A few minor trunk bugs

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Diziet Sma
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A few minor trunk bugs

Post by Diziet Sma »

1. I've noticed several times now when leaving a station that a ship will broadcast "All ships, form up for witchspace jump" and then jump out.. the only problem being, the ship is always on its' own, with no escorts.. It sort of takes the 'imaginary friends' thing to a whole new level.. :lol:

2. Unlike 1.77.1, if you have a song playing on the HyperRadio when you jump out of a system, the music will stop when the jump begins. In about 2 dozen jumps tonight, only once did the music continue to play right through the witchspace tunnel and out the other side.. I really miss the old behaviour. It was nice to have the music play throughout the jump.

3. I found a strange log entry after tonight's session.. I have the Ship's Library OXZ installed.. no problems in some 2.5+ hours of play, but then, as I exited the game, one of the final entries is complaining that the Ship's Library OXP isn't installed!

Code: Select all

Opening log for Oolite development version 1.79.0.5599-140205-b200f0c (x86-64 test release) under Linux 3.11.0-12-generic at 2014-02-07 10:17:52 -0500.

10:17:53.830 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with always-flush-cache preference. Rebuilding from scratch.
10:17:53.838 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
    ~/GNUstep/Applications/Oolite-trunk/oolite.app/Resources
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns
    AddOns
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.smivs.aliens.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.cim.extracts-tre-clan.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.cim.ships-library.oxz
    ~/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Diziet.Q-Bomb-Detector.oxz

12:48:31.950 [Library book: EFTTCAOIL]: Ships Library OXP is not installed and this OXP requires it.
12:48:46.639 [exit.context]: Exiting: Exit Game selected on options screen.
12:48:46.647 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2014-02-07 12:48:46 -0500.
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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Re: A few minor trunk bugs

Post by Cody »

I think I can answer #1, Diz:
cim wrote:
They're mainly in because I have a suspicion some of them are jumping out before the 15 seconds are up and I want to keep a closer eye on them.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: A few minor trunk bugs

Post by Diziet Sma »

That would neatly explain that one, yes.. thanks! 8)

The one's I saw tonight appeared to wait 15 seconds.. I'll keep an eye on them, now I know what's going on!
Last edited by Diziet Sma on Fri Feb 07, 2014 6:36 pm, edited 1 time in total.
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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Re: A few minor trunk bugs

Post by cim »

1) As Cody said, it's for debugging. Still, I should probably add separate messages for the "lone" and "grouped" cases because that'll make it more useful when someone makes a real comms OXP.

2) I suspect that's related to how far forward in the music file the game buffers - which is probably different now that it manages playback itself rather than leaving it to the SDL library on the Linux/Windows builds - and with only a single processor your computer can't usually spare the time to buffer more music while also carrying out the complex operations of generating a new system.

3) The odd thing is, with the dependencies set up as they are, it couldn't possibly generate that message unless Ships Library was installed, because it would never be loaded. Do you have an older copy of either Ship's Library or Extracts OXPs installed as well?
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Re: A few minor trunk bugs

Post by Diziet Sma »

cim wrote:
2) I suspect that's related to how far forward in the music file the game buffers - which is probably different now that it manages playback itself rather than leaving it to the SDL library on the Linux/Windows builds - and with only a single processor your computer can't usually spare the time to buffer more music while also carrying out the complex operations of generating a new system.
Except that my CPU is a Core2 Duo.. two processors.. however, yes, buffering would tend to explain it.. and why it works occasionally..
cim wrote:
3) The odd thing is, with the dependencies set up as they are, it couldn't possibly generate that message unless Ships Library was installed, because it would never be loaded. Do you have an older copy of either Ship's Library or Extracts OXPs installed as well?
No.. neither of those OXPs are installed.
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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Re: A few minor trunk bugs

Post by Cody »

Diziet Sma wrote:
I found a strange log entry after tonight's session.. I have the Ship's Library OXZ installed..
I just uninstalled the Ship's Library and Extracts OXPs, loaded Oolite and installed their OXZ equivalents - and it now throws oodles of these (sample):

Code: Select all

19:03:08.358 [script.javaScript.warning.ooliteDefined]: ----- JavaScript warning (<unidentified script>): Unknown expansion key [oolite_key_fire_lasers] in string.
19:03:08.358 [script.javaScript.stackTrace]:  0 (ingame-manual.js:873) <anonymous function>
19:03:08.358 [script.javaScript.stackTrace]:     this: [Script "Ships Library" version 0.8]
19:03:08.358 [script.javaScript.stackTrace]:     chapternum: 22
19:03:08.358 [script.javaScript.stackTrace]:     i: undefined
19:03:08.358 [script.javaScript.stackTrace]:     params: {...}
19:03:08.358 [script.javaScript.stackTrace]:     chapter: {...}
19:03:08.358 [script.javaScript.stackTrace]:  1 (ingame-manual.js:709) <anonymous function>
Full log is here (1.3MB).
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: A few minor trunk bugs

