Page 2 of 2

Posted: Fri Apr 09, 2010 7:55 pm
by Cmdr Wyvern
snork wrote:
With a gamepad or joystick you can toggle "precision mode" on/off. Then the analogue stick movements will translate to like only half the action - good for far distance sniping, or docking.
So I do not get this comment from Cmdr Wyvern. :?
... and with no way to tune axis sensitivity ingame
Yes, I know of precision mode, but that's not what I was talking about.

Many controllers come with software that allows axis sensitivity and dead zones to be set at the driver level, and with Oolite sometimes that works. YMMV.
But there's still no way to set sensitivity and dead zones within the game itself, thusly, center drift. Precision mode doesn't count as a sensitivity setting, it's simply a switchable override. Nor is it meant, I believe, to work as a sensitivity setting.
So, what I said remains true: There's no way to tune sensitivity ingame.

Re: The noobs, the questions, will they never end?

Posted: Fri Apr 09, 2010 10:19 pm
by Smivs
Palmski wrote:
Should I just give up and remain Harmless until I can afford Military lasers and be able to waste money shooting ECM hardened missiles?
Hi Palmski, and welcome. Plenty of good advice above, but just wanted to add that Hardhead missiles are most certainly NOT a waste of money, unlike the standard ones. OK, so once in a while one may get ECM'd (have a look at the wiki when it's back to explain this), but the bottom line is that a regular missile is next to useless. A hardhead will very likely take out its target, and at worst will make him run away and not be a problem. Even Thargoids with their superior ECM are not totally immune...I recently took out a Thargoid Battleship* by firing two hardheads in quick succession. The first got ECM's, the second worked!.
*Galactic Navy OXP...highly recommended when you've got a bit of experience and a hot ship.

Re: The noobs, the questions, will they never end?

Posted: Fri Apr 09, 2010 10:26 pm
by JazHaz
Smivs wrote:
I recently took out a Thargoid Battleship* by firing two hardheads in quick succession.
Funnily enough yesterday I tried this with the lightweight warheaded Interceptor missiles, from the Missiles & Bombs OXP. Two of these missiles did enough damage to a Thargoid to put it into the "sparks" stage where it was easily taken out by lasers.

Re: The noobs, the questions, will they never end?

Posted: Sat Apr 10, 2010 1:03 am
by Diziet Sma
Palmski wrote:
Now, down to noob business. Of course I have a few questions, and I have searched through the forums but couldn't find anything which really answered them and with the wiki offline I'm a bit stuck for help.
The forum search tool is not very effective. If you use Internet Explorer, Firefox or Google Chrome, there is a browser search plugin available which will make it easier to find relevant threads/posts. There is a version using Google, and one using Yahoo.

If you use Safari or Opera, see this thread for methods to do the same thing with those browsers.

Posted: Sat Apr 10, 2010 12:44 pm
by Palmski
Thanks for all the tips. I've got Griff's working just fine now. One small point with it though, I chose the "weathered" Cobra and I couldn't upgrade certain items (like any laser or docking computers) and I couldn't repair a damaged ECM unit, also the "sell price" for this ship was zero credits. I imagine it's because this "one careful owner" version of the Cobra doesn't have these items normally available to it? Anyway, reverted the save back to the standard version and I could upgrade OK and then switch back to my battered appearance.

I'm seriously tempted by the joystick option, I've managed to take down a few easier opponents now so I think it was just a case of the FDL was a bit too tricky for me to start with taking the sensitive keyboard into account.

Posted: Sat Apr 10, 2010 1:35 pm
by Diziet Sma
Hmm.. that should not be happening.. it should still be seen by the game as a standard MkIII Cobra. I wonder if anything would show in the log? Since you've edited your save file and restarted, it would be in Previous.log if there was.. I wonder if you'd mind posting it here? I think this bears further investigation.

Posted: Sat Apr 10, 2010 6:06 pm
by Palmski
No problem, I can't see a way of adding an attachment so I'm afraid it's copy & paste:

Code: Select all

[log.header]: Opening log for Oolite version 1.73.4 (x86-32 test release) under Windows at 2010-04-10 13:47:46 +0100.
2 processors detected.
Oolite Options: [Procedural Planets] [Docking Clearance] [Wormhole Scanner] [Target Incoming Missiles]

