-plans 1.77
oolite-trumbles 1.77
oreProcessor 1.59
Police_Scanner_Upgrade 1.3.1
Random_Hits 1.4.18
Repair system 2.08
shieldequalizercapacitors 1.3
Ship_Storage_Helper.js 0.20
sniperlock 1.0
Talkative Space Compass 1.0.4
targetAutolock 1.11
tracker_worldScript.js 1.00
uni_turret_switcher.js 0.01
Victim11 0.1
vortex_maelstrom.js 1.27
vortex_player.js 1.30
wildShips_populator.js 1.02
08:23:28.906 [startup.complete]: ========== Loading complete in 40.86 seconds. ==========
08:30:20.750 [script.load.world.listAll]: Loaded 66 world scripts:
aliens_world_script 1.0
aquatics_equipment 1.1
aquatics_FX.js 1.00
aquatics_populator 2.28
assassins
BGS-M 1.6
bigShips_populator 1.0.2
Bounty Scanner 2.0 2.00
Cabal_Common_Briefing 1.7
Cabal_Common_Comms 1.7
Cabal_Common_Functions 1.7
Cabal_Common_Keyboard 1.7
Cabal_Common_MissionHandling 1.7
Cabal_Common_Music 1.7
Cabal_Common_Overlay 1.7
Cabal_Common_OXPStrength 1.7
Cabal_Common_SpecialMarkets 1.7
cargoSpotter_worldScript.js 0.40
Cheyd_JS_Common_Functions_1 0.0.5
Deep Horizon - Systems 2.0.8
Deep Horizon - Systems API 2.0.5
Deep Horizon - Systems Exclusion Lists 1.0.1
deep_space_dredger 2.4.6
enemy_targeter_main 0.5
ES_hiredships.js 0.12
ES_storedships.js 0.12
ES_transitships.js 0.12
Extended_Shipyards.js 0.15
Far Arm ships Populator 3.0
Fuel Collector 0.07
galaxy_info 1.0.0
GalDrivePod_main_script 1.0
Gas Giant Refueling 1.0.7
HyperCargo 1.10
IronHide Armour Script 2.00
laserBooster_worldScript.js 0.2
LongRangeScanner 0.3
market_Aide 1.2
mil_injectors.js 1.03
Missile Spoof 1.02 - for Oolite 1.75
neoDockLights_worldScript.js 0.10
numerichudv3 3
oolite-cloaking-device 1.77
oolite-constrictor-hunt 1.77
oolite-contracts-cargo 1.77
oolite-contracts-helpers 1.77
oolite-contracts-parcels 1.77
oolite-contracts-passengers 1.77
oolite-nova 1.77
oolite-thargoid-plans 1.77
oolite-trumbles 1.77
oreProcessor 1.59
Police_Scanner_Upgrade 1.3.1
Random_Hits 1.4.18
Repair system 2.08
shieldequalizercapacitors 1.3
Ship_Storage_Helper.js 0.20
sniperlock 1.0
Talkative Space Compass 1.0.4
targetAutolock 1.11
tracker_worldScript.js 1.00
uni_turret_switcher.js 0.01
Victim11 0.1
vortex_maelstrom.js 1.27
vortex_player.js 1.30
wildShips_populator.js 1.02
08:30:37.953 [bigShips_populator]: 0 big trader(s) added to the Onerzara system.
08:30:49.187 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 156
08:30:49.828 [bigShips_populator]: 0 big trader(s) added to the Areson system.
08:31:37.171 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 70
08:31:37.234 [bigShips_populator]: 1 big trader(s) added to the Xebeuson system.
08:34:42.062 [script.javaScript.timeLimit]: ***** ERROR: Script "(nil)" ran for 0.13477 seconds and has been terminated.
08:34:42.062 [script.javaScript.timeLimit]: ***** ERROR: Script "(nil)" ran for 0.135109 seconds and has been terminated.
08:35:15.078 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 141
08:35:15.187 [bigShips_populator]: 1 big trader(s) added to the Esverara system.
08:39:35.406 [script.javaScript.timeLimit]: ***** ERROR: Script "(nil)" ran for 0.142489 seconds and has been terminated.
08:43:11.765 [aquatics_populator]: System platform near the Esverara station.
08:43:27.765 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 220
08:43:28.031 [bigShips_populator]: 0 big trader(s) added to the Zaerma system.
08:45:20.640 [script.javaScript.timeLimit]: ***** ERROR: Script "(nil)" ran for 0.131351 seconds and has been terminated.
08:46:55.500 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 136
08:46:55.593 [bigShips_populator]: 2 big trader(s) added to the Bedilexe system.
08:51:27.468 [aquatics_populator]: System platform near the Bedilexe station.
08:51:38.218 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 21
08:51:38.328 [bigShips_populator]: 3 big trader(s) added to the Xevexean system.
08:54:16.359 [aquatics_populator]: System platform near the Zarausxe station.
08:54:17.312 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 184
08:54:17.375 [bigShips_populator]: 1 big trader(s) added to the Zarausxe system.
09:01:00.781 [script.javaScript.timeLimit]: ***** ERROR: Script "(nil)" ran for 0.159807 seconds and has been terminated.
09:01:39.968 [aquatics_populator]: System platform near the Zarausxe station.
09:03:39.921 [aquatics_populator]: System platform near the Usquen witchpoint.
09:03:40.015 [aquatics_populator]: Hijacked platform near the Usquen station.
09:03:40.828 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 242
09:03:40.890 [bigShips_populator]: 1 big trader(s) added to the Usquen system.
