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The Oolite Extended Project - Fork, no oxp

Discussion and information relevant to creating special missions, new ships, skins etc.

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Lestradae
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..

Post by Lestradae »

Hi Screet,

1) Would you mind letting me know the changes you made to the caduceus autorepair (the missing function in timer replaced)?

And could you inform ClymAngus and Cmdr Wyvern of your findings and ask them if they might want to update their oxp(s) accordingly?

2) Are you sure that that Behemoth did try to dock? I have seen such giants sometimes accidentally ram something while in battle, with cataclysmic results, usually. Perhaps it didn't want to dock at all? Goes without saying it's AI shouldn't / doesn't tell it to anyways normally ...

Cheers

L
Screet
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Re: ..

Post by Screet »

Lestradae wrote:
1) Would you mind letting me know the changes you made to the caduceus autorepair (the missing function in timer replaced)?

And could you inform ClymAngus and Cmdr Wyvern of your findings and ask them if they might want to update their oxp(s) accordingly?
I wrote it some days ago in the Caduceus thread ;)
https://bb.oolite.space/viewtopic.php?t= ... c&start=30
Screet wrote:
it looks like something still has evaded previous fixings...at line 165 the autorepair-script tries to install a timer for this.repairNode which does not exist. I think it was meant to call this.repairShip - is this correct?
Lestradae wrote:
2) Are you sure that that Behemoth did try to dock? I have seen such giants sometimes accidentally ram something while in battle, with cataclysmic results, usually. Perhaps it didn't want to dock at all? Goes without saying it's AI shouldn't / doesn't tell it to anyways normally ...
I've recently seen a Dredger which was launched from a BlackMonk station...and it did look very much like the Behemoth did try to dock, it was approaching on a clear course, very slowly getting closer until it blew up.

Screet
matthewfarmery
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Post by matthewfarmery »

well Im testing V0.70.21 with the latest trunk build, so far the game HASN'T crashed on me once, and I have been back and forth between planets a few times now, so for me, the game is stable

edit

ok spoke too soon, only a few seconds after posting this message, the game crashed, I will upload the log files and post more details as soon as the logs are uploaded

drat and things were looking so bright as well

edit

was using Oolite SVN version 2708 and OSE version V0.70.21

http://matthewfarmery.net/oolite/ooliteoselogs.rar

I was in Ritila, heading past the planet, after which it crashed, I was doing nothing special, I was in a dog fight a previous jump back and that was ok, so not sure why it crashed, anymore info please ask, not sure what else to tell you?
Screet
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Post by Screet »

matthewfarmery wrote:
I was in Ritila, heading past the planet, after which it crashed, I was doing nothing special, I was in a dog fight a previous jump back and that was ok, so not sure why it crashed, anymore info please ask, not sure what else to tell you?
That sounds like what I did experience a couple of times. Maybe you should do as I suggested some messages earlier in this thread and modify the populator script.

I still do not have an idea what is the cause, but as soon as I'm through with Trident Down, I'll re-enable the disabled ship additions one by one and see when crashes come back.

If you don't like to search for the old message, my populator script currently has this modification:

Code: Select all

// Ships that are added to the system, and to interstellar space
this.setUpGlobalShips = function()
{
 //       this.addNavyPatrolShips();
 //       this.addMissionaryShips();
 //       this.addDredgerShip();
        this.addHardPirateShips();
 //       this.pimpMySystem();
}

// Ships to be added to the system
this.setUpSystemShips = function()
{
//        this.addOoBayShips();
        this.addInraPatrolShips();
 //       this.addNavyPatrolShips();
        this.addSIRFYardStation();
//        this.addFrogRickshawShip();
//        this.addMissionaryShips();
//        this.addClipperShip();
//        this.addDredgerShip();
//        this.addExecutiveFlightShips();
//        this.addSalezaShips();
//        this.addSuperCobraShips();
//        this.addIxianShips();
        this.addHardPirateShips();
        this.addFreeTradeZone();
        this.addPirateCove();
//        this.pimpMySystem();
}

// add global and system ships
this.setUpShips = function () {
       if (system.isInterstellarSpace) {
			this.setUpGlobalShips();
            return;
        }
        this.setUpSystemShips();
};
It also was necessary to fix that Caduceus Autorepair as I'm flying that ship...

BTW: The new JS scripts for stations are doing their work very well :D

Screet
matthewfarmery
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Post by matthewfarmery »

ok will edit and report back, thanks
Screet
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Post by Screet »

Lestradae, are the Convoys of 5 Dredgers from OSE? If so...would you mind to replace them with some other large trading ship? IMHO the Dredgers should be something that is VERY rarely seen (maybe in 1 out of 50, maybe even 100 systems or so with an exception for salvage situations) and having five of them in many, many systems somehow does look strange to me.

Since it usually reads that they are a navy convoy I would also expect a matching scanclass instead of yellow...and the navy surely would deploy a convoy of GriffBoas at minimum or even use the new Kirin type.

