Page 9 of 9

Re: Library

Posted: Thu May 22, 2025 10:39 am
by Cholmondely
phkb wrote: Thu May 22, 2025 8:57 am
I think I've nutted it out. Some more tests over the next few days, and we might have an official release.
I've not fully tested it yet, but it seems to clobber DGill's Feudal States update. I'm now retrying it with the original Library from a couple of months ago.

You might wish to test it with Galactic Navy and possibly even the Vector mission which Roolite claimed to work fine back in 2016 or so (well after it was "broken" by v.1.80/1.82).

Re: Library

Posted: Thu May 22, 2025 11:25 am
by phkb
Cholmondely wrote: Thu May 22, 2025 10:39 am
You might wish to test it with Galactic Navy and possibly even the Vector mission which Roolite claimed to work fine back in 2016 or so (well after it was "broken" by v.1.80/1.82).
But neither GalNavy or Vector was ever changed to use Library. Vector 1.7.2 even has it's own "PAD". So any change I think is unlikely to have an impact here.

With the update to Feudal States, I was hoping the changes I made wouldn't have made an impact. But I could be wrong. Is the 2.1 version on box.com the one I should be looking at? Never mind, I found the correct link.

Re: Library

Posted: Thu May 22, 2025 11:51 am
by phkb
Cholmondely wrote: Thu May 22, 2025 10:39 am
I've not fully tested it yet, but it seems to clobber DGill's Feudal States update.
My initial tests are OK, but admittedly all I've done is a couple of mission screens.

Can you PM my the save file you're using for Feudal states, and I'll see if I can work out what got clobbered and why.

Re: Library

Posted: Thu May 22, 2025 5:56 pm
by Cholmondely
phkb wrote: Thu May 22, 2025 11:51 am
My initial tests are OK, but admittedly all I've done is a couple of mission screens.

Can you PM my the save file you're using for Feudal states, and I'll see if I can work out what got clobbered and why.
1) The issue was this: I did get approached in the Orbital station by a gentlemen offering me a ticket to the Royal Court, which I accepted. But the three landing sites on the planet were not "Feudal States" Landing sites. And. When I got down-planet and ogled the F4 screen, I could not find the Royal Court, the Livery Office, the Royal Court Offices, the Royal Palace Administration Office or the Royal Bureau of the Privy Council as I had previously.

2) My save file is currently far too massive to fit into a PM (and I've moved on from Onarmala several stops). Which bits of it would you like?

3) I've reloaded my old copies of Library & GNN which used to work just fine, and plan on returning & landing on Onarmala (with them instead) again and see if things improve from a Feudal perspective! Forwards into the past!

Image

Re: Library

Posted: Thu May 22, 2025 9:17 pm
by DGill
Cholmondely wrote: Thu May 22, 2025 5:56 pm
phkb wrote: Thu May 22, 2025 11:51 am
My initial tests are OK, but admittedly all I've done is a couple of mission screens.

Can you PM my the save file you're using for Feudal states, and I'll see if I can work out what got clobbered and why.
1) The issue was this: I did get approached in the Orbital station by a gentlemen offering me a ticket to the Royal Court, which I accepted. But the three landing sites on the planet were not "Feudal States" Landing sites. And. When I got down-planet and ogled the F4 screen, I could not find the Royal Court, the Livery Office, the Royal Court Offices, the Royal Palace Administration Office or the Royal Bureau of the Privy Council as I had previously.

2) My save file is currently far too massive to fit into a PM (and I've moved on from Onarmala several stops). Which bits of it would you like?

3) I've reloaded my old copies of Library & GNN which used to work just fine, and plan on returning & landing on Onarmala (with them instead) again and see if things improve from a Feudal perspective! Forwards into the past!

Image
Unlikely to be Library

probably an error in feudal_mission.js or possibly planetfall 2.0 does not recognise gal 7 & 8.

If I get a chance I'll have a look

Re: Library

Posted: Thu May 22, 2025 9:46 pm
by Cholmondely
DGill wrote: Thu May 22, 2025 9:17 pm
Unlikely to be Library

probably an error in feudal_mission.js or possibly planetfall 2.0 does not recognise gal 7 & 8.

If I get a chance I'll have a look
Hunh! I'd finally worked up my Jameson so that I could pledge my fealty! And now, back to being on ice. Humph!

Re: Library

Posted: Fri May 23, 2025 5:12 am
by DGill
Cholmondely wrote: Thu May 22, 2025 9:46 pm
DGill wrote: Thu May 22, 2025 9:17 pm
Unlikely to be Library

probably an error in feudal_mission.js or possibly planetfall 2.0 does not recognise gal 7 & 8.

If I get a chance I'll have a look
Hunh! I'd finally worked up my Jameson so that I could pledge my fealty! And now, back to being on ice. Humph!
The issue can be corrected by either of two methods:

1. Alter the script.js in Feudal_PlanetFall2.oxp

Replace line 65 with:

Code: Select all

        if ((galaxyNumber == 0 && system.techLevel >= 7) || (galaxyNumber == 1 && system.techLevel >= 5) || (galaxyNumber == 2 && system.techLevel >= 7) || (galaxyNumber == 4 && system.techLevel >= 7) || (galaxyNumber == 5 && system.techLevel >= 8) || (galaxyNumber == 6 && system.techLevel >= 7) || (galaxyNumber == 7 && system.techLevel >= 7)) {
The disadvantage with this method is that it amends planetfall 2 files which I wanted to avoid.

2. Alter the feudal-mission.js file in Feudal_States_Extended.oxp

add at line 167:

Code: Select all

    if (worldScripts["feudal-planetfall.js"]) {
        pf.$addPrepopulationFunction("feudal-planetfall.js", "extraPopulation");
        if (this.debug) log(this.name, "Monkey-patching shipWillEnterWitchspace, shipWillLaunchFromStation, and shipWillExitWitchspace functions of Feudal states PlanetFall script");
        var f = worldScripts["feudal-planetfall.js"];
        delete f.shipWillLaunchFromStation;
        delete f.shipWillExitWitchspace;
        f.extraPopulation = this.feudalstates_extraPopulation;
        f.shipWillEnterWitchspace = this.feudalstates_shipWillEnterWitchspace;
    }
add at original line 170 (i.e. before the function this.startUpComplete = function() { )

Code: Select all

this.feudalstates_extraPopulation = function () {
    if (system.government == 1 && worldScripts.PlanetFall2) {
        if ((galaxyNumber == 6 && system.techLevel >= 7) || (galaxyNumber == 7 && system.techLevel >= 7)) {
            var pf = worldScripts.PlanetFall2;
            var key = galaxyNumber + " " + system.ID;
            // if we have a full custom setup, don't use the override method
            if (pf._locationOverrides[key]) return;
            worldScripts.PlanetFall2.planetFallOverride = true; // set the override, so only external OXP locations appear
        }
    }
}
This method is better as it does not alter planetfall 2 files - but I have not tested it for unexpected issues.

Re: Library

Posted: Fri May 23, 2025 6:47 am
by phkb
I pushed the update into Feudal_PlanetFall2.oxz. It should be in the manager shortly.

Re: Library

Posted: Fri May 23, 2025 10:39 am
by Krager
phkb wrote: Thu May 15, 2025 11:58 am
I can see an error from Library in the log:

Code: Select all

00:12:13.710 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (RUS_Lib_Cubecode 1): TypeError: worldScripts.Lib_Cubecode.$head is undefined
But that's not the name of the original code file -- that appears to be from (and I'm guessing here):

Code: Select all

    ../AddOns/LIBRARIES.OXP/RUS_Svengali_Library_Translation v1.oxz
There is a second error that appears to be related to Library:

Code: Select all

00:12:23.161 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Lib_Music 1.7.2): TypeError: this.$radios is undefined
But again, that's not something I see happening on a plain install.

Can you post a copy of your "RUS_Svengali_Library_Translation v1.oxz" mod? Perhaps send it to me via a PM, and I can have a look at what might be going on.
Извините за задержку. Скачал версию с форума для удобства перевода, присылаю скриншот. Не показывает картинки. Остальные версии ведут себя точно так же.
Буфер обмена_05-23-2025_02.jpg

Re: Library

Posted: Fri May 23, 2025 12:27 pm
by phkb
I get it. Something is not right. But this is what I see with a clean install of Oolite 1.90 and only the Library OXP (1.7.2, the one on the manager, or the 1.8.2 version I posted earlier) installed:
Image

Tell me, what do you see when you go into the "GalCop" menu item? This is what I see:
Image
Do you have the images in the top left and top right?

Re: Library

Posted: Fri May 23, 2025 10:20 pm
by Krager
phkb wrote: Fri May 23, 2025 12:27 pm
I get it. Something is not right. But this is what I see with a clean install of Oolite 1.90 and only the Library OXP (1.7.2, the one on the manager, or the 1.8.2 version I posted earlier) installed:

Do you have the images in the top left and top right?
Нет, там тоже картинок нет.

Re: Library

Posted: Fri May 23, 2025 11:21 pm
by phkb
Krager wrote: Fri May 23, 2025 10:20 pm
Нет, там тоже картинок нет.
Which means the entire system in use to display those images is breaking. That system very cleverly uses shaders and a sort-of ship model to put the images in the correct position. If that is breaking, then something is happening to the shaders to prevent them from being displayed. I did a quick check, and event with minimum detail selected as a game option, the images still display in Oolite 1.90, so it's not that. I'll have to devise a way we can debug this.

Re: Library

Posted: Sat May 24, 2025 2:51 am
by phkb
Krager wrote: Fri May 23, 2025 10:20 pm
Нет, там тоже картинок нет.
Krager, do you have the Javascript Debug Console installed and available? You can grab it from here. https://github.com/OoliteProject/oolite-debug-console/releases

If you're using the Test release of Oolite 1.91 you should only need the debug console. For Oolite 1.90, you might also need to install the "Developer Release Converter" , found here: https://github.com/OoliteProject/oolite/releases/download/1.90/Oolite-1.90_x64-Deployment-to-Test-Release.exe

If you can get the debug console working, I can pass some commands to you to execute and you can pass the result back. It might be easier than loading up a version of Library with masses of logging commands.

Re: Library

Posted: Thu May 29, 2025 3:02 am
by phkb
OK, while I want for Krager to get the debug console working, here's the latest version: Library_1.8.3.oxz
I think I've got all text into missiontext.plist now, so there should be no need for any code changes in future. Let me know if I've missing something, though.