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Re: The Assassins Guild OXP (Final Updated Version)

Posted: Thu Jan 25, 2024 8:45 am
by Cholmondely
phkb wrote: Thu Jan 25, 2024 5:11 am
Cholmondely wrote: Thu Jan 25, 2024 1:29 am
I found these error messages in my latest.log and understand that at least two of them come from this OXP:
Can you try this version of the shipdata.plist: assassins guild shipdata.zip

I converted the XML to OpenStep, and converted the subentities to the new format. Seems to work on my PC.
Thank you. What a massive difference!!

ATOM throws up these sections as problematic:

victim9 - lines 3197 - 3214

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		subentities = 
			{ type = "standard"; subentity_key = "devilship_engine_l"; position = (, 0, 0); orientation = (0, 1, 0, 0); },
			{ type = "standard"; subentity_key = "devilship_engine_r"; position = (, 0, 0); orientation = (0, 1, 0, 0); },
			{ type = "standard"; subentity_key = "devilship_head"; position = (, , ); orientation = (, , 0, 0); },
			{ type = "standard"; subentity_key = "devilship_subents"; position = (, , 0); orientation = (0, 0, 1, 0); },
			{ type = "ball_turret"; subentity_key = "devilship_turretr"; position = (, 36.9353, 105.064); orientation = (31.496, , , 1);},
			{ type = "ball_turret"; subentity_key = "devilship_turretg"; position = (, 35.7492, 105.064); orientation = (-28.4615, 1, 0, -1);},
			{ type = "ball_turret"; subentity_key = "devilship_turretb"; position = (, 34.521, 105.064); orientation = (-90.5453, , 1, 0);},
			{ type = "ball_turret"; subentity_key = "devilship_turreto"; position = (-38.1363, 105.064, 31.496); orientation = (, , 1, 0);},
			{ type = "ball_turret"; subentity_key = "devilship_turretc"; position = (-36.9502, 105.064, -28.4615); orientation = (1, 0, 1, 0);},
			{ type = "ball_turret"; subentity_key = "devilship_turretm"; position = (-35.722, , 105.064); orientation = (-90.5453, 1, 0, 1);},
			{ type = "ball_turret"; subentity_key = "devilship_turret2r"; position = (-0.9624, 144.889, 229.792); orientation = (, , 1, 1);},
			{ type = "ball_turret"; subentity_key = "devilship_turret2b"; position = (, 0.3519, 198.355); orientation = (, 29.7637, , 1);},
			{ type = "ball_turret"; subentity_key = "devilship_turretr"; position = (-1.989, -64.6518, 190.2156); orientation = (, 1, -1, 0);},
			{ type = "ball_turret"; subentity_key = "devilship_turret2g"; position = (0.056, -27.446, -49.1142); orientation = (, , 1, -1);},
			{ type = "ball_turret"; subentity_key = "devilship_turret2o"; position = (, 0.840, -2.4676); orientation = (-119.93, , , );},
			{ type = "ball_turret"; subentity_key = "devilship_turretc"; position = (-0.4774, , 69.3553); orientation = (-201.488, 0, 1, 0);},
		);
balrog - lines 3251 - 3268

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		subentities = (
			{ type = "standard"; subentity_key = "devilship_engine_l"; position = (, 0, 0); orientation = (0, 1, 0, 0); },
			{ type = "standard"; subentity_key = "devilship_engine_r"; position = (, 0, 0); orientation = (0, 1, 0, 0); },
			{ type = "standard"; subentity_key = "devilship_head"; position = (, , ); orientation = (, , 0, 0); },
			{ type = "standard"; subentity_key = "devilship_subents"; position = (, , 0); orientation = (0, 0, 1, 0); },
			{ type = "ball_turret"; subentity_key = "devilship_turretr"; position = (, 36.9353, 105.064); orientation = (31.496, , , 1);},
			{ type = "ball_turret"; subentity_key = "devilship_turretg"; position = (, 35.7492, 105.064); orientation = (-28.4615, 1, 0, -1);},
			{ type = "ball_turret"; subentity_key = "devilship_turretb"; position = (, 34.521, 105.064); orientation = (-90.5453, , 1, 0);},
			{ type = "ball_turret"; subentity_key = "devilship_turreto"; position = (-38.1363, 105.064, 31.496); orientation = (, , 1, 0);},
			{ type = "ball_turret"; subentity_key = "devilship_turretc"; position = (-36.9502, 105.064, -28.4615); orientation = (1, 0, 1, 0);},
			{ type = "ball_turret"; subentity_key = "devilship_turretm"; position = (-35.722, , 105.064); orientation = (-90.5453, 1, 0, 1);},
			{ type = "ball_turret"; subentity_key = "devilship_turret2r"; position = (-0.9624, 144.889, 229.792); orientation = (, , 1, 1);},
			{ type = "ball_turret"; subentity_key = "devilship_turret2b"; position = (, 0.3519, 198.355); orientation = (, 29.7637, , 1);},
			{ type = "ball_turret"; subentity_key = "devilship_turretr"; position = (-1.989, -64.6518, 190.2156); orientation = (, 1, -1, 0);},
			{ type = "ball_turret"; subentity_key = "devilship_turret2g"; position = (0.056, -27.446, -49.1142); orientation = (, , 1, -1);},
			{ type = "ball_turret"; subentity_key = "devilship_turret2o"; position = (, 0.840, -2.4676); orientation = (-119.93, , , );},
			{ type = "ball_turret"; subentity_key = "devilship_turretc"; position = (-0.4774, , 69.3553); orientation = (-201.488, 0, 1, 0);},
		);
You and NiteOwl have between you gotten me to the point where I can bung in commas and semi-colons and get things to work. Here the stuff in between the commas needs bunging in - and I'm out of my depth!

