[Release] RandomHits 1.7.1
Moderators: winston, another_commander
Re: [Release] RandomHits 1.7
I don't have the shipnames.oxp installed. However, I'm not encountering the ship type referred to in the contract.
Re: [Release] RandomHits 1.7
Ah. That's it. Works as advertised with random shipnames oxp, but seems to fail without it. The mark appears to spawn ok, but does not get named as it should. So the mark should be there, although named as a generic ship . My bad, I have broken it in the process of integrating random shipnames oxp. Quite easy to fix though, new version coming up later.Sendraks wrote:I don't have the shipnames.oxp installed. However, I'm not encountering the ship type referred to in the contract.
Re: [Release] RandomHits 1.7
No problem! Thanks for the advice I'll give it a try later.spara wrote:Ah. That's it. Works as advertised with random shipnames oxp, but seems to fail without it. The mark appears to spawn ok, but does not get named as it should. So the mark should be there, although named as a generic ship . My bad, I have broken it in the process of integrating random shipnames oxp. Quite easy to fix though, new version coming up later.Sendraks wrote:I don't have the shipnames.oxp installed. However, I'm not encountering the ship type referred to in the contract.
I should emphasise though, that the ship type itself is not appearing. So if I get told to go smack an Anaconda in X system, I'm simply not finding that ship type at all, be it a trader or pirate, clean, offender or fugitive.
Re: [Release] RandomHits 1.7
Could you please test with this debug patch? Install over Random Hits 1.7. It replaces oolite-random-hits-mark.js and fixes the naming issue and adds some debug logging. When you arrive to a system where the mark should be and get the usual comms message, check the Latest.log. It should say something like: "[Random Hits debug]: Spawned mark: ...". I'll hold the release of 1.7.1, until we have this one sorted. Thanks a lot for helping here.Sendraks wrote:No problem! Thanks for the advice I'll give it a try later.
I should emphasise though, that the ship type itself is not appearing. So if I get told to go smack an Anaconda in X system, I'm simply not finding that ship type at all, be it a trader or pirate, clean, offender or fugitive.
Re: [Release] RandomHits 1.7
Do I need to have random shipnames installed as well? Or would you prefer me to test this without?spara wrote:Could you please test with this debug patch? Install over Random Hits 1.7. It replaces oolite-random-hits-mark.js and fixes the naming issue and adds some debug logging. When you arrive to a system where the mark should be and get the usual comms message, check the Latest.log. It should say something like: "[Random Hits debug]: Spawned mark: ...". I'll hold the release of 1.7.1, until we have this one sorted. Thanks a lot for helping here.Sendraks wrote:No problem! Thanks for the advice I'll give it a try later.
I should emphasise though, that the ship type itself is not appearing. So if I get told to go smack an Anaconda in X system, I'm simply not finding that ship type at all, be it a trader or pirate, clean, offender or fugitive.
Re: [Release] RandomHits 1.7
It should work with or without random shipnames. To dig out the possible bug, use your default setup.Sendraks wrote:Do I need to have random shipnames installed as well? Or would you prefer me to test this without?
Re: [Release] RandomHits 1.7
I ran the game with the debug script and it didn't work.
Ran it with random shipnames and it didn't work.
I checked the log files and it appears that random ships was looking for ship dat files from the neolites oxp, I don't know why as I didn't have it installed. Anyhow I grabbed the neo dat files and texture files over into the folders in random hits folder (rather than install neolite) and that fixed the issue.
Ran it with random shipnames and it didn't work.
I checked the log files and it appears that random ships was looking for ship dat files from the neolites oxp, I don't know why as I didn't have it installed. Anyhow I grabbed the neo dat files and texture files over into the folders in random hits folder (rather than install neolite) and that fixed the issue.
Re: [Release] RandomHits 1.7
Thank you for testing and reporting back. A snippet of the log would have been nice . Anyway, those missing files are probably the key here and I think know what's going on here. I was sloppy at time and didn't actually extensively test the oxp without or with reduced shaders. I'll check and fix it out later.Sendraks wrote:I ran the game with the debug script and it didn't work.
Ran it with random shipnames and it didn't work.
I checked the log files and it appears that random ships was looking for ship dat files from the neolites oxp, I don't know why as I didn't have it installed. Anyhow I grabbed the neo dat files and texture files over into the folders in random hits folder (rather than install neolite) and that fixed the issue.
Re: [Release] RandomHits 1.7
You know I said I didn't have neolite installed! I did! But a cut down version of the oxp that only contains a few of the ships! The rest were edited out. I think Random hits was looking for ship models because the neolite plist existed and couldn't find them because they'd been removed by me. That's why adding the dat files into random hits fixed the problem.