Post by cim »

Diziet Sma wrote:
Except that my CPU is a Core2 Duo.. two processors.. however, yes, buffering would tend to explain it.. and why it works occasionally..
Your recent Latest.log excerpts say "1 processor detected", though, so perhaps the question is ... why can't Oolite see the other one?
Cody wrote:
and it now throws oodles of these (sample):
I did change it between the OXP version and the OXZ version to use "[oolite_key_fire_lasers]" rather than "a", to take advantage of that new feature. That's a bit strange: no version of Oolite modern enough to load OXZs should fail to understand that string expansion - does anyone else get this error?

If you move your custom keyconfig.plist aside for a bit, do you still get the error?
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Re: A few minor trunk bugs

Post by Cody »

cim wrote:
If you move your custom keyconfig.plist aside for a bit, do you still get the error?
Doing that removes them all - a clear log. Guess I'd better re-enable my 'fire' key.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: A few minor trunk bugs

Post by cim »

Cody wrote:
cim wrote:
If you move your custom keyconfig.plist aside for a bit, do you still get the error?
Doing that removes them all - a clear log. Guess I'd better re-enable my 'fire' key.
How exactly did you disable it? Simply not having the line in the file should load the default key...
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Re: A few minor trunk bugs

Post by Cody »

cim wrote:
How exactly did you disable it? Simply not having the line in the file should load the default key...
<chortles> The dumb pilot's way, of course: key_fire_lasers = ""; - I'll remove the whole line instead.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: A few minor trunk bugs

Post by cim »

Hah! I didn't consider that possibility. No need to remove the line - I'll put a fix for that in tonight's nightly build.
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Re: A few minor trunk bugs

Post by Cody »

cim wrote:
Hah! I didn't consider that possibility.
<grins> That's what dumb pilots are for - end-users sometimes (or indeed often) do crazy/daft things.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Diziet Sma
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Re: A few minor trunk bugs

Post by Diziet Sma »

cim wrote:
Diziet Sma wrote:
Except that my CPU is a Core2 Duo.. two processors.. however, yes, buffering would tend to explain it.. and why it works occasionally..
Your recent Latest.log excerpts say "1 processor detected", though, so perhaps the question is ... why can't Oolite see the other one?
Are you certain you're thinking of mine, and not somebody else's?

From the same log as the error in my OP:

Code: Select all

Opening log for Oolite development version 1.79.0.5599-140205-b200f0c (x86-64 test release) under Linux 3.11.0-12-generic at 2014-02-07 10:04:37 -0500.
2 processors detected.

Now if you were thinking of one of my much older posted logs, it might have been a single CPU.. my desktop machine has an old single-core Athlon CPU, but I haven't played Oolite on it for many months now.


Oh yeah.. I forgot to mention.. a couple of times in that same session, I came across what I can only describe as a flock of assassins wheeling about in the vicinity of the witchspace beacon.. I counted well over 30 light, medium and heavy assassins.. :shock:

Some assassins hanging around I can understand.. but 3 dozen? Seriously.. WTF?

With the sole exception of the ship on its' own, every single ship on the scanner here was an assassin..
Image
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Re: A few minor trunk bugs

Post by cim »

Diziet Sma wrote:
Now if you were thinking of one of my much older posted logs, it might have been a single CPU.. my desktop machine has an old single-core Athlon CPU, but I haven't played Oolite on it for many months now.
That might be it. Hmm... how long would you say the pause between the screen going black for the countdown reaching zero and the witchspace tunnel appearing typically is?
Diziet Sma wrote:
Oh yeah.. I forgot to mention.. a couple of times in that same session, I came across what I can only describe as a flock of assassins wheeling about in the vicinity of the witchspace beacon.. I counted well over 30 light, medium and heavy assassins.. :shock:
I'm going to make a guess and say that was an Anarchy bottleneck system - somewhere like Ara or Zaleriza - where there's no law enforcement to chase them off the witchpoint, and no alternative for marks who are trying to cross that region of space.

I do have adjustment of the extreme numbers on my list - at least, if the player isn't carrying so much contested cargo that that many assassins might plausibly want them dead!
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Re: A few minor trunk bugs

Post by Diziet Sma »

cim wrote:
how long would you say the pause between the screen going black for the countdown reaching zero and the witchspace tunnel appearing typically is?
Well, while my screen doesn't go black (it merely freezes) the delay between countdown-zero and the tunnel appearing is typically 3 - 5 seconds, with the average being about 3.
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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