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: Windows native resolution detected: 1680 x 1050
[rendering.opengl.version]: OpenGL renderer version: 3.2.9704 ("3.2.9704 Compatibility Profile Context")
Vendor: ATI Technologies Inc.
Renderer: ATI Radeon HD 4800 Series   
[rendering.opengl.extensions]: OpenGL extensions (157):
GL_AMDX_name_gen_delete GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
[searchPaths.dumpAll]: ---> OXP search paths:
(Resources, ../AddOns, "../AddOns/AsteroidStorm 3.55.oxp", ../AddOns/BountyScannerv1.061.oxp, ../AddOns/Famous_Planets_v2.0.oxp, "../AddOns/FP Liners 1.00.oxp", "../AddOns/griff_shipset_dizzy's_all_in_1.oxp", "../AddOns/Lave Academy 1.11.oxp", ../AddOns/longway.oxp, "../AddOns/Pods 1.11.oxp", "../AddOns/Pods-UPS 1.11.oxp", ../AddOns/RandomHits1.3.6.oxp, ../AddOns/Snoopers1.0.1.oxp, ../AddOns/System_Redux.oxp, "../AddOns/Traffic Control 1.01.oxp", "../AddOns/UPS-courier v1.6.1.oxp", "../AddOns/Welcome Mat 1.06.oxp", ../AddOns/YOUR_AD_HERE.oxp, ../AddOns/YOUR_AD_HERE_set_A.oxp, ../AddOns/YOUR_AD_HERE_set_B.oxp, ../AddOns/YOUR_AD_HERE_set_C.oxp, ../AddOns/YOUR_AD_HERE_set_D.oxp, ../AddOns/YOUR_AD_HERE_set_E.oxp, ../AddOns/YOUR_AD_HERE_set_F.oxp)
[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 22 world scripts: "AsteroidStorm" 3.55, "Bounty Scanner" 1.061, "Famous Planets Launch Script" 1.2, "Famous Planets Liners Script" 1.0, "LaveAcademy" 1.1, "long_way_round", "oolite-cloaking-device" 1.73.4, "oolite-constrictor-hunt" 1.73.4, "oolite-nova" 1.73.4, "oolite-thargoid-plans" 1.73.4, "oolite-trumbles" 1.73.4, "Pi-Forty-Two Con stores" 4.1.1, "Random_Hits", "snoopers" 1.0.1, "System Redux 1.2" 1.2, "TrafficControl" 1.0, "ups_container" 1.6, "ups_docs" 1.6, "ups_parcel" 1.6, "ups_slaves" 1.6, "ups_sun" 1.6, "Welcome Information Script" 0.7
[shader.link.failure]: ***** GLSL shader linking failed:
>>>>> GLSL log:
Fragment shader(s) failed to link,  vertex shader(s) failed to link. 
ERROR: error(#277) Symbol 'gl_TexCoord[0]' usage doesn't match between two stages
ERROR: error(#277) Symbol 'gl_TexCoord[0]' usage doesn't match between two stages
 

[shader.link.failure]: ***** GLSL shader linking failed:
>>>>> GLSL log:
Fragment shader(s) failed to link,  vertex shader(s) failed to link. 
ERROR: error(#277) Symbol 'gl_TexCoord[0]' usage doesn't match between two stages
ERROR: error(#277) Symbol 'gl_TexCoord[0]' usage doesn't match between two stages
 

[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2010-04-10 13:49:27 +0100.


Posted: Sun Apr 11, 2010 3:20 am
by Diziet Sma
Hmm.. nothing in there except a known shader problem which is already being dealt with. The next all-in-one pack will hopefully have the fix for that.

I'm at a loss to explain why you can't buy/repair gear.. I think I'll PM Griff and pass this along to him.

Posted: Mon Apr 12, 2010 6:49 am
by Palmski
Let me know if you need a hand debugging or anything. My current save is not at the precise point I was having the problems but I'll take a backup anyway and see if I can reproduce the error when I get a chance - real life has a nasty way of making sure I can't get to the PC as often as I would like :lol:

Posted: Mon Apr 12, 2010 10:06 pm
by Griff
erk, i think i might have forgotten to put one of the 2 types of player flyable cobra into the shipyard.plist file in the oxp*, i'm not sure which one i've left out, but it's probably the 'weathered' one (i went through a brief spell of re-naming some of the ships in the oxp and i've ended up confusing myself) which is probably why you can't add or repair any equipment.
I'm fairly far along now remaking the 'Asp' ship so when that's done i'll stuff it into Dizzy's all-in-1-oxp and fix this bug whilst i'm there ( oh and also the one where the griff_python gets spawed lots of times as pirates - some of the variations in the oxp need to be made more rare - i had 4 pythons flying together as a pirate squadron the other day :roll: )

* the alternate fer-de-lance was missing too!