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Posted: Mon Mar 05, 2007 8:59 pm
by cade
i got it!
ha ha, the mighty Mac empire reaps its righteous reward.
Posted: Mon Mar 05, 2007 9:06 pm
by Uncle Reno
@ Ahruman.
Where do you want crash reports, in Testing and Bug Reports or in Oolite - Mac?
Yes, I know it might seem obvious but I think it's a valid question.
Posted: Mon Mar 05, 2007 9:55 pm
by TGHC
Uh Oh
Re: It lives!
Posted: Mon Mar 05, 2007 11:05 pm
by aegidian
Ahruman wrote:Also, Giles hasn’t responded to my query about another_commander’s
Advanced Navigational Array. I think I’ll choose to interpret that as “not now”.
I just had a look at how this is progressing and - actually - I like it.
I'd like to see fastest/safest/most interesting (least safe) options presented as different coloured lines, please (simply supply different journey-cost formulae in the A* algorithm).
Go include it if you like!
Re: It lives!
Posted: Tue Mar 06, 2007 12:21 am
by JensAyton
aegidian wrote:Ahruman wrote:Also, Giles hasn’t responded to my query about another_commander’s
Advanced Navigational Array. I think I’ll choose to interpret that as “not now”.
Actually, I really did mean “not no”. :-)
Posted: Tue Mar 06, 2007 12:25 am
by JensAyton
Uncle Reno wrote:@ Ahruman.
Where do you want crash reports, in Testing and Bug Reports or in Oolite - Mac?
Yes, I know it might seem obvious but I think it's a valid question.
It’s not obvious, no. I suppose matters of game behaviour would be T&BR, while crashes should go with the respective platform.
I’ve found the old structure, which treats the Linux and Windows ports as weird, deviant variants, rather grating for a while. I assumed it was also getting to bother those weird deviants who use them. ;-) Oolite is very definitely a cross-platform thing now, though.
Re: It lives!
Posted: Tue Mar 06, 2007 12:26 am
by aegidian
Ahruman wrote:aegidian wrote:Ahruman wrote:Also, Giles hasn’t responded to my query about another_commander’s
Advanced Navigational Array. I think I’ll choose to interpret that as “not now”.
Actually, I really did mean “not no”.
Fairy Nuff!
Good work - downloaded, updated. working. Hope the kludgy updater didn't cause you too much grief.
Posted: Tue Mar 06, 2007 12:30 am
by aegidian
Ahruman wrote:
I’ve found the old structure, which treats the Linux and Windows ports as weird, deviant variants, rather grating for a while. I assumed it was also getting to bother those weird deviants who use them.
Oolite is very definitely a cross-platform thing now, though.
I'd agree, berlios oolite-linux really ought to be berlios oolite. Perhaps a nice email to the berlios mods can arrange this, especially now we're GPL.
Whatever - you're in the pilot's chair Ahruman, you decide where to jump next...
Posted: Tue Mar 06, 2007 12:47 am
by JensAyton
aegidian wrote:Whatever - you're in the pilot's chair Ahruman, you decide where to jump next...
Oh, dear. I wonder what this button does…
Posted: Tue Mar 06, 2007 12:57 am
by TGHC
YeeeHaaa
^5 Giles
Posted: Tue Mar 06, 2007 1:06 am
by JensAyton
Cmdr. Maegil wrote:It says it's for Mac OS... I'm a poor Windows user!
As for this… yes, well. I can’t really help you there, unless you feel like buying me one of those new Intel Macs and a copy of Windows. :-) (Actually, a second-hand one will do, I’m not picky…)
Barring that, well, dajt is suffering from a bout of Real Life at the moment, and Winston has evaporated. Any volunteers?
Posted: Tue Mar 06, 2007 1:43 am
by reills
Ready...Yep, Willing...you betcha, Able...oh, so far from it.
Posted: Tue Mar 06, 2007 4:25 am
by Commander McLane
Arexack_Heretic wrote:Ahruman wrote:people to stop distributing OXPs with debugOn/debugOff (or bugs) in.
That would be ideal yes.
Yes, that would (especially the one in brackets). However, there are even some examples in the scripts within Oolite (e.g. the death_actions of the cloaking device).
But there is another thing that bothers me. I've come across one method that
doesn't seem to work (at least in script_actions) without being debugged. addShipsAtPrecisely seems to produce a CANNOTADDSHIPAT-error in my logfile when standing by itself, but works fine when included in debugOn/debugOff. I have no idea whatsoever why, but it is reproducable.
BTW, for my own debugging while playtesting I prefer commsMessages above debugOn/Off, because I can immediatly see the information I want to know (the state of some variable, whether a certain part of the script is run at all, or whatever) without having to switch to the console first. My 15-inch-display does not seem particularly small to me, but it isn't big enough to have Oolite and the console in non-overlapping windows.
Posted: Tue Mar 06, 2007 10:14 am
by JensAyton
Commander McLane wrote:But there is another thing that bothers me. I've come across one method that doesn't seem to work (at least in script_actions) without being debugged. addShipsAtPrecisely seems to produce a CANNOTADDSHIPAT-error in my logfile when standing by itself, but works fine when included in debugOn/debugOff. I have no idea whatsoever why, but it is reproducable.
Can you send me a test case OXP?
Posted: Thu Mar 08, 2007 10:25 am
by Commander McLane
@ Ahruman: I'll try to assemble a small test-oxp. Have to remember first how the bug exactly occured.
But I have a general question (or worry) as well. If it is stupid, just tell me so.
You are overhauling the Oolite.app here, and Dajt is--as far as I understand--doing the same, but differently, for the Oolite.exe in
this thread.
Now does that mean that eventually Oolite for Mac and Oolite for Windows will drift apart, or will there be a re-integration of the developments later? I mean, we don't have a Master and Commander again.
Again sorry if that sounds like a stupid question. But I feel compelled to ask anyway.