1.72.1 troubles

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Lestradae
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1.72.1 troubles

Post by Lestradae »

I get the following errors in my log, no idea from which oxp they come from:
  • [script.javaScript.warning.206]: ----- JavaScript warning: player.maxSpeed is deprecated, use player.ship.maxSpeed instead.
    [script.javaScript.warning.206]: ----- JavaScript warning: player.fuel is deprecated, use player.ship.fuel instead.
    [script.javaScript.warning.206]: ----- JavaScript warning: player.position is deprecated, use player.ship.position instead.
    [script.javaScript.warning.206]: ----- JavaScript warning: player.maxSpeed is deprecated, use player.ship.maxSpeed instead.
    [script.javaScript.warning.206]: ----- JavaScript warning: player.speed is deprecated, use player.ship.speed instead.
    [script.javaScript.warning.206]: ----- JavaScript warning: player.docked is deprecated, use player.ship.docked instead.
    [script.javaScript.warning.206]: ----- JavaScript warning: player.hasEquipment() is deprecated, use player.ship.hasEquipment() instead.
... over and over again.

And this happened when I tried Frame's Save Anywhere on a Dredger from Dredgers 2.0:
  • [script.javaScript.warning.206]: ----- JavaScript warning: player.dockedStation is deprecated, use player.ship.dockedStation instead.
    [script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
    [script.javaScript.warning.206]: ----- JavaScript warning: The ability to pass three numbers instead of a vector is deprecated and will be removed in a future version of Oolite. Use an array literal instead (for instance, replace v.add(1, 2, z) with v.add([1, 2, z]).
    [script.javaScript.warning.206]: AddOns/SaveAnywhere.oxp/Scripts/frame_save_anywhere.js, line 671.
    [script.javaScript.warning.206]: ----- JavaScript warning: The ability to pass three numbers instead of a vector is deprecated and will be removed in a future version of Oolite. Use an array literal instead (for instance, replace v.add(1, 2, z) with v.add([1, 2, z]).
    [script.javaScript.warning.206]: AddOns/SaveAnywhere.oxp/Scripts/frame_save_anywhere.js, line 721.
    [method.undead]: Believed-dead method -[ShipEntity setSuppressExplosion:] called.
... after the saving attempt there was an immediate crash to desktop.
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Commander McLane
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Post by Commander McLane »

First of all, these are not errors, but warnings (and they should've been there since 1.72, because the changes in the method names were in that version). And this is why a lot of people have updated their OXPs for 1.72. Since 1.72 came out we haven't discussed much else here on the board (okay, slight exaggeration :wink: ). You should download and install the most up-to-date version of all OXPs in any 1.72.n version of Oolite.

Second, everything will continue to work. They are just warnings that the methods mentioned are 'deprecated'. Which means that they will stop working in some future version of Oolite, but not right now.

Third, if you use the JavaScript console, it will tell you for every warning and error, which script it comes from. Then you can either check out whether it is already fixed in the latest version, or can post a specific message to the thread of the OXP involved. The way you posted here is pretty much useless, because it doesn't contain any information about where the warnings have been created. So we can't do anything about it.

And fourth, in the case of the save_anywhere-problem, the warning message tells you cleary what you have to do: open the script, search for any instances of legacy_addShips... methods which use three numbers for the ship' position, and replace the three numbers with a vector. It even tells you how to do that: include the three numbers in square brackets. So, instead of e.g. system.legacy_addShipsAt("trader", 1, "wpm", 0, 0, 50000) you have to write system.legacy_addShipsAt("trader", 1, "wpm", [0, 0, 50000])

This won't solve the crash, however, because up to now everything was just warnings, no errors.
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Divas Kind Imps
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Post by Divas Kind Imps »

Hi Commander McLane-

I've had an interesting "bug of omission" with 1.72.1. Only reason I'm reporting it here is that I'm waiting on Berlios to send a confirmation e-mail for an account.

All add-ons have been added withing the last week to this install, so they're new editions. What happens with 1.72.1 on WinXP (for me) is that all the navigation buoys disappear. Below the station in orbit an those at Witchspace jump points when heading in-system... all gone.

Re-installed 1.72, and they are all back. Go figure... .

If any other info is needed, just ask.
As for the user name...

It is what happens when Thargoids become identity thieves and having ravaged an account to fund their war-efforts, leave your empty coffers and account profiles with re-engineered and totally Thargodized (a new verb?) name.
another_commander
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Post by another_commander »

Do the buoys appear if you run the game without any OXPs? I don't see this problem on my installation.
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Divas Kind Imps
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Post by Divas Kind Imps »

Good question.

Now that I have checked, yes, the buoys do appear minus add-ons. I have several add-ons that modify buoys:

-Commies
-Buoy Repair 1.02.1
-Your Ad Here
-Planetfall 1.0 (modified with landing strip)

I'd imagine the problem may lie with one of the above.

By the way, when I was here several years back under another author identity, I don't think I ever mentioned HOW MUCH I LOVE THIS GAME AND ALL OF THE ATTENDANT FOND MEMORIES OF EIGHTIES GAMING IT PROVIDES!!!! THANKS TO ALL OF THE OOLITE COMMUNITY!!!!!

I think that settles the account:-)

It is good to be back.
As for the user name...

