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Re: (WIP) Q-Charger.oxp

Posted: Fri Jul 29, 2011 2:00 pm
by CommonSenseOTB
Anyone that wants to can post test results here, please and thankyou. :wink:

Re: (WIP) Q-Charger.oxp

Posted: Fri Jul 29, 2011 2:47 pm
by Svengali
I think the sounds could need a bit filtering to get rid of the very hard high frequencies.

Probably the simplest way is to apply a Low-pass filter. Even better would be to analyze the spectrum and using a equalizer + compressor to avoid the phase shifting which can result in a 'pumping' effect.

Re: (WIP) Q-Charger.oxp

Posted: Sun Jul 31, 2011 3:31 am
by Dragonfire
You probably know already, but just to let you know, Q-Charger is incompatible with 1.75.2.

Re: (WIP) Q-Charger.oxp

Posted: Sun Aug 07, 2011 12:20 am
by CommonSenseOTB
Q-Chargerv1.1.oxp is now available.

Download here:
http://wiki.alioth.net/index.php/Q-Charger

Sounds have been put through a low-pass filter to attenuate the high frequencies. Sounds can be toggled off in the startup of the main script. Numeric Hudv1.3 will display the top speed on the speed gauge when the Q-Charger is activated.

Have fun! :D

Re: (NEW RELEASE) Q-Chargerv1.1.oxp

Posted: Mon Aug 22, 2011 3:53 am
by sdrubble
Hi CommonSenseOTB,

thx for the Q_Charger.

Been using it (1.1) for a few hours with mixed results... well, first of all I've changed line 56 of Q-Charger.js to:

Code: Select all

   this.togglesoundfx1 = "OFF";// default "ON", change to "OFF" to turn off soundfx1(Q-Charger,power up and power down)(1,2,3,4,5)
However, Q-Charger.ogg comes on suddenly after coming out of each jump, and stays on forever regardless of ship speed. Cache is refreshed by default on every program start.

I also noticed a LOT of very similar log entries like these:

Code: Select all

23:12:25.984 [ship.missileLaunch.invalidPosition]: ***** ERROR: The missile_launch_position defines a position (0, 0, -20.5) behind the <ShipEntity 0xca79890>{"Thargoid Warship" position: (6542.17, -289.358, 308267) scanClass: CLASS_THARGOID status: STATUS_IN_FLIGHT}. In future versions such missiles may explode on launch because they have to travel through the ship.
...where 1st position values are always constant, ShipEntity value is always constant, and 2nd position coords are never the same.

I've been playing recently with 2 new additional OXP's behind Q_Charger: Galaxy_Info and I_Missile. All other OXPs have been here for a longer time and I didn't notice any issues... I have no idea if this could be a case of OXP clash. :cry:

For the moment I'll just rename Q-Charger.ogg to something else and see what happens. Hope these symptoms might be easy to diagnose.

Cheers

UPDATE: just did a new short game session, now with [color=#0000FF]Q-Charger.ogg[/color] renamed to something else. No more bothering sounds during game - and no more extraneous Thargoid ships inside the log. :mrgreen:

However, I DID notice that [color=#BF0000]Q-Charger Power Down.ogg[/color] played just once, upon docking. I can live merrily with that... :lol: however we (you ?) might be wondering why the heck the sound would still be playing, while sounds are still marked 'OFF' in line above.

UPDATE 2: just checked again the previous log file (the one with issues). There were actually TWO different values for ShipEntity, which alternate at random inside the log. I suspect that this is indeed a different issue and has nothing to do with Q-Charger.

More cheers and thx :mrgreen:

Re: (NEW RELEASE) Q-Chargerv1.1.oxp

Posted: Mon Aug 22, 2011 5:44 am
by Fatleaf
Hi sdrubble, do you have Galactic Navy OXP or/and Thargorn Threat oxp installed? If you have that is where these come from. If you replace the missile_launch_position in the shipdata Plist (0, 0, -20.5) with (0.0 -58.0 -0.0) in JavaScript it is "0.0 -58.0 -0.0"; It will clear things up.

Re: (NEW RELEASE) Q-Chargerv1.1.oxp

Posted: Mon Aug 22, 2011 2:04 pm
by CommonSenseOTB
Thanx for reporting sdrubble, I'll have a look when I have some free time.

Re: (NEW RELEASE) Q-Chargerv1.1.oxp

Posted: Mon Aug 22, 2011 4:14 pm
by sdrubble
Thx Fatleaf,
Fatleaf wrote:
... do you have Galactic Navy OXP or/and Thargorn Threat oxp installed?
Answers are: NO and NO. :?
... that is where these come from. If you replace the missile_launch_position in the shipdata Plist (0, 0, -20.5) with (0.0 -58.0 -0.0) in JavaScript it is "0.0 -58.0 -0.0"; It will clear things up.
Mmmm... so I assume that some OTHER OXP might be the culprit, and I could do a a search on my OXP folder for this string '0, 0, -20.5' and see what I find.

