Trunk nightly

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Cody
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Re: Trunk nightly

Post by Cody »

another_commander wrote:
Thankfully, noticing it just now means that it may be rare enough for us to be able to live with it.
It's certainly not affecting the game in any way (which reminds me, I have some valuable diplomatic parcels to deliver).
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: Trunk nightly

Post by SirArian »

I don't know if this has been fixed already, but in my version of trunk (Downloaded Friday, but built Monday I think. 1.79.0.5657-140303) the cops are actually attacking the Coriolis Station... That isn't supposed to happen, is it? (When I try to help them out they kill me in 1.5 seconds, though...)
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Re: Trunk nightly

Post by Cody »

There is some odd behaviour in trunk (especially the aegis shout-outs, as you've noticed) - the Devs are aware of it.
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: Trunk nightly

Post by SirArian »

Cody wrote:
There is some odd behaviour in trunk (especially the aegis shout-outs, as you've noticed) - the Devs are aware of it.
Okay. I thought they probably were, as it didn't just happen once, but thought I would make sure. It is kinda interesting to see plasma globs the size of a behemoth flying off the station though... :D
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Re: Trunk nightly

Post by another_commander »

Actually, it is very easy to reproduce this bug: Launch from station, wait until there are several cops out (or try loading a game a few times until you see plenty of Vipers already out when launching), then shoot the station once and start circling it fast. This will cause the Vipers to go for you and they will have plenty of shots missing and hitting the station, since you are flying very close to it. Not before too long, you will see messages from them along the lines of "Die, Viper!" and similar comedy stuff.

I did this a few times and managed to get a few police entity dumps from one of these situations. The first two are Vipers that were shooting me and supposedly behaved correctly. The last one is a Viper that apparently is targeting the Coriolis. Note also that the Coriolis on the last one is both target and owner (!?) and that the others have themselves as owners, while the spawn times indicate that the funny one could be one that was launched from the station after the other two had already been around for a while. Finally, the funky one has a defense ship role while the others are standard police. Not sure if and how much this helps pinpoint anything.

Viper #1:

Code: Select all

13:47:33.299 [dumpState]: State for <ShipEntity 0x100fdb10>{"GalCop Viper" position: (-43649.7, 102922, 930295) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT}:
  13:47:33.299 [dumpState.entity]: Universal ID: 340
  13:47:33.300 [dumpState.entity]: Scan class: CLASS_POLICE
  13:47:33.300 [dumpState.entity]: Status: STATUS_IN_FLIGHT
  13:47:33.300 [dumpState.entity]: Position: (-43649.7, 102922, 930295)
  13:47:33.300 [dumpState.entity]: Orientation: (0.40395 - 0.00937489i - 0.615348j + 0.676819k)
  13:47:33.300 [dumpState.entity]: Distance travelled: 64604
  13:47:33.300 [dumpState.entity]: Energy: 180 of 180
  13:47:33.300 [dumpState.entity]: Mass: 33297
  13:47:33.300 [dumpState.entity]: Owner: self
  13:47:33.300 [dumpState.entity]: Flags: isShip, hasMoved, hasRotated, isSunlit
  13:47:33.300 [dumpState.entity]: Collision Test Filter: 0
  13:47:33.300 [dumpState.shipEntity]: Type: viper
  13:47:33.300 [dumpState.shipEntity]: Name: GalCop Viper
  13:47:33.300 [dumpState.shipEntity]: Display Name: GalCop Viper
  13:47:33.300 [dumpState.shipEntity]: Roles: <OORoleSet 0x33649fd0>{[viper] griff_viper police}
  13:47:33.300 [dumpState.shipEntity]: Primary role: police
  13:47:33.300 [dumpState.shipEntity]: Script: <OOJSScript 0x35ee60a0>{"oolite-default-ship-script" version 1.79}
  13:47:33.300 [dumpState.shipEntity]: Subentity count: 3
  13:47:33.300 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_ATTACK_FLY_FROM_TARGET
  13:47:33.300 [dumpState.shipEntity]: Target: <PlayerEntity 0x2aa4c30>{"Cobra Mark III" position: (-42754.2, 101496, 930516) scanClass: CLASS_PLAYER status: STATUS_IN_FLIGHT}
  13:47:33.300 [dumpState.shipEntity]: Destination: (-43164.1, 98759.2, 929573)
  13:47:33.300 [dumpState.shipEntity]: Other destination: (-41562.1, 95093.8, 932573)
  13:47:33.300 [dumpState.shipEntity]: Waypoint count: 0
  13:47:33.300 [dumpState.shipEntity]: Desired speed: 318.461
  13:47:33.300 [dumpState.shipEntity]: Thrust: 32
  13:47:33.300 [dumpState.shipEntity]: Fuel: 0
  13:47:33.300 [dumpState.shipEntity]: Fuel accumulator: 1
  13:47:33.300 [dumpState.shipEntity]: Missile count: 1
  13:47:33.300 [dumpState.shipEntity.ai]: AI:
    13:47:33.300 [dumpState.ai]: State machine name: interceptAI.plist
    13:47:33.300 [dumpState.ai]: Current state: ATTACK_SHIP
    13:47:33.300 [dumpState.ai]: Next think time: 523.756
    13:47:33.300 [dumpState.ai]: Next think interval: 0.125
  13:47:33.300 [dumpState.shipEntity]: Jink position: (-85, -114, 6741.27)
  13:47:33.300 [dumpState.shipEntity]: Frustration: 8.21001
  13:47:33.300 [dumpState.shipEntity]: Success factor: 1596.86
  13:47:33.300 [dumpState.shipEntity]: Shots fired: 0
  13:47:33.300 [dumpState.shipEntity]: Time since shot: 352.528
  13:47:33.300 [dumpState.shipEntity]: Spawn time: 271.123 (252.546 seconds ago)
  13:47:33.300 [dumpState.shipEntity]: Hull temperature: 60
  13:47:33.300 [dumpState.shipEntity]: Heat insulation: 1
  13:47:33.300 [dumpState.shipEntity]: Flags: canFragment
Viper #2:

Code: Select all

13:51:43.146 [dumpState]: State for <ShipEntity 0x35fe07e0>{"GalCop Viper" position: (-34260, 104651, 931944) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT}:
  13:51:43.146 [dumpState.entity]: Universal ID: 476
  13:51:43.146 [dumpState.entity]: Scan class: CLASS_POLICE
  13:51:43.146 [dumpState.entity]: Status: STATUS_IN_FLIGHT
  13:51:43.146 [dumpState.entity]: Position: (-34260, 104651, 931944)
  13:51:43.146 [dumpState.entity]: Orientation: (0.783551 + 0.219066i + 0.232736j + 0.532815k)
  13:51:43.146 [dumpState.entity]: Distance travelled: 76133.1
  13:51:43.146 [dumpState.entity]: Energy: 180 of 180
  13:51:43.146 [dumpState.entity]: Mass: 33297
  13:51:43.146 [dumpState.entity]: Owner: self
  13:51:43.146 [dumpState.entity]: Flags: isShip, hasMoved, isSunlit
  13:51:43.146 [dumpState.entity]: Collision Test Filter: 1
  13:51:43.146 [dumpState.shipEntity]: Type: viper
  13:51:43.146 [dumpState.shipEntity]: Name: GalCop Viper
  13:51:43.146 [dumpState.shipEntity]: Display Name: GalCop Viper
  13:51:43.146 [dumpState.shipEntity]: Roles: <OORoleSet 0x161b72f0>{[viper] griff_viper police police-station-patrol}
  13:51:43.146 [dumpState.shipEntity]: Primary role: police-station-patrol
  13:51:43.146 [dumpState.shipEntity]: Script: <OOJSScript 0x2e4faff0>{"oolite-default-ship-script" version 1.79}
  13:51:43.146 [dumpState.shipEntity]: Subentity count: 3
  13:51:43.146 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_FLY_TO_DESTINATION
  13:51:43.146 [dumpState.shipEntity]: Target: <none>
  13:51:43.146 [dumpState.shipEntity]: Destination: (-35046.8, 108080, 936627)
  13:51:43.146 [dumpState.shipEntity]: Other destination: (0, 0, 0)
  13:51:43.146 [dumpState.shipEntity]: Waypoint count: 0
  13:51:43.146 [dumpState.shipEntity]: Desired speed: 256
  13:51:43.146 [dumpState.shipEntity]: Thrust: 32
  13:51:43.146 [dumpState.shipEntity]: Fuel: 0
  13:51:43.146 [dumpState.shipEntity]: Fuel accumulator: 1
  13:51:43.146 [dumpState.shipEntity]: Missile count: 1
  13:51:43.146 [dumpState.shipEntity.ai]: AI:
    13:51:43.146 [dumpState.ai]: State machine name: nullAI.plist
    13:51:43.146 [dumpState.ai]: Current state: GLOBAL
    13:51:43.147 [dumpState.ai]: Next think time: 3880.5
    13:51:43.147 [dumpState.ai]: Next think interval: 0.125
  13:51:43.147 [dumpState.shipEntity]: Jink position: (-98, 61, 322.222)
  13:51:43.147 [dumpState.shipEntity]: Frustration: 0
  13:51:43.147 [dumpState.shipEntity]: Success factor: 5861.02
  13:51:43.147 [dumpState.shipEntity]: Shots fired: 0
  13:51:43.147 [dumpState.shipEntity]: Time since shot: 441.462
  13:51:43.147 [dumpState.shipEntity]: Spawn time: 271.373 (347.479 seconds ago)
  13:51:43.147 [dumpState.shipEntity]: Hull temperature: 60
  13:51:43.147 [dumpState.shipEntity]: Heat insulation: 1
  13:51:43.147 [dumpState.shipEntity]: Flags: canFragment
Viper #3:

Code: Select all

13:45:31.579 [dumpState]: State for <ShipEntity 0xecddc50>{"GalCop Viper" position: (-44250.6, 94214.2, 930343) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT}:
  13:45:31.579 [dumpState.entity]: Universal ID: 489
  13:45:31.579 [dumpState.entity]: Scan class: CLASS_POLICE
  13:45:31.579 [dumpState.entity]: Status: STATUS_IN_FLIGHT
  13:45:31.579 [dumpState.entity]: Position: (-44250.6, 94214.2, 930343)
  13:45:31.579 [dumpState.entity]: Orientation: (0.0083785 + 0.409372i + 0.359451j + 0.838534k)
  13:45:31.579 [dumpState.entity]: Distance travelled: 26587.9
  13:45:31.579 [dumpState.entity]: Energy: 180 of 180
  13:45:31.579 [dumpState.entity]: Mass: 33297
  13:45:31.579 [dumpState.entity]: Owner: <StationEntity 0x1b7bf8f0>{"Coriolis Station" "Coriolis Station" position: (-43164.1, 98759.2, 929573) scanClass: CLASS_STATION status: STATUS_ACTIVE}
  13:45:31.579 [dumpState.entity]: Flags: isShip, hasMoved, hasRotated, isSunlit
  13:45:31.579 [dumpState.entity]: Collision Test Filter: 0
  13:45:31.579 [dumpState.shipEntity]: Type: viper
  13:45:31.579 [dumpState.shipEntity]: Name: GalCop Viper
  13:45:31.580 [dumpState.shipEntity]: Display Name: GalCop Viper
  13:45:31.580 [dumpState.shipEntity]: Roles: <OORoleSet 0xfe63dd0>{[viper] defense_ship griff_viper police}
  13:45:31.580 [dumpState.shipEntity]: Primary role: defense_ship
  13:45:31.580 [dumpState.shipEntity]: Script: <OOJSScript 0x4f9cb980>{"oolite-default-ship-script" version 1.79}
  13:45:31.580 [dumpState.shipEntity]: Subentity count: 3
  13:45:31.580 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_FLY_TO_DESTINATION
  13:45:31.580 [dumpState.shipEntity]: Target: <StationEntity 0x1b7bf8f0>{"Coriolis Station" "Coriolis Station" position: (-43164.1, 98759.2, 929573) scanClass: CLASS_STATION status: STATUS_ACTIVE}
  13:45:31.580 [dumpState.shipEntity]: Destination: (-42544.9, 95726, 931370)
  13:45:31.580 [dumpState.shipEntity]: Other destination: (0, 0, 0)
  13:45:31.580 [dumpState.shipEntity]: Waypoint count: 0
  13:45:31.580 [dumpState.shipEntity]: Desired speed: 256
  13:45:31.580 [dumpState.shipEntity]: Thrust: 32
  13:45:31.580 [dumpState.shipEntity]: Fuel: 0
  13:45:31.580 [dumpState.shipEntity]: Fuel accumulator: 1
  13:45:31.580 [dumpState.shipEntity]: Missile count: 1
  13:45:31.580 [dumpState.shipEntity.ai]: AI:
    13:45:31.580 [dumpState.ai]: State machine name: nullAI.plist
    13:45:31.580 [dumpState.ai]: Current state: GLOBAL
    13:45:31.580 [dumpState.ai]: Next think time: 3963.27
    13:45:31.580 [dumpState.ai]: Next think interval: 0.125
  13:45:31.580 [dumpState.shipEntity]: Jink position: (0, 0, 0)
  13:45:31.580 [dumpState.shipEntity]: Frustration: 0
  13:45:31.580 [dumpState.shipEntity]: Success factor: 2502.84
  13:45:31.580 [dumpState.shipEntity]: Shots fired: 0
  13:45:31.580 [dumpState.shipEntity]: Time since shot: 231.572
  13:45:31.580 [dumpState.shipEntity]: Spawn time: 354.138 (137.59 seconds ago)
  13:45:31.580 [dumpState.shipEntity]: Hull temperature: 60
  13:45:31.580 [dumpState.shipEntity]: Heat insulation: 1
  13:45:31.580 [dumpState.shipEntity]: Flags: canFragment
Edit to add: Although I've seen messages from Vipers threatening other Vipers quite a few times now, I have not seen any attacks amongst them yet. Maybe it's just wrong message handling?
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Re: Trunk nightly

Post by Cody »

another_commander wrote:
Although I've seen messages from Vipers threatening other Vipers quite a few times now, I have not seen any attacks amongst them yet. Maybe it's just wrong message handling?
I get the impression it is just the message handling. I've seen messages such as: Coriolis Station: Viper down! but not witnessed any preceeding conflict.
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: Trunk nightly

Post by cim »

The station/police friendly fire handling should be fixed in tonight's nightly build.