It is what happens when Thargoids become identity thieves and having ravaged an account to fund their war-efforts, leave your empty coffers and account profiles with re-engineered and totally Thargodized (a new verb?) name.
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Thargoid
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Post by Thargoid »

Planetfall doesn't modify, or indeed have anything to do with, buoys. The only thing it adds (at least in that version) is the radar and landing strip on the main planets surface.
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JensAyton
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Re: 1.72.1 troubles

Post by JensAyton »

Lestradae wrote:
[method.undead]: Believed-dead method -[ShipEntity setSuppressExplosion:] called
This one’s a harmless Oolite bug: that method is now used by JS explode() and remove(), and I forgot to take away the debugging code generating the message.
another_commander
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Post by another_commander »

Divas Kind Imps wrote:
Now that I have checked, yes, the buoys do appear minus add-ons. I have several add-ons that modify buoys:

-Commies
-Buoy Repair 1.02.1
-Your Ad Here
-Planetfall 1.0 (modified with landing strip)

I'd imagine the problem may lie with one of the above.
Can you please try without Commies? If this is not the problematic OXP, then can you start out without anything and test by adding OXPs one by one until the bingo one is found?
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Eric Walch
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Post by Eric Walch »

Lestradae wrote:
And this happened when I tried Frame's Save Anywhere on a Dredger from Dredgers 2.0:
......... after the saving attempt there was an immediate crash to desktop.
That crash probably has a reason. While experimenting with PlanetFall I also made versions were Oolite crashed to desktop. It always happened when I added a station below the planet surface of within the player. I had to make very sure I oriented the station in a way it nicely surrounded the player. For the rock hermit that is used for this purpose it is not that difficult as it has a large docking port.
However, Frame's Save Anywhere hat to work with all kind of stations and he extensively checks were in the station the port is and how it is oriented. But you can't blame Frame that he never can orient a docking port around a dredger without touching it, no matter how hard he tries.
Of cause it is an Oolite bug that it crashes to desktop. It should have killed the player instead.

And about the majority of the warnings. They are just warnings. The code will work in 1.72 and most of it even in 1.73.
Divas wrote:
-Buoy Repair 1.02.1
This oxp only adds buoys when it starts missing some, it never changes or removes them. Better even: It should bring in a new wichpoint and main station buoy when they are missing. There is a check for those two buoys once every 2 minutes.

But I bet it only happens with communist systems.
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Post by Thargoid »

I just checked, and I'm getting the same lack of main station buoys. And they're physically not there rather than still present but not being displayed, as Traffic Control OXP registers them as unavailable (ie not detected as present).

I've also got Commies and Buoy Repair (plus numerous other) OXPs installed, although not YAH and my PlanetFall is a different one (the WIP beta 1.11).
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Eric Walch
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Post by Eric Walch »

Thargoid wrote:
I just checked, and I'm getting the same lack of main station buoys. And they're physically not there rather than still present but not being displayed, as Traffic Control OXP registers them as unavailable (ie not detected as present).
I also can confirm the missing buoy before jumping into a communist system.

Buoy repair immediately reacted with:

Code: Select all

adding repairBuoyTuggerN to launch queue
Adding GRS Armadillo NL35 with role repairBuoyTuggerL and towing nothing.
Adding GRS Armadillo TZ59 with role repairBuoyTuggerN and towing a Navigation Buoy  **
And now the buoy is back. This is good news for our shareholders. We are back in business to replace many (communist) buoys.

** The first line signals the detection of the missing buoy and the request to the station for launching a repairship. The second line is the addition of a helper ship (not visible to the player)
The third line shows that the ship with the N-buoy came into existence (was launched). From this point on the N shows up again on the compass, even when still being towed to its destination.
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Eric Walch
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Post by Eric Walch »

After more extensive tests with putting commies in/out, it was commies that made there was no buoy. I tested this at a non-comunist system. With me it was always the first launch after startup were the N-buoy was missing. The W-bouy was always there with me. But that makes sense. Commies adds a lot of N-buoys with a condition not to appear in other systems than communist.

I assume YAH does something similar with the W-buoy.

I only can emphasis on the need of installing buoy-repair.oxp. The whole GRS team is already a year busy to repair all kind of defective buoys. We are specialised in it and can it do for low costs. When you want to speed up our work, you can install OXPConfig and set the logging parameter for buoy repair to true. Besides logging its activities it also speeds the timer for checking a little up from once every 120 seconds to once every 15 seconds.
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Post by another_commander »

Something looks funny with the weighted probability sets in my opinion. I mean, even if Commies or whatever OXP adds a buoy with conditions, Oolite should still be able to select a different one when these conditions fail. In the case of Commies, the game already creates the initial probability sets correctly, including the standard buoys, so any failed selection should be able to revert to the typical N-Buoy that comes with the package. I have seen that after the second attempt to select from the probability set, the game returns a nil selection, which is why there is no buoy to be found. However, I am not convinced that this is what should happen. Also, I have noticed plenty of negative weights in the set. Not sure if this should be the case either.

Until this can be nailed, GRS can enjoy good business.
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Post by Thargoid »

I seem to have lost them completely, regardless of planetary government. Both the station buoy and the witchspace ones are missing, on first and second launches (didn't try any further).

Also had a quick look with strict play mode enabled, and it's not there then either (not sure if it should be or not, but I just mention it anyway).
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Post by Commander McLane »

another_commander wrote:
I have seen that after the second attempt to select from the probability set, the game returns a nil selection, which is why there is no buoy to be found. However, I am not convinced that this is what should happen.
This sounds more or less like the problem I reported over here. So it doesn't only happen to buoys.

Please look into it.
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