Searching...

Well, Windoze is not that good at searching strings inside files inside folders. Might be better with proper tools (Listary comes to mind). Anyway, I just searched the AddOns folder and all subfolders for EACH of the following:

Code: Select all

-20.5
'-20.5'
"-20.5"
20.5
'20.5'
"20.5"
and found nothing, zero, nada, zilch. :(

Nice try though. Thx and cheeers !!! :D

UPDATE: just did another test. Searched for the string

Code: Select all

missile_launch_position
within the ENTIRE Oolite folder & subfolders. Two occurrences were found... within the logs only (of course, they're the very same error msgs I've posted above. Duuuh.)

Would that mean that all my OXPs can be presumed innocent and the bug hides within the program itself ? :shock:

Re: (NEW RELEASE) Q-Chargerv1.1.oxp

Posted: Mon Aug 22, 2011 4:20 pm
by Smivs
:oops:
I should mention that the current Smivs'Shipset also has these incorrect positions, as they were inherited from an earlier version of Oolite.
The good news is that a new version with this corrected (along with many other improvements) is due for release any day now. :)

Re: (NEW RELEASE) Q-Chargerv1.1.oxp

Posted: Mon Aug 22, 2011 5:12 pm
by sdrubble
Just another quick update...

Having browsing the forums a bit, I came to believe that 1) this is an OLD issue. And 2) it seems to have no bad effects other than the entries in the log. And 3) it has absolutely nothing to do with the Q-Charger OXP.

The fun stuff comes now - it seems that Windows cannot correctly perform a search within UNIX-formatted text files. For I manually found some instances of the string that didn't appear on the search I did previously. :evil:

Namely, within [color=#0000FF]\Oolite\oolite.app\Resources\Config\shipdata.plist[/color] I have:

Code: Select all

"thargoid" =
	{
		...
		missile_launch_position = "0.0 -46.0 91.0";
		...
		name = "Thargoid Warship";
which is the correct value, according to what I read in the Thargoid Wars thread.

So IMHO, what's left for OTB to possibly check is only the intruding sound issue... of course, someone else might be willing to shed any additional light into all of these issues, what would of course be very welcome.

Cheers

Re: (NEW RELEASE) Q-Chargerv1.1.oxp

Posted: Mon Aug 22, 2011 5:33 pm
by CommonSenseOTB
Anyone with problems/issues/comments about the thargoid missile launch position should post/view the relevant infomation here:

https://bb.oolite.space/viewtopic.php?f= ... 9&start=30

Re: (WIP) Q-Charger.oxp

Posted: Mon Aug 22, 2011 5:41 pm
by CommonSenseOTB
Q-Chargerv1.2.oxp is now available.

Download here:
http://wiki.alioth.net/index.php/Q-Charger

Added 3 missing sound toggle checks to prevent problems with the sound when the sound is toggled to "OFF". Thanx sdrubble for pointing out the problem. Now fixed! :D

Any playtest results or bugs or comments about the Q-Charger may be posted here.

Now go have some fun! :D

Re: (WIP) Q-Charger.oxp

Posted: Mon Aug 22, 2011 6:08 pm
by sdrubble
CommonSenseOTB wrote:
Q-Chargerv1.2.oxp is now available.
Great ! :lol:

Downloaded, installed, toggled sound OFF.
NO renaming of sound files for the moment. :roll:
Added 3 missing sound toggle checks to prevent problems with the sound when the sound is toggled to "OFF". Thanx sdrubble for pointing out the problem. Now fixed! :D
If I got this right, regardless of the number of 'toggle checks', there's only one toggle flag - i.e., it's an all or nothing thing.

Fine with me. :mrgreen:

Next playing window will be in a couple hours... If I don't report anything back soon (meaning, NO SOUNDS anywhere or 'anywhen'...) you'll know it's working as intended now. :P

Thx a LOT, and Cheers 8)

Re: (NEW RELEASE) Q-Chargerv1.2.oxp

Posted: Sat Nov 19, 2011 5:04 pm
by JazHaz
Can NPC's be given this equipment too?

That might make Oolite like the Keystone Kops though! :lol: :lol:

Re: (NEW RELEASE) Q-Chargerv1.2.oxp

Posted: Sat Nov 19, 2011 8:24 pm
by CommonSenseOTB
JazHaz wrote:
Can NPC's be given this equipment too?

That might make Oolite like the Keystone Kops though! :lol: :lol:
I don't see why not. Would probably be best to simulate it with a higher top speed and a slightly modified AI. Could give one to the cops too, the last of the "Q-charger interceptors" a la "Mad Max". :lol: