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Re: [NEW RELEASE] Smivs'Shipset v4.0.

Posted: Sun Feb 26, 2012 10:14 am
by Eric Walch
Smivs wrote:
I did however notice that wreckage kills are also counted as kills which is not what I intended. This might need a further tweak to sort out, so watch this space.
Maybe this will help?

Re: [NEW RELEASE] Smivs'Shipset v4.0.

Posted: Sun Feb 26, 2012 10:23 am
by Smivs
Ha, thanks Eric...a case of great minds think alike :) I'm updating thus as I read your post. New updates will be uploaded in the next few minutes.

Re: [NEW RELEASE] Smivs'Shipset v4.0.

Posted: Sun Feb 26, 2012 10:49 am
by Smivs
OK, v4.1.1 is now available for download. You now shouldn't become an offender for destroying explosion debris, and debris destruction will not now count as a kill.
To save existing users from having to re-download the whole thing, I've also made some update files available - just a shipdata.plist and updated readme. Just un-zip and move the new shipdata.plist into your Config folder, and the 'smivs-generic-ship-script.js' into the Scripts folder.

Update for 'Add' versions

Update for 'Replace' versions

Edit:- Links updated with second update - v4.1.2 - See post below.

Re: [NEW RELEASE] Smivs'Shipset v4.0.

Posted: Sun Feb 26, 2012 5:26 pm
by fronclynne
Smivs wrote:
A quick test this morning did not show this. Using v4.1 SD replace laser hits were counting as kills. Do you have any further information that might be relevant, as I cannot reproduce this.
Well, no, because now I can't reproduce it, either. :oops:
I was fairly sure it wasn't cloaking device related (as I've had that brain fart a few times), since the indicator was normal (yellow/red depending), they were firing missiles at me, locking on to me. But I was spashing them at a fairly mad rate during a furball and no kills were being added. (& when they'd blow up I would merely get the "target lost" that you get if you shoot while cloaked or somebody else steals your kill)
At the time, the only variable was that I had changed from Smivs Shipset 4 to 4.1.
Nothing weird in the logs, either.

But I have also updated oolite-trunk since last night.

PS not getting any additional kills from debris/wreckage, either, so I guess from here you're bug free.

Re: [NEW RELEASE] Smivs'Shipset v4.0.

Posted: Sun Feb 26, 2012 5:58 pm
by Smivs
Thanks for getting back on this....I was a bit puzzled. I'm glad it's sorted itself out anyway, and nice to know that the bugs now seem to be squashed...untill the next one appears, anyway :P

Re: [NEW RELEASE] Smivs'Shipset v4.0.

Posted: Sun Feb 26, 2012 9:06 pm
by Eric Walch
I downloaded version 4.1 this morning. I haven't installed it yet, but I just ran it through OXP_Verifier. That returned:

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Running OXP verifier for /Users/ericwalch/Desktop/SSv4-HD-replace/Smivs'Shipset-v4-HD-replace.oxp
Scanning files
Checking demoships.plist
  Could not interpret property list Config/shipdata.plist.
    Unexpected character { at line 1
Checking shipdata.plist
Checking requires.plist
Checking for unused files
OXP verification complete.

Closing log at 2012-02-26 21:59:37 +0100.
 
It seems that a new syntax error slipped in. Not sure if this is already corrected in your 4.1.1 version.

EDIT: the error is in the very last line:

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subentities =   
But no further specifications of materials, and a bit higher they were already specified. I also noticed that there is no clue inside the oxp for a version number. The filename says "SSv4-HD" but the readme says 4.1, so I assume I have the correct one, but after installing I won't know it anymore in a few weeks from now. Only one of the scripts uses version numbers, but that is 1.2, so no clue either.

Re: [NEW RELEASE] Smivs'Shipset v4.0.

Posted: Mon Feb 27, 2012 12:00 am
by Smivs
Thanks Eric. I think Capt Beatnik alerted me to that a while ago, and I thought I'd fixed it, but it's returned again.
v4.1.2 is now on the loose with this fixed and I also renumbered the main generic script as 4.1.2 for continuity.
The main downloads have been updated, and so have the update files (see post above).
The updates can be had from

Update for 'Add' versions

Update for 'Replace' versions

Just un-zip and move the new shipdata.plist into your Config folder, and the 'smivs-generic-ship-script.js' into the Scripts folder.

Re: [NEW RELEASE] Smivs'Shipset v4.0.

Posted: Mon Feb 27, 2012 1:47 am
by fronclynne
I don't mean to whine TOO loudly, but could you please stop using quote marks in your directory and file names? Especially as the leading character?