Screet
pmw57
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Post by pmw57 »

Screet wrote:

Code: Select all

// Ships that are added to the system, and to interstellar space
this.setUpGlobalShips = function()
{
    ...
}

// Ships to be added to the system
this.setUpSystemShips = function()

    ...
}

// add global and system ships
this.setUpShips = function () {
       if (system.isInterstellarSpace) {
			this.setUpGlobalShips();
            return;
        }
        this.setUpSystemShips();
};
Someone has added a return statement to the setUpShips method, resulting in an incorrect comment for the global ships section.
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
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Lestradae
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Post by Lestradae »

pmw57 wrote:
// add global and system ships
this.setUpShips = function () {
if (system.isInterstellarSpace) {
this.setUpGlobalShips();
return;
}
this.setUpSystemShips();
};

Someone has added a return statement to the setUpShips method, resulting in an incorrect comment for the global ships section.
Huh? This looks like this in my version:

Code: Select all

// add global and system ships
this.setUpShips = function () {
        this.setUpGlobalShips();
        if (system.isInterstellarSpace) {
                return;
        }
        this.setUpSystemShips();
};
The scripts were only worked on by Screet & pmw57 - which should I use as the "definite" version now? Or where does the difference come from?

PS: Screet, the navy convoy Dredgers are from a Galactic Navy add-on in OSE - some ships are called by GN, and as most ships have not been expanded, the navy Dredgers are massively over-represented. In a final OSE version, their regularity should sink. But I will look into it ...

Screet & pmw57, could you two compare the script versions you are testing, with each other, again, please? The above differences have made me a tad paranoid :?

Hope to find out about the difference

L
pmw57
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Post by pmw57 »

Lestradae wrote:
Screet & pmw57, could you two compare the script versions you are testing, with each other, again, please? The above differences have made me a tad paranoid :?

Hope to find out about the difference
The major cause for concern is that setUpSystemShips must not contain any duplicates of what is in setUpGlobalShips

If ships are to appear in interstellar space as well as in the system, they are to appear ONLY in setUpGlobalShips

If ships are to appear only in the system, they are to appear ONLY in setUpSystemShips

Screet's modification has this.addHardPirateShips(); in both the global AND the system ship setup, which winds up adding the hard pirate ships twice over.
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
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Lestradae
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...

Post by Lestradae »

Could you two both post a link to the OSE-populator.js, please, so that I can compare versions?

I'd have a look and come back with questions.

:?:

L
pmw57
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Re: ...

Post by pmw57 »

Lestradae wrote:
Could you two both post a link to the OSE-populator.js, please, so that I can compare versions?

I'd have a look and come back with questions.

:?:

L
I'm not there right now, but mine is unchanged from the latest OSE release.
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
Screet
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Post by Screet »

Lestradae wrote:
The scripts were only worked on by Screet & pmw57 - which should I use as the "definite" version now? Or where does the difference come from?
Use those of pmw57. What I did write is only for people experiencing crashes with that so that they either can run it crash-free or help to find out where the crash comes from by re-enabling one of the outcommented lines after another until the crashes are back.

Please note that I do not believe that the bug is in the JS, but that the JS somehow does add ships/structures which later may cause crashes.

Screet
pmw57
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Post by pmw57 »

Screet wrote:
Use those of pmw57. What I did write is only for people experiencing crashes with that so that they either can run it crash-free or help to find out where the crash comes from by re-enabling one of the outcommented lines after another until the crashes are back.
I'll check the OSE 0.70 code when I get back, and post an update for it.
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
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Lestradae
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..

Post by Lestradae »

Thanks, guys :)
pmw57
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Re: ..

Post by pmw57 »

Lestradae wrote:
Thanks, guys :)
I see that the methods have been modified under the assumption that they are separate and not involved with each other, so it's best to carry on with that notion.

The global ships and system ships really should be run separately, so here's the updated code to do just that.

Code: Select all

// Ships to be added to interstellar space
this.setupInterstellarShips = function()
{
	this.addNavyPatrolShips();
	this.addMissionaryShips();
	this.addDredgerShip();
	this.addHardPirateShips();
	this.pimpMySystem();
}

// Ships to be added to the system
this.setupSystemShips = function()
{
	this.addOoBayShips();
	this.addInraPatrolShips();
	this.addSIRFYardStation();
	this.addFrogRickshawShip();
	this.addMissionaryShips();
	this.addClipperShip();
	this.addDredgerShip();
	this.addExecutiveFlightShips();
	this.addSalezaShips();
	this.addSuperCobraShips();
	this.addIxianShips();
	this.addHardPirateShips();
	this.addFreeTradeZone();
	this.addPirateCove();
	this.pimpMySystem();
}

// add interstellar or system ships
this.setUpShips = function () {
	if (system.isInterstellarSpace) {
		this.setupInterstellarShips();
	} else {
		this.setupSystemShips();
	}
};
The question now is: are the appropriate ships added in the interstellar and system methods?
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
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