Trunk, funny bug: Scooping ghosts
Moderators: winston, another_commander, Getafix
Trunk, funny bug: Scooping ghosts
Hi,
I just had a funny experience...initially, it wasn't much fun as that cascade missile got me, but after my ship exploded (together with all those pirates) some debries flew towards me while I was reading "press space" and then the scooping sound did start!
Can dead ships still scoop things or is this only a ghost ability for dead players?
Screet
I just had a funny experience...initially, it wasn't much fun as that cascade missile got me, but after my ship exploded (together with all those pirates) some debries flew towards me while I was reading "press space" and then the scooping sound did start!
Can dead ships still scoop things or is this only a ghost ability for dead players?
Screet
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Talking about ghosts (in trunk):
I was yesterday attacked by a ghost-asp. My shots went right through it and I could not ram it. I just flew trough it. But his shots hit my shields hard
Not being able to target it, I went into the console looked for system.allShips[x].inspect(). I changed "x" until I had him in my target inspector. That ship had STATUS_DEAD but all other functions were fully alive. AI was working as normal.
Just the day before I had something similar with a derelict ship. That was also non-collidable. A new bug or just coincidental that it happened twice in a row and never before?
I was yesterday attacked by a ghost-asp. My shots went right through it and I could not ram it. I just flew trough it. But his shots hit my shields hard
Not being able to target it, I went into the console looked for system.allShips[x].inspect(). I changed "x" until I had him in my target inspector. That ship had STATUS_DEAD but all other functions were fully alive. AI was working as normal.
Just the day before I had something similar with a derelict ship. That was also non-collidable. A new bug or just coincidental that it happened twice in a row and never before?
UPS-Courier & DeepSpacePirates & others at the box and some older versions
With my undead playership that makes three incidents in a short time period with nothing like that showing up before (at least I never heard of it) so I'd guess it's a new bug introduced to trunkEric Walch wrote:Just the day before I had something similar with a derelict ship. That was also non-collidable. A new bug or just coincidental that it happened twice in a row and never before?
Screet
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
It would be helpful to know if there are any log messages about exceptions preceding this.
E-mail: [email protected]
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
None that seems relevant, I looked. I did have:Ahruman wrote:It would be helpful to know if there are any log messages about exceptions preceding this.
Code: Select all
[script.load.badName] OOScript.m:210: ***** Don't know how to load a script from .
[script.load.badName] OOScript.m:210: ***** Don't know how to load a script from .
Code: Select all
> system.allShips[2]
[Ship "Moray Star Boat" ID: 372 position: (10198.7, -8421.92, 10867.1) scanClass: CLASS_NEUTRAL status: STATUS_DEAD]
One new thing is that this ship ( and the previous) was added with the new command:
Code: Select all
System.addGroupToRoute(this.pirate, 3, 0, "wp")
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- JensAyton
- Grand Admiral Emeritus
- Posts: 6657
- Joined: Sat Apr 02, 2005 2:43 pm
- Location: Sweden
- Contact:
Had you updated to r2927 at the time?Eric Walch wrote:Just happened again. This time a ship that was fruitless trying to scoop cargo.:Code: Select all
> system.allShips[2] [Ship "Moray Star Boat" ID: 372 position: (10198.7, -8421.92, 10867.1) scanClass: CLASS_NEUTRAL status: STATUS_DEAD]
E-mail: [email protected]
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
No I just build it now.Ahruman wrote:Had you updated to r2927 at the time?Eric Walch wrote:Just happened again. This time a ship that was fruitless trying to scoop cargo.:Code: Select all
> system.allShips[2] [Ship "Moray Star Boat" ID: 372 position: (10198.7, -8421.92, 10867.1) scanClass: CLASS_NEUTRAL status: STATUS_DEAD]
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Back to scooping when dead: though that didn't happen to me, at least 1 in 4 times some equipment got damaged a couple of seconds after the ship had already exploded. (This has been happening since at least 1.71, but I'm pretty sure it was there before)
I did put some extra 'dead' code to try and avoid the equipment damaged thing in trunk, but I've just thought of a way to avoid the scoop after death experience too!(hmm, that sounds very wrong)
BRB!
I did put some extra 'dead' code to try and avoid the equipment damaged thing in trunk, but I've just thought of a way to avoid the scoop after death experience too!(hmm, that sounds very wrong)
BRB!
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
I've got a fix for scooping after death , and I'll commit that to trunk this evening. I've also taken the liberty of removing the occasional 'target lost' & 'view aft' messages that would pop up on screen at game over from time to time!
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Still no ghosts found but I was killed in a heavy battle with as result an Oolite crash. In the log:Ahruman wrote:Had you updated to r2927 at the time?
Code: Select all
[private-test] OOJSGlobal.m:200: Player died because of: energy damage
[universe.zombie] Universe.m:5577: ***** ERROR: Found dead entity <PlayerEntity 0xb17c00>{"Boa Class Cruiser" ID: 100 position: (-1021.83, -3.32716, -1219.4) scanClass: CLASS_PLAYER status: STATUS_DEAD} in active entity list, removing. This is an internal error, please report it.
The crashlog was also not helpfull:
Code: Select all
Thread 0 Crashed:
0 libobjc.A.dylib 0x9698e688 objc_msgSend + 24
1 org.aegidian.oolite 0x00013878 -[GameController doPerformGameTick] + 450 (GameController.m:323)
2 org.aegidian.oolite 0x000136b0 -[GameController performGameTick:] + 42 (GameController.m:291)
3 com.apple.Foundation 0x9520b507 __NSFireTimer + 279
UPS-Courier & DeepSpacePirates & others at the box and some older versions
It turns out that yesterday's zombies killer was a bit too keen! That crash was fixed in rev2930 earlier on this morning...
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)