Thanks
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Re: Trunk nightly

Post by SirArian »

I am having a problem jumping to a new system. It counts down just fine, and then when it gets to zero... Nothing happens. I am using today's build. (5661-140314) Information from the Latest.log is below. If you suspect it to be caused by an OXP I can either give you a list of the ones I have installed, or go through and find the one that is causing the problem. (Maybe...) It does not happen every time, but every now and then it does. There does not seem to be any pattern... If you need more information I can probably give it to you. (I may need you to tell me where to find it though!)

Code: Select all

21:51:20.617 [exception]: ***** Exception during [JUMP!] in -[PlayerEntity performWitchspaceCountdownUpdates:] : NSRangeException : Index 15 is out of range 15 (in 'replaceObjectAtIndex:withObject:') *****
21:51:20.629 [exception]: ***** Exception during [performWitchspaceCountdownUpdates:] in -[PlayerEntity update:] : NSRangeException : Index 15 is out of range 15 (in 'replaceObjectAtIndex:withObject:') *****
21:51:20.629 [exception]: ***** Exception during [update:entity [<PlayerEntity 0x795d990>{"SKS Plasma Mark I" position: (54383.9, 59877.2, 796487) scanClass: CLASS_PLAYER status: STATUS_ENTERING_WITCHSPACE}]] in [Universe update:] : NSRangeException : Index 15 is out of range 15 (in 'replaceObjectAtIndex:withObject:') *****
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Re: Trunk nightly

Post by cim »

Thanks - I think that should be fixed now for tonight's build.

Has your commander recently reached Competent rank, by any chance? If so then I'm pretty certain I've fixed it ... otherwise it might be something else.
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Re: Trunk nightly

Post by Cody »

I've been seeing ships launch, then return to the station and dock (which I think I've mentioned before) for a while - a classic example: a Python +2 launches, heads away from the station, calls escorts to form-up for the jump, then the Python makes a sudden course change, followed by the escorts, calls the jump again, then makes another drastic course change, calls the jump yet again, then makes yet another sudden course change, and heads back to the station to dock. I wondered if Torus stations* and/or Zieman Habitats were confusing things, so I've disabled both OXPs. So far, that seems to have worked - I still see the occasional ship launch, then dock again, but the calling of jumps, followed by sudden course changes, appears to have stopped. The game will probably make me eat my words later - hey-ho!

*I still see occasional ships launch, then crash into the Torus station, btw - the last was a Ferdie.
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: Trunk nightly

Post by cim »

Cody wrote:
I've been seeing ships launch, then return to the station and dock (which I think I've mentioned before)
Yes ... now, if it's the torus station, it's probably a problem with not getting far enough from the station before jumping out. I'll have a look at that.
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Re: Trunk nightly

Post by Cody »

cim wrote:
... if it's the torus station...
To clarify: I have seen that behaviour from ships launching from Dodo/Ico stations too, not only from Torus stations. The common factor may be another jump-blocking station in the aegis, such as the Zieman Habitat. I'll test some more tonight, with the Torus station, but without the Zieman Habitat.
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: Trunk nightly

Post by cim »

Cody wrote:
a classic example: a Python +2 launches, heads away from the station, calls escorts to form-up for the jump, then the Python makes a sudden course change, followed by the escorts, calls the jump again, then makes another drastic course change, calls the jump yet again, then makes yet another sudden course change, and heads back to the station to dock.
This should now be fixed - they'll get away from the station successfully no matter how big it is, though it may take them a while to get clear of a Torus station.
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Re: Trunk nightly

Post by SirArian »

cim wrote:
Thanks - I think that should be fixed now for tonight's build.

Has your commander recently reached Competent rank, by any chance? If so then I'm pretty certain I've fixed it ... otherwise it might be something else.
He just reached deadly. I'll try to update it tonight and let you know if it happens again.
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Re: Trunk nightly 1.79.0.5678-140317-68c555e

Post by Cody »

In IS at HIMSN HQ, the station (Kiota model) was happily shouting-out 'Imperial Navy Asp MK II down!'...

... and a dumb question on multiple misjumps (intra-interstellar space): expected core behaviour is Thargoids appear at all subsequent midway points, yes?
I have a dim memory of that behaviour being changed or 'fixed' some time ago, you see... but I can't recall which way round. <grins>
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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