Is the issue one that Random Hits is generating ships using OXPs installed rather than the core ships? I realise that makes sense for expanding the range of ships that random hits can use.
So this is user error on my part more than anything else.
Is the issue one that Random Hits is generating ships using OXPs installed rather than the core ships? I realise that makes sense for expanding the range of ships that random hits can use.
So this is user error on my part more than anything else.
Re: [Release] RandomHits 1.7
Random Hits uses it's own models except for core ships, hence the massive download size. I'm fairly positive that the problem is the missing materials entries from some of the ships that are used, if a custom shader is not in use. When using simple shaders for example. I'll go through the shipdata file, add the missing entries and post up a patch file for you to test.Sendraks wrote:You know I said I didn't have neolite installed! I did! But a cut down version of the oxp that only contains a few of the ships! The rest were edited out. I think Random hits was looking for ship models because the neolite plist existed and couldn't find them because they'd been removed by me. That's why adding the dat files into random hits fixed the problem.
Is the issue one that Random Hits is generating ships using OXPs installed rather than the core ships? I realise that makes sense for expanding the range of ships that random hits can use.
So this is user error on my part more than anything else.
Most definitely, it's not a user error. I've been sloppy .
Re: [Release] RandomHits 1.7
Hello Sendraks. This fix overrides the shipdata file when unzipped to the RH directory. I have added proper material entries to seven ships in total including neolite ships. Could you please test it and see if it solves your problem. Thanks a lot for testing and reporting, that's two bugs you have pointed out already . Much appreciated.
Re: [Release] RandomHits 1.7.1
New version (1.7.1) is up.
* Fixed a bug in mark naming when random shipnames oxp is not present.
* Removed attack drone missile from RH ships in core roles.
* Added proper materials for ships that were lacking them. Now should work with shaderless game correctly.
* Fixed a naming bug in a revenge mini mission
* Updated Staer9 shipset ships to the latest revision by Keeper
* A few minor fixes and tweaks
Keep on hunting.
* Fixed a bug in mark naming when random shipnames oxp is not present.
* Removed attack drone missile from RH ships in core roles.
* Added proper materials for ships that were lacking them. Now should work with shaderless game correctly.
* Fixed a naming bug in a revenge mini mission
* Updated Staer9 shipset ships to the latest revision by Keeper
* A few minor fixes and tweaks
Keep on hunting.
-
- ---- E L I T E ----
- Posts: 1248
- Joined: Sat Sep 12, 2009 11:58 pm
- Location: Essex (mainly industrial and occasionally anarchic)
Re: [Release] RandomHits 1.7.1
Thanks!spara wrote:New version (1.7.1) is up.
* Fixed a bug in mark naming when random shipnames oxp is not present.
* Removed attack drone missile from RH ships in core roles.
* Added proper materials for ships that were lacking them. Now should work with shaderless game correctly.
* Fixed a naming bug in a revenge mini mission
* Updated Staer9 shipset ships to the latest revision by Keeper
* A few minor fixes and tweaks
Keep on hunting.
Re: [Release] RandomHits 1.7.1
Grabbed the update, looking good!
Wheeling an' dealing while cruisin' the galaxies
Re: [Release] RandomHits 1.7.1
Hello,
I have a gameplay question to this oxp. Yesterday I took over one of the "medium" contracts worth about 2500 cr. When I found my target (flying a python) he attacked me with 5-6 hired guns, all in small ships most with multiple lasers well, they cut my ship in pieces every time I tried......my ship ain´t that bad, its a python et special with military shield, laser, etc......
so, has anybody got an idea what I could do, any tactic I could use? or should I just quit this contract and put up another? or is my ship just not fit for those kind of contracts.......? if not, which ship would do it? I have no problem with normal pirates unless they attack in a bulk of 6 ships......so I try to avoid these large bulks by using the injector.......but that won´t work here, because I have to fight them.....so I tried to approach by using the injector and avoided using a straight course, but that didn´t work either.....
Greez SARR
I have a gameplay question to this oxp. Yesterday I took over one of the "medium" contracts worth about 2500 cr. When I found my target (flying a python) he attacked me with 5-6 hired guns, all in small ships most with multiple lasers well, they cut my ship in pieces every time I tried......my ship ain´t that bad, its a python et special with military shield, laser, etc......
so, has anybody got an idea what I could do, any tactic I could use? or should I just quit this contract and put up another? or is my ship just not fit for those kind of contracts.......? if not, which ship would do it? I have no problem with normal pirates unless they attack in a bulk of 6 ships......so I try to avoid these large bulks by using the injector.......but that won´t work here, because I have to fight them.....so I tried to approach by using the injector and avoided using a straight course, but that didn´t work either.....
Greez SARR