You're a little ahead of me, I'm planning to download 1.72 tonight, and go through all my OXPs (why did I write so many!


Moderators: winston, another_commander
Bother. Subentities are a case I didn’t consider.Commander McLane wrote:Hi!
New update needed for Oolite 1.72. Logfile says:Which means that you haven't included the roles-key to the box_ring. Therefore Oolite 1.72 refuses to create the subentity altogether.[shipData.load.error]: ***** ERROR: the shipdata.plist entry "box_ring" specifies no roles, ignoring.
[ship.sanityCheck.failed]: Ship <ShipEntity 0x1eb1a00>{"Box Escort" ID: 0 position: (0, 0, 0) scanClass: CLASS_NOT_SET status: STATUS_IN_FLIGHT} generated with missing subentity box_ring!
It's fully supported in the code but has some bugs when I tested with 1.69. (or was it 1.65?)I am not sure. The only thing I know is that Giles put them into equipment.plist, so he supposedly intended to do something with them. But then he left Oolite. I don't know whether and inhowfar these items are actually supported by the code.
The EQ_MILITARY_JAMMER is just a simple version of the cloak. It only jams the scanner but you can still see the ship visually. I think it is nice that NPC can have defence against it.There is also a logical inconsistency with them. What makes the player immune against scanning from NPCs is the Cloaking Device. So I don't see any use for the player-version of EQ_MILITARY_JAMMER. NPCs don't actually have a HUD from which the player-blip could disappear!
Hmm.... One problem with this: The docking computer just assumes the ship is wider than tall. And the slid is only about 65 meters high.Hmm, I hadn't considered vertically aligned ships (or sea creatures)...
Simple version? It's three times more expensive, by far the most expensive item in the unaltered game. I assume that it is actually intended as an extension of the cloaking device, making you (or whoever carries it) invisible on screen and scanner.Eric Walch wrote:The EQ_MILITARY_JAMMER is just a simple version of the cloak. It only jams the scanner but you can still see the ship visually. I think it is nice that NPC can have defence against it.There is also a logical inconsistency with them. What makes the player immune against scanning from NPCs is the Cloaking Device. So I don't see any use for the player-version of EQ_MILITARY_JAMMER. NPCs don't actually have a HUD from which the player-blip could disappear!
I would not like when it would become buyable by the player,
which reveals two problems: (1) this.plea isn't defined (which is what causes the error; there is no this.plea in the script, I guess a c&p error), and (2) player.commsMessage means that you would hear it from anywhere in the system (not the player should send the commsMessage, but the ship that is shot at; probably not the subentity, but the mother; it's the same problem we had with the system-wide Thargoid death messages).Exception: Error: System.expandDescription: Invalid arguments (undefined) -- expected string.
Active script: "oolite-default-ship-script" 1.72.2
aquatics_conger_pods.js, line 20:
player.commsMessage((expandDescription(this.plea)),5);
It also does with me. When you first released it there was no ship.commsMessage only a player.commsMessage. Since 1.72 we have a ship.commsMessage. Your cargo ship broadcasts its messages now directly to the player without range limit.Thargoid wrote:Hmm, it didn't used to give those problems. Perhaps something in the Oolite version-up's has skewered it.
Code: Select all
i.script.plea= this.subpleas[i.primaryRole]