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:~ $ unzip -l SSv4.1.2-Add-update.zip                                                  <
Archive:  SSv4.1.2-Add-update.zip
  Length      Date    Time    Name
---------  ---------- -----   ----
        0  02-26-2012 18:42   'Add' update/
     5198  02-26-2012 18:32   'Add' update/smivs-generic-ship-script.js
    12026  02-26-2012 18:31   'Add' update/Smivs'Shipset-4.1.2_readme.rtf
   127923  02-26-2012 18:40   'Add' update/shipdata.plist
---------                     -------
   145147                     4 files

Re: [NEW RELEASE] Smivs'Shipset v4.0.

Posted: Mon Feb 27, 2012 7:54 am
by Smivs
fronclynne wrote:
I don't mean to whine TOO loudly, but could you please stop using quote marks in your directory and file names? Especially as the leading character?

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:~ $ unzip -l SSv4.1.2-Add-update.zip                                                  <
Archive:  SSv4.1.2-Add-update.zip
  Length      Date    Time    Name
---------  ---------- -----   ----
        0  02-26-2012 18:42   'Add' update/
     5198  02-26-2012 18:32   'Add' update/smivs-generic-ship-script.js
    12026  02-26-2012 18:31   'Add' update/Smivs'Shipset-4.1.2_readme.rtf
   127923  02-26-2012 18:40   'Add' update/shipdata.plist
---------                     -------
   145147                     4 files
I'm sorry...I had no idea this was a problem! I'll condider my wrists to have been slapped :wink:

Re: [NEW RELEASE] Smivs'Shipset v4.0.

Posted: Tue Feb 28, 2012 3:38 pm
by Smivs
Oops, another minor bug, this time only affecting the HD replace version. In a nutshell it ain't replacing. :o All other versions seem to be un-affected.
Update uploaded.
If you have this problem you can fix it easily enough as it was just a spurious c&p hiccup.
Go to line 1506 in the shipdata.plist where you will find

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has_escape_pod         "counts_as_kill" = no; = 0.95;
and replace it with this

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has_escape_pod = 0.95;

Re: Smivs'Shipset v4.0.

Posted: Tue Apr 24, 2012 1:29 pm
by Smivs
Over 250 downloads so far since release, which is OK but a little slower than previous versions.
So a reminder to all you good folk using my ships...check you have the current version (v4.1.2) as this is the only fully up-to-date version and is far and away the best so far (in my humble opnion :wink: )
Also, just a reminder that the 'for-Smivs' version of the soon-to-be-released Battle Damage OXP will add player-ship texture switching to reflect damage in combat just like the NPCs already have. :)

Re: Smivs'Shipset v4.0.

Posted: Tue Jun 05, 2012 6:17 pm
by SandJ
Smivs, welcome back from holiday.

I am getting:
[script.load.badName]: ***** Don't know how to load a script from null.
errors in Latest.log when scavengers are created, specifically smivs-adder-scavenger.

In Smivs'Shipset-v4-HD-add.oxp\Config\shipdata.plist it says:

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        "smivs-adder-scavenger" =
    {
        like_ship = "adder";
        ai_type = "scavengerAI.plist";
        auto_ai = yes;
                materials =
        {
            "smivs'-adder.png" =
                                           {
diffuse_map = "smivs'-adder-scavenger.png";
emission_map = "smivs'-adder_em-map.png";
shininess = 10;
specular_color = ( 0.3, 0.3, 0.3, 0.5 );
                                            };
        };
        model = "smivs'adder.dat";
        name = "Adder";
                roles = "scavenger smivs-adder-scavenger";
                script = null;
Is that last line valid? Should it be this?

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                script = "smivs-generic-ship-script.js"

Re: Smivs'Shipset v4.0.

Posted: Wed Jun 06, 2012 7:21 pm
by Smivs
Thanks for the heads-up SandJ.
The line 'script = null' actually shouldn't be there at all - there is no script attached to the scavenger version of the Adder. It's a harmless 'typo' and I wouldn't expect any problems from it, but I'll update the downloads in the next couple of days.

Re: Smivs'Shipset v4.0.

Posted: Wed Jun 06, 2012 7:41 pm
by SandJ
Smivs wrote:
It's a harmless 'typo' and I wouldn't expect any problems from it
The biggest problem is that the Latest.log does not say what the cause is, just

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[script.load.badName]: ***** Don't know how to load a script from null.
which is really annoying when you're debugging something else. It took me some hours to work out when, where and why it was happening.


Edit: that reads like a whinge; it was not meant as one, merely as an explanation of why I flagged the problem.

Re: Smivs'Shipset v4.0.

Posted: Thu Jun 07, 2012 10:34 am
by Smivs
I know what you mean....I've spent hours trying to get to the bottom of 'un-helpful' log entries, only to find it's nothing to do with what I'm working on. :(