I can't fix this sort of thing.

But how does one go about doing so? How would one work out the missing co-ordinates?





And my latest.log shows this:

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...
08:47:38.442 [plist.parse.failed] OOPropertyListFromData (OOPListParsing.m:72): Failed to parse /Users/accountname/Library/Application Support/Oolite/AddOns/oolite.oxp.LittleBear.AssassinsGuild.oxp/Config/shipdata.plist as a property list.
Unexpected character { at line 1
08:47:39.515 [shipData.load.shipyard.unknown] -[OOShipRegistry(OODataLoader) loadAndMergeShipyard:] (OOShipRegistry.m:879): ----- WARNING: the shipyard.plist entry "nemesis-player" does not have a corresponding shipdata.plist entry, ignoring.
08:47:39.515 [shipData.load.shipyard.unknown] -[OOShipRegistry(OODataLoader) loadAndMergeShipyard:] (OOShipRegistry.m:879): ----- WARNING: the shipyard.plist entry "mongoose-player" does not have a corresponding shipdata.plist entry, ignoring.
08:47:39.515 [shipData.load.shipyard.unknown] -[OOShipRegistry(OODataLoader) loadAndMergeShipyard:] (OOShipRegistry.m:879): ----- WARNING: the shipyard.plist entry "hitsadder-player" does not have a corresponding shipdata.plist entry, ignoring.
...

Re: The Assassins Guild OXP (Final Updated Version)

Posted: Thu Jan 25, 2024 8:53 am
by phkb
It shouldn’t matter what Atom says. What does Oolite say? Are you getting errors in the log?

Re: The Assassins Guild OXP (Final Updated Version)

Posted: Thu Jan 25, 2024 8:56 am
by Cholmondely
phkb wrote: Thu Jan 25, 2024 8:53 am
It shouldn’t matter what Atom says. What does Oolite say? Are you getting errors in the log?
Sorry - updated latest.log while you posted (I was removing the error lines which were not from The Assassins Guild)

Re: The Assassins Guild OXP (Final Updated Version)

Posted: Thu Jan 25, 2024 12:10 pm
by phkb

Re: The Assassins Guild OXP (Final Updated Version)

Posted: Thu Jan 25, 2024 9:54 pm
by Cholmondely
phkb wrote: Thu Jan 25, 2024 12:10 pm
OK, try this one: assassins guild shipdata2.zip
With a flushed cache:

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21:51:34.016 [shipData.load.begin] +[OOShipRegistry(Singleton) allocWithZone:] (OOShipRegistry.m:1689): Loading ship data.
21:51:34.080 [plist.parse.failed] OOPropertyListFromData (OOPListParsing.m:72): Failed to parse /Users/accountname/Library/Application Support/Oolite/AddOns/oolite.oxp.LittleBear.AssassinsGuild.oxp/Config/shipdata.plist as a property list.
Unexpected character { at line 1
21:51:34.172 [shipData.load.shipyard.unknown] -[OOShipRegistry(OODataLoader) loadAndMergeShipyard:] (OOShipRegistry.m:879): ----- WARNING: the shipyard.plist entry "nemesis-player" does not have a corresponding shipdata.plist entry, ignoring.
21:51:34.172 [shipData.load.shipyard.unknown] -[OOShipRegistry(OODataLoader) loadAndMergeShipyard:] (OOShipRegistry.m:879): ----- WARNING: the shipyard.plist entry "mongoose-player" does not have a corresponding shipdata.plist entry, ignoring.
21:51:34.172 [shipData.load.shipyard.unknown] -[OOShipRegistry(OODataLoader) loadAndMergeShipyard:] (OOShipRegistry.m:879): ----- WARNING: the shipyard.plist entry "hitsadder-player" does not have a corresponding shipdata.plist entry, ignoring.
These Assassins are stubborn little blighters, what?

Re: The Assassins Guild OXP (Final Updated Version)

Posted: Thu Jan 25, 2024 10:44 pm
by phkb
OK, last time I think! assassins guild shipdata3.zip

Re: The Assassins Guild OXP (Final Updated Version)

Posted: Sun Jan 28, 2024 11:37 am
by Cholmondely
phkb wrote: Thu Jan 25, 2024 10:44 pm
OK, last time I think! assassins guild shipdata3.zip
Spot on! Fixed!!

Now the issue of the ghastly looking stations needs to be fixed, and this one might just be sorted!

Image

Re: The Assassins Guild OXP (Final Updated Version)

Posted: Wed Jan 31, 2024 1:33 pm
by Griff
that looks like Oolite's spawned the classic dodo station but also added to it the faceplate and the dock subentities from the newer dodo model, maybe from a clash of oxp's and shipdata.plist entiries for the dodo fighting each other to get loaded?


possible fix
in assassins, in all the shipdata plist items with this line

like_ship = "dodecahedron-station";


comment out the model = "new-dodo.dat"; line, ( change them to // model = "new-dodo.dat"; ) or if that generates missing model warnings in the log, change the entire line to

Code: Select all

model = "oolite_dodo.dat";
maybe that will fix it?

Re: The Assassins Guild OXP (Final Updated Version)

Posted: Wed Jan 31, 2024 2:13 pm
by phkb
Cholmondely wrote: Sun Jan 28, 2024 11:37 am
Now the issue of the ghastly looking stations needs to be fixed, and this one might just be sorted!
Cholly, if you do a search through the shipdata file, look for every instance of this:

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		model = "new-dodo.dat";
and change it to this:

Code: Select all

		//model = "new-dodo.dat";
I think there's about 6 of them. Because they're all like_shipping the "dodecaherdon-station", they need to use the base Oolite model, but in the data it