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Posted: Mon Jun 07, 2010 2:32 pm
by Corny
No, it's a Level 6 Anarchy system. I opened a thread for it at
https://bb.oolite.space/viewtopic.php?p=110286.
Posted: Mon Jun 07, 2010 2:55 pm
by Cmd. Cheyd
I don't believe this one has been resolved yet, but could be in trunk...
In an OXP, using a timer to call a function that in turn required an argument caused a CTD for me. Example:
Code: Select all
Foo = new Timer (this, this.function(arg1), 0, 5);
I realize that syntax is not proper, but I can't remember exactly how it is supposed to go. And the above is roughly what I was trying when I caused a CTD.
Anyways, hope that is some help.
Posted: Mon Jun 07, 2010 3:15 pm
by Kaks
Hello Cheyd!
We might have to split this one onto the bugs forum, anyway, will look into it this evening.
I noticed there's a major misunderstanding behind the way you called the new Tmer() constructor: the second parameter expects a function object which in practice means its name.
The way you called it, javascript will run the function this.function() with argument arg1, expecting a function object in return, one representing the function to be called periodically.
The most likely cause of your problem is that this.function(arg1) doesn't return anything, so you're effectively saying
Foo = new Timer(this, null, 0, 5);
Any crash in that call just means that Oolite didn't check all the parameters for consistency with what it expects. Of course, the idea is that Oolite does check those parameters for consistency...
If - for whatever reason - you want a timer function to work on a variable, you can use a variable internal to the function, use a mission variable (extremely useful, in case you save a game while the timer is still ticking away) or you can 'anchor' the variable value somewhere else that's reachable from both inside and outside the timer function. There are a few objects that can be hijacked for the purpose: Player for example (Player.myspecialVariable = 2), or maybe this.ship...
Posted: Mon Jun 07, 2010 8:29 pm
by JensAyton
Kaks wrote:I noticed there's a major misunderstanding behind the way you called the new Tmer() constructor: the second parameter expects a function object which in practice means its name.
The way you called it, javascript will run the function this.function() with argument arg1, expecting a function object in return, one representing the function to be called periodically.
The most likely cause of your problem is that this.function(arg1) doesn't return anything, so you're effectively saying
Foo = new Timer(this, null, 0, 5);
Any crash in that call just means that Oolite didn't check all the parameters for consistency with what it expects. Of course, the idea is that Oolite does check those parameters for consistency...
This particular problem was fixed in r3325 (
bug #17149).
The bug response also demonstrates the correct way to pass a parameter to a timer callback. Use the closures, Luke!
Oolite Mac OS X – Trunk nightly builds
Posted: Fri Jun 25, 2010 9:33 am
by Getafix
Following to a corrected glitch
the nightly has been updated to r3597.
Re: Oolite Mac OS X – Trunk nightly builds
Posted: Mon Aug 15, 2011 5:12 pm
by Getafix
I've noticed that mac nightly is not updated.
I have managed to put my hands on a Mac and manually produced a mac nightly for revision 4595.
The "changes since last revision" is not correct yet.
It's my first attempt and I will try to fix these glitches and automate the process, soon.
This service will be provided by
http://terrastorage.ath.cx/oolite/status_mac_alt.html temporarily,
until Ahruman fixes his nightly (let the man take a vacation leave! ).
Cheers.
Re: Oolite Mac OS X – Trunk nightly builds
Posted: Mon Aug 15, 2011 6:03 pm
by JensAyton
Should be fixed for tonight.
Re: Oolite Mac OS X – Trunk nightly builds
Posted: Thu Aug 18, 2011 5:25 am
by Getafix
The alternative Oolite nighlty build status for Mac is now automated and made available at
http://terrastorage.ath.cx/oolite/status_mac_alt.html
to be used as secondary option, in case the primary build has hick-up.
Note (28/May/2012):
The alternative site for Oolite Mac nightly has kicked the bucket.
I will restore the strike-through message as soon as I have another alternative built from scratch.
Re: Oolite Mac OS X – Trunk nightly builds
Posted: Sun Nov 20, 2011 11:48 am
by Getafix
Due to terrastorage server maintenance,
the nightly server will be down for a couple of hours.
EDIT: Done.
Re: Oolite Mac OS X – Trunk nightly builds
Posted: Thu May 03, 2012 3:55 am
by Albee
Hi guys. Having seen a reference to nightlies in a recent thread, along with the comment that folk were welcome to test the long-range chart fix (distance & time not being reported, i.e.) I thought I would have a look-see, being keen to learn everything I can about this great game. So I've just enjoyed a few flights using Development version 1.77-4894, on my MacBook Pro 13 running Snow Leopard.
I'd like to contribute if I can -- if a newbie with zero knowledge of programming can be of any use, that is. If I would just be getting under people's feet, I'm happy to be asked to stick to hauling gold and platinum across galaxy 1.
As an example of the sort of contribution I'm likely to be able to make, the chart is now working fine for me. I did notice that when sun-skimming, however, there was no tone to tell me refuelling had commenced, and the 'slurping' sound as fuel is piped to the fuel tank was also absent. (The silence was a little unnerving, to be honest). As you can see, at present I have no idea who to report to, how to do it, or if I should even be doing it.
Re: Oolite Mac OS X – Trunk nightly builds
Posted: Thu May 03, 2012 4:10 am
by Capt. Murphy
Albee wrote:
As an example of the sort of contribution I'm likely to be able to make, the chart is now working fine for me. I did notice that when sun-skimming, however, there was no tone to tell me refuelling had commenced, and the 'slurping' sound as fuel is piped to the fuel tank was also absent. (The silence was a little unnerving, to be honest). As you can see, at present I have no idea who to report to, how to do it, or if I should even be doing it.
Testing and Bug Reports is normally a good place to post reports of non OXP related odd behaviour/problems whether it be the current stable release or a nightly build -
https://bb.oolite.space/viewforum.php?f=3.
If an OXP doesn't work properly with a nightly build it's probably best to post in the OXPs thread.
In either case make it clear you are using a nightly build and report the revision number (you may as-well post the log, someone will probably ask for it anyway). Your reports will be appreciated, particularly if you can clearly explain how to reproduce the problem. The more testers there are of trunk, the quicker any bugs in new features will be ironed out.
Re: Oolite Mac OS X – Trunk nightly builds
Posted: Mon May 28, 2012 11:04 am
by Getafix
The alternative site for Oolite Mac nightly has kicked the bucket.
I'll post a note as soon as I have another alternative built from scratch;
I wouldn't hold my breath while waiting though!
Re: Oolite Mac OS X – Trunk nightly builds
Posted: Wed Aug 07, 2013 11:03 pm
by Getafix
New URL for nightly
http://terrastorage.dyndns.info/oolite/status_mac.html
First post needs to be updated. The nicer nightly page will not arrive soon.
EDIT 2014/05/01: http://terrastorage.no-ip.info/oolite/status_mac.html
Re: Oolite Mac OS X – Trunk nightly builds
Posted: Thu Aug 08, 2013 10:46 am
by JazHaz
I noticed that the mac page doesn't have the same trunk version (5689) as the windows and linux variants?
Re: Oolite Mac OS X – Trunk nightly builds
Posted: Thu Aug 08, 2013 10:49 am
by another_commander
The Mac version is built from the 1.77-maintenance branch on github. The Windows and Linux versions are still looking at SVN (haven't been able to set them up yet), which is why the build numbers differ.