09:05:03.078 [aquatics_populator]: System platform near the Usquen witchpoint.
09:05:20.203 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 129
09:05:21.812 [bigShips_populator]: 3 big trader(s) added to the Mararere system.
09:05:50.593 [script.javaScript.timeLimit]: ***** ERROR: Script "(nil)" ran for 0.112057 seconds and has been terminated.
09:06:49.546 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 149
09:06:49.859 [bigShips_populator]: 4 big trader(s) added to the Xeusreor system.
09:07:26.406 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 47
09:07:26.515 [bigShips_populator]: 1 big trader(s) added to the Atrexexe system.
09:14:36.578 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 166
09:14:37.031 [bigShips_populator]: 1 big trader(s) added to the Tierus system.
09:14:57.484 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 244
09:14:57.546 [bigShips_populator]: 0 big trader(s) added to the Beritere system.
09:15:13.687 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 234
09:15:14.312 [bigShips_populator]: 0 big trader(s) added to the Erarrior system.
09:17:29.687 [script.debug.onOff]: SCRIPT debug messages ON
09:17:29.687 [script.debug.note.addPlanet]: DEBUG: addMoon 'new_planetE'
09:17:29.687 [script.debug.addPlanet]: DEBUG: initMoonFromDictionary: {orientation = "1.0 0.0 0.0 0.0"; polar_color_factor = 2.5; position = "-80000 200000 850000"; radius = 5000; rotational_velocity = 0.13; seed = "1 2 3 4 5 6"; texture = hitsplanet5.png; }
09:17:29.718 [script.debug.addPlanet]: moon position (-80000.00 200000.00 850000.00) derived from -80000 200000 850000
09:17:29.718 [script.debug.onOff]: SCRIPT debug messages OFF
09:17:29.734 [aquatics_populator]: System platform near the Geteve station.
09:17:30.531 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 18
09:17:30.984 [bigShips_populator]: 3 big trader(s) added to the Geteve system.
09:17:34.687 [ai.unpermittedMethod]: Handler "NOTHING_FOUND" for state "LOOK_FOR_TARGETS7" in AI "newbug2AI.plist" uses "HEAD_FOR_PLANET", which is not a permitted AI method.
09:18:35.921 [station.launchShip.failed]: Cancelled launch for a Python Courier with role sunskim-trader, as it is too large for the docking port of the Special Branch Orbital Headquaters.
09:19:40.750 [script.javaScript.timeLimit]: ***** ERROR: Script "(nil)" ran for 0.107738 seconds and has been terminated.
09:19:51.609 [station.launchShip.failed]: Cancelled launch for a Chatu with role scavenger, as it is too large for the docking port of the Special Branch Orbital Headquaters.
09:20:11.937 [station.launchShip.failed]: Cancelled launch for a Cobra Mark III with role scavenger, as it is too large for the docking port of the Special Branch Orbital Headquaters.
09:20:22.093 [station.launchShip.failed]: Cancelled launch for a Cobra Mark I with role scavenger, as it is too large for the docking port of the Special Branch Orbital Headquaters.
09:20:32.359 [station.launchShip.failed]: Cancelled launch for a Cobra Mark III with role scavenger, as it is too large for the docking port of the Special Branch Orbital Headquaters.
09:20:52.593 [station.launchShip.failed]: Cancelled launch for a Cobra Mark III with role scavenger, as it is too large for the docking port of the Special Branch Orbital Headquaters.
09:24:38.968 [station.launchShip.failed]: Cancelled launch for a Cobra Mark III with role scavenger, as it is too large for the docking port of the Special Branch Orbital Headquaters.
09:25:24.531 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 238
09:25:24.593 [bigShips_populator]: 0 big trader(s) added to the Intean system.
09:26:41.796 [aquatics_populator]: System platform near the Intean station.
09:26:52.250 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 138
09:26:52.328 [bigShips_populator]: 2 big trader(s) added to the Aesarge system.
09:28:29.890 [aquatics_populator]: Hijacked platform near the Bilain station.
09:28:30.437 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 76
09:28:30.500 [bigShips_populator]: 1 big trader(s) added to the Bilain system.
09:29:38.578 [Deep Horizon - Systems]: Galaxy ID is: 6. System ID is: 23
09:29:38.656 [bigShips_populator]: 3 big trader(s) added to the Edoned system.
09:31:08.484 [script.javaScript.timeLimit]: ***** ERROR: Script "(nil)" ran for 0.114388 seconds and has been terminated.
09:33:59.703 [exit.context]: Exiting: SDL_QUIT event received.
09:33:59.703 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2013-02-07 09:33:59 +0100.
another_commander
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Re: station counts as kill

