Re: Tales from the spacelanes...
Posted: Wed Mar 09, 2011 2:14 am
by Yah-Ta-Hey
Commander McLane:
Yah-Ta-Hey here...If found them in another folder: this is the latest: below that is the previous where I did not have the incident.
[log.header]: Opening log for Oolite version 1.74.2 (x86-32 test release) under Windows at 2011-03-08 17:52:30 -0800.
2 processors detected.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: Windows native resolution detected: 1600 x 900
[searchPaths.dumpAll]: Unrestricted Mode - Resources paths:
Resources
../AddOns
../AddOns/Energy Equipment 1.11.oxp
../AddOns/milmissile.oxp
../AddOns/Stingray.oxp
../AddOns/Target Autolock Plus 1.12.oxp
../AddOns/wolfwoods_variants.oxp
[rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1.0 - Build 8.15.10.2202")
Vendor: Intel
Renderer: Mobile Intel(R) 4 Series Express Chipset Family
[rendering.opengl.extensions]: OpenGL extensions (82):
GL_ARB_texture_env_crossbar, GL_EXT_abgr, GL_ARB_shadow, GL_IBM_texture_mirrored_repeat, GL_EXT_separate_specular_color, GL_EXT_texture_edge_clamp, GL_EXT_blend_minmax, GL_EXT_draw_buffers2, GL_ARB_texture_env_add, GL_EXT_framebuffer_blit, GL_EXT_transform_feedback, GL_ARB_texture_env_dot3, GL_EXT_framebuffer_object, GL_EXT_blend_subtract, GL_3DFX_texture_compression_FXT1, GL_NV_conditional_render, GL_ARB_multitexture, GL_EXT_stencil_wrap, GL_ARB_texture_border_clamp, GL_ARB_framebuffer_sRGB, GL_ARB_texture_env_combine, GL_EXT_texture_env_add, GL_EXT_packed_pixels, GL_SGIS_texture_edge_clamp, GL_ARB_depth_texture, GL_SGIS_texture_lod, GL_ARB_occlusion_query, GL_ARB_transpose_matrix, GL_NV_texgen_reflection, GL_EXT_stencil_two_side, GL_ARB_shading_language_100, GL_ARB_texture_compression_rgtc, GL_EXT_texture_shared_exponent, GL_EXT_rescale_normal, GL_ARB_pixel_buffer_object, GL_EXT_secondary_color, GL_ARB_half_float_pixel, GL_EXT_blend_equation_separate, GL_EXT_draw_range_elements, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_ARB_half_float_vertex, GL_EXT_texture_swizzle, GL_SGIS_generate_mipmap, GL_ARB_texture_rectangle, GL_ARB_texture_non_power_of_two, GL_ARB_point_sprite, GL_EXT_packed_depth_stencil, GL_ARB_vertex_shader, GL_EXT_texture_compression_s3tc, GL_ARB_depth_buffer_float, GL_ARB_draw_instanced, GL_ARB_vertex_buffer_object, GL_WIN_swap_hint, GL_ARB_color_buffer_float, GL_ARB_shader_objects, GL_ATI_separate_stencil, GL_EXT_packed_float, GL_EXT_texture_rectangle, GL_ARB_texture_rg, GL_ARB_fragment_shader, GL_EXT_fog_coord, GL_EXT_texture3D, GL_ARB_window_pos, GL_ARB_fragment_program, GL_ARB_vertex_program, GL_EXT_texture_env_combine, GL_ARB_point_parameters, GL_ARB_texture_cube_map, GL_EXT_bgra, GL_EXT_compiled_vertex_array, GL_ARB_vertex_array_object, GL_ARB_draw_buffers, GL_ARB_texture_compression, GL_EXT_multi_draw_arrays, GL_ARB_texture_float, GL_EXT_blend_func_separate, GL_EXT_texture_sRGB, GL_EXT_shadow_funcs, GL_EXT_clip_volume_hint, GL_EXT_blend_color, GL_NV_blend_square
[rendering.opengl.shader.support]: Shaders are supported.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_FULL.
[script.load.world.listAll]: Loaded 7 world scripts:
Emergency Energy Unit 2.1
oolite-cloaking-device 1.74.2
oolite-constrictor-hunt 1.74.2
oolite-nova 1.74.2
oolite-thargoid-plans 1.74.2
oolite-trumbles 1.74.2
targetAutolock 1.11
[loading.complete]: ========== Loading complete. ==========
Previous log:
[log.header]: Opening log for Oolite version 1.74.2 (x86-32 test release) under Windows at 2011-03-08 17:32:14 -0800.
