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Re: Thargorn Threat.oxp

Posted: Sat Dec 03, 2011 4:02 pm
by Eric Walch
A similar error war reported here. As you say, instead of using very long lines, a lot of (pre-)compilers accept // as linebreak and combine it with the next line on processing. Not all graphic card drivers understand it, but as // is now explicit part of the drivder code for AMD cards and only one revision had problems with it, I suspect that the problems with the //, is a driver bug.

So, you better not fix the shader code, but the drivers itself. Either get a newer or older version :P

Re: Thargorn Threat.oxp

Posted: Sat Dec 03, 2011 5:24 pm
by UK_Eliter
Eric Walch wrote:
A similar error war reported here. As you say, instead of using very long lines, a lot of (pre-)compilers accept // as linebreak and combine it with the next line on processing. Not all graphic card drivers understand it, but as // is now explicit part of the drivder code for AMD cards and only one revision had problems with it, I suspect that the problems with the //, is a driver bug.

So, you better not fix the shader code, but the drivers itself. Either get a newer or older version :P
Dear Eric: but, if the shader code is changed, then it will still work with graphics drivers that do not have the problem. So might it be best to change it (especially since changing it is not that much hassle for OXP makers)? And I think that more than one version of the AMD drivers have the problem. For at least these versions of the drivers seem to have the problem: 11.9; 11.10; 11.11 (Also, I think it a single '/' as a line-break.)

Re: Thargorn Threat.oxp

Posted: Mon Mar 19, 2012 2:52 pm
by Fatleaf
Found this in the log. I assume it is Thargorn Threat that is the issue as it is its ships that are involved but it could be something else. Anyway here is the log entry,

[ship.setUp.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0xd14e180>{"Thargoid Thorgon Cruiser" position: (-15636.7, 4243.29, 11670.7) scanClass: CLASS_THARGOID status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.

Hope it helps.

Also in Maik's wiki http://maikschulz.de/wiki/OXP_List it is listed as Thargoid Threat, not, Thargorn Threat!

Re: Thargorn Threat.oxp

Posted: Mon Mar 19, 2012 2:57 pm
by Commander McLane
Fatleaf wrote:
Found this in the log. I assume it is Thargorn Threat that is the issue as it is its ships that are involved but it could be something else. Anyway here is the log entry,

[ship.setUp.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0xd14e180>{"Thargoid Thorgon Cruiser" position: (-15636.7, 4243.29, 11670.7) scanClass: CLASS_THARGOID status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
You can safely ignore that. Most likely it's from the new thargoid_carrier2.0.oxp. The Thargoid Carrier is now escorted, and for the sake of simpleness it just uses any ship with role "thargoid" as escort. This means that also Thorgon Cruisers and Thargorn Battleships can get chosen as escorts. They would usually have escorts themselves, which are suppressed.

Perhaps I should include a note in the readMe about that.

Re: Thargorn Threat.oxp

Posted: Sun Apr 15, 2012 11:10 am
by Eric Walch
Updated oxp to version 1.5.2.

No bug fixes, but this update reduces the chance of adding thargoids in interstellar space.

This version is also aware of InterstellarTweaks.oxp by UK_Eliter which can reduce the amount of thargoids added in interstellar space even further.

I also noticed that interstellar space has become generally more dangerous, as even the fully removal of the addition script gave me thargoid encounters on every jump. :evil:

Re: Thargorn Threat.oxp

Posted: Sun Apr 15, 2012 2:58 pm
by Commander McLane
Eric Walch wrote:
I also noticed that interstellar space has become generally more dangerous, as even the fully removal of the addition script gave me thargoid encounters on every jump. :evil:
Wouldn't the game engine do that all by itself, even in strict mode? I don't think that I remember a misjump without meeting any Thargoids even from 8bit-Elite. You could be lucky and meet only one or two, but none?

Re: Thargorn Threat.oxp

Posted: Mon Apr 16, 2012 1:06 pm
by Switeck
Sometimes the scanner is clear of Thargoids when you first arrive in interstellar space...but you have only moments before a barely-off-scanner Thargoid makes its appearance.

Re: Thargorn Threat.oxp

Posted: Mon Apr 16, 2012 1:41 pm
by UK_Eliter
Switeck wrote:
Sometimes the scanner is clear of Thargoids when you first arrive in interstellar space...but you have only moments before a barely-off-scanner Thargoid makes its appearance.
And that's partly because there's variation in when populators add ships, and indeed in how: it can be via an inbuilt method, or worldscripts, or non-worldscripts, or even script-esque bits of shipdata files - and it can be via various event handlers or on timers. And then, yes, there's stuff that, initially, appears off scanner range.

All this, combined with my coding limitations and over-ambition, has made Interstellar Tweaks something of a nightmare to write. But, really, it is in final testing now!