Post by another_commander »

Please try to reproduce with just one OXP: the one for the turreted ship you are flying. I cannot reproduce it here, even if I set the energy of the Coriolis to very low values via console and this is for both a main and a secondary station. Plus, I don't think that main stations are meant to take hits like that and get destroyed in the first place.
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Eric Walch
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Re: station counts as kill

Post by Eric Walch »

From the code I can't immediately see any reason why it could go wrong, so I suspect it is an oxp that wrongly awards kills to the player. Probably because the stations energy drops below zero.

Did you see a "right-on-commander" every 256 hits? Because that would happen if Oolite itself is awarding those kills.

I did notice that when a plasma bolt hits a subentity, there is no check of being frangible. Or maybe I miss something in my quick code check.

If there is a bug in Oolite with the main station versus turrets, it must go wrong when hitting subs. Direct hits on the station seems fully okay.
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Re: station counts as kill

Post by Smivs »

There appear to be a few other issues not connected with the station one here as well - just thought it was worth mentioning them.
Firstly you seem to have two instances of the Naval Grid OXP installed, and to add to the confusion one has Assassins OXP nested within it, the other has Victim 11 OXP nested within it. While this shouldn't cause any problems it is not advised.
Other OXP problems you might want to report on the relevant threads are an AI bug in "newbug2AI.plist" - looks like a coding error throwing log errors - but I have no idea which OXP that AI belongs to I'm afraid.
Also there is clearly a problem with "Special Branch Orbital Headquaters" as well as the typo in its title. It seems to have a dock the size of a letterbox as it's too small to accommodate even a Cobra 1. Again, this is not something I'm familiar with, but my instincts tell me it might be Assassins OXP. Apologies if I'm wrong.
There are several instances of multiple Big Ships being added which doesn't sound right. As far as I know the populator in Big Ships OXP only adds one at a time, so it may be that another OXP is also adding big ships. Nothing wrong with that as such, but on a 'weak' computer having so many large vessels might just have a negative affect on framerates.

Edited to remove nonesense - thanks Thargoid :D
Last edited by Smivs on Thu Feb 07, 2013 1:41 pm, edited 1 time in total.
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Re: station counts as kill

Post by Thargoid »

No, big ships can add multiple ships to suitable systems.

Also there is only one instance of Naval Grid installed, but it has the other two OXPs (assassins and victim 11) accidentally installed inside it. Moving those out to the main OXP folder will fix that.

The ship being flown is from Aquatics, and doesn't in itself have any script associated with it if I remember correctly. The turrets are just vanilla ones.
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Re: station counts as kill

Post by Plisken »

thanks for your answers- i was able to encircle(?) the problem a bit.

first:
yes, i recived a "right on commander" message every 256 kills-
second:
i removed all oxps except aquatics because of my millitary manta ray. i hit the station with the turrets and nothing happened.

then i reinstalled "laserbooster.oxp" and "griffs station bundle.oxp" and after a minute of firing with laser boosted frontlaser and the turrets, the station began to throw sparkles(so the energy must be very low) and i was announced a kill count per hit.so it seems that this has something to do with laser booster or the station bundle oxp?!?
i didn't change anything in the oxps except the orientation of the manta's turrets which fire to the front and not to the side as it does originally.
There appear to be a few other issues not connected with the station one here as well - just thought it was worth mentioning them.
Firstly you seem to have two instances of the Naval Grid OXP installed, and to add to the confusion one has Assassins OXP nested within it, the other has Victim 11 OXP nested within it. While this shouldn't cause any problems it is not advised.
Other OXP problems you might want to report on the relevant threads are an AI bug in "newbug2AI.plist" - looks like a coding error throwing log errors - but I have no idea which OXP that AI belongs to I'm afraid.
i can't see any any other problems in game-everything looks fine to me.naval grid works so far-great oxp by the way :)
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Re: station counts as kill

Post by Thargoid »

It'll be laser booster. I can see the special case issue in that the station can take extra damage from the boost but can't actually be killed by it. Hence it will be repeatedly going below zero energy and up again, with a kill award each time.

As a check, if you go into the scripts folder of the OXP, make a backup of the worldscript file there then add ||!other.isMainStation to line 38 after!other it should fix the issue after a shift key held reboot. Ill test tonight, but if you can try to it would be nice.
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Re: station counts as kill

Post by Plisken »

As a check, if you go into the scripts folder of the OXP, make a backup of the worldscript file there then add ||!other.isMainStation to line 38 after!other it should fix the issue after a shift key held reboot. Ill test tonight, but if you can try to it would be nice.
if(player.ship.equipmentStatus("EQ_LASERBOOSTER") !== "EQUIPMENT_OK" || missionVariables.laserBooster !== "ACTIVE" || this.laserString === "NONE" || !other || !other.isMainStation) { return; }

did you mean this way? i changed it and held down shift key until the spinning cobra appears. but nothing changed.i still get a kill count after shooting at the station a while..

i don't know which energy recharge rate a station has, but once it begins to throw sparkles it doesn't seem to recharge its energy banks and stays throwing sparkles.
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Re: station counts as kill

Post by Thargoid »

I didn't mean to remove the isValid check but that shouldn't matter for a test.

I'll try it later if I get time and see if I can reproduce and work out a fix if it is LB.
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Re: station counts as kill

Post by Eric Walch »

like thargoid writes: it is laser Boosters.

this.shipAttackedOther() that is used by this oxp, fires after all the special energy checks are made for the main station. So the main stations energy drops below zero. And an explosion is prepared and the player is awarded for the kill. This would also happen with lasers and is not specific for the plasma.

The only thing preventing the station from exploding is a backup check in 'becomeExplosion' that prevents a main station from exploding.

One thing that has to be sorted out but has nothing to do with this observation: Did I see it correct in the code that turrets can destroy non-frangible subEntities?
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Re: station counts as kill

Post by cim »

We should probably add a similar backup check to prevent the player ever getting a kill from a main station, in that case.
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Re: station counts as kill

Post by Eric Walch »

cim wrote:
We should probably add a similar backup check to prevent the player ever getting a kill from a main station, in that case.
Yep, I was just thinking about it. It is not a bug in laserbooster.oxp, but it is an Oolite bug. If Oolite allows oxp code to run, it must check after the handler that the handler did not change anything to non allowed values.
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Re: station counts as kill

Post by Smivs »

Plisken wrote:
Smivs wrote:
There appear to be a few other issues not connected with the station one here as well - just thought it was worth mentioning them.
Firstly you seem to have two instances of the Naval Grid OXP installed, and to add to the confusion one has Assassins OXP nested within it, the other has Victim 11 OXP nested within it. While this shouldn't cause any problems it is not advised.
Other OXP problems you might want to report on the relevant threads are an AI bug in "newbug2AI.plist" - looks like a coding error throwing log errors - but I have no idea which OXP that AI belongs to I'm afraid.
i can't see any any other problems in game-everything looks fine to me.naval grid works so far-great oxp by the way :)
Yes, I don't expect you'd see anything wrong in-game (well the broken AI might make something behave oddly) but it is considered good practice to report OXP bugs in the OXP's thread so the author is made aware of them and can fix them in future releases. It's sort of on-going quality control, and you'll give the author a warm, happy feeling when he/she sees the report and thinks "Oh, cr*p, now what's gone wrong!" :P
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