2 processors detected.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: Windows native resolution detected: 1600 x 900
[searchPaths.dumpAll]: Unrestricted Mode - Resources paths:
Resources
../AddOns
../AddOns/Energy Equipment 1.11.oxp
../AddOns/milmissile.oxp
../AddOns/Stingray.oxp
../AddOns/Target Autolock Plus 1.12.oxp
../AddOns/wolfwoods_variants.oxp
[rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1.0 - Build 8.15.10.2202")
Vendor: Intel
Renderer: Mobile Intel(R) 4 Series Express Chipset Family
[rendering.opengl.extensions]: OpenGL extensions (82):
GL_ARB_texture_env_crossbar, GL_EXT_abgr, GL_ARB_shadow, GL_IBM_texture_mirrored_repeat, GL_EXT_separate_specular_color, GL_EXT_texture_edge_clamp, GL_EXT_blend_minmax, GL_EXT_draw_buffers2, GL_ARB_texture_env_add, GL_EXT_framebuffer_blit, GL_EXT_transform_feedback, GL_ARB_texture_env_dot3, GL_EXT_framebuffer_object, GL_EXT_blend_subtract, GL_3DFX_texture_compression_FXT1, GL_NV_conditional_render, GL_ARB_multitexture, GL_EXT_stencil_wrap, GL_ARB_texture_border_clamp, GL_ARB_framebuffer_sRGB, GL_ARB_texture_env_combine, GL_EXT_texture_env_add, GL_EXT_packed_pixels, GL_SGIS_texture_edge_clamp, GL_ARB_depth_texture, GL_SGIS_texture_lod, GL_ARB_occlusion_query, GL_ARB_transpose_matrix, GL_NV_texgen_reflection, GL_EXT_stencil_two_side, GL_ARB_shading_language_100, GL_ARB_texture_compression_rgtc, GL_EXT_texture_shared_exponent, GL_EXT_rescale_normal, GL_ARB_pixel_buffer_object, GL_EXT_secondary_color, GL_ARB_half_float_pixel, GL_EXT_blend_equation_separate, GL_EXT_draw_range_elements, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_ARB_half_float_vertex, GL_EXT_texture_swizzle, GL_SGIS_generate_mipmap, GL_ARB_texture_rectangle, GL_ARB_texture_non_power_of_two, GL_ARB_point_sprite, GL_EXT_packed_depth_stencil, GL_ARB_vertex_shader, GL_EXT_texture_compression_s3tc, GL_ARB_depth_buffer_float, GL_ARB_draw_instanced, GL_ARB_vertex_buffer_object, GL_WIN_swap_hint, GL_ARB_color_buffer_float, GL_ARB_shader_objects, GL_ATI_separate_stencil, GL_EXT_packed_float, GL_EXT_texture_rectangle, GL_ARB_texture_rg, GL_ARB_fragment_shader, GL_EXT_fog_coord, GL_EXT_texture3D, GL_ARB_window_pos, GL_ARB_fragment_program, GL_ARB_vertex_program, GL_EXT_texture_env_combine, GL_ARB_point_parameters, GL_ARB_texture_cube_map, GL_EXT_bgra, GL_EXT_compiled_vertex_array, GL_ARB_vertex_array_object, GL_ARB_draw_buffers, GL_ARB_texture_compression, GL_EXT_multi_draw_arrays, GL_ARB_texture_float, GL_EXT_blend_func_separate, GL_EXT_texture_sRGB, GL_EXT_shadow_funcs, GL_EXT_clip_volume_hint, GL_EXT_blend_color, GL_NV_blend_square
[rendering.opengl.shader.support]: Shaders are supported.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_FULL.
[script.load.world.listAll]: Loaded 7 world scripts:
Emergency Energy Unit 2.1
oolite-cloaking-device 1.74.2
oolite-constrictor-hunt 1.74.2
oolite-nova 1.74.2
oolite-thargoid-plans 1.74.2
oolite-trumbles 1.74.2
targetAutolock 1.11
[loading.complete]: ========== Loading complete. ==========
[script.load.world.listAll]: Loaded 7 world scripts:
Emergency Energy Unit 2.1
oolite-cloaking-device 1.74.2
oolite-constrictor-hunt 1.74.2
oolite-nova 1.74.2
oolite-thargoid-plans 1.74.2
oolite-trumbles 1.74.2
targetAutolock 1.11
[gameController.exitApp]: .GNUstepDefaults synchronized.
Closing log at 2011-03-08 17:52:17 -0800.
In the screen shots... my ship had not moved or turned. I hit the pause, then continued, hit pause again when I took the shots. so the planet moved but the station should have kept the same position that it was before and it wasn't, it had move up and to the left.
Re: Tales from the spacelanes...
Posted: Fri Mar 11, 2011 6:15 am
by Yah-Ta-Hey
It just ain't FAIR! After All it's not my fault.... he should get the boot not me..... he was negligent... dumb ass cop!!!!
What am I ranting about... well, here I am in the 2d gal... minding my own business in bound to a level 12 confederate planet when I get jumped by several cobra rapiers, a gecko and what appeared to be a Krait.... I toggel my missile so I can get range and target the krait... after sniping at him, he finally goes up in a brilliant blast of pure white energy that nearly reaches me at 18km. I start to align another when I realize, I am getting pounded pretty good by the others butI have plenty of backup so I focus on my target when I see several purples coming in at warp speed...
Their appearance prompted more ships who must have lurking just out of range,to come in and soon we have a battle royal going with me, about 5 galcops, and 10 other ships all going hither and yon. I continue to concentrate on the gecko and am pounding him when some idiot of a cop inserts himself between me and my targert. He is close enough to me that I can see the individual hits going across the top of his sorry ship. His intervention allowed the gecko to get his act together and he bugs out. The vipers did a pretty good job of stopping what they are doing and start firing on me. I am innocent!!!! the turkey got in my way before I realized he was there... I hit my witchspace jump and get out of there, only to have the cops follow me through and the %$%$#%@ even arranged a welcoming party of another 5 when I came out. No missiles, no fuel, no where to go... getting pounded fast and hard... I can only eject and hope they all blast each other to kingdom come.
My pod manages to get to the station and guess what: YUP "Officer, I am innocent of the charge,,, it was that idiot who jumped in front... no no I am not calling you an idiot... what do you mean there's a fine and I gotta do WHAT.......??????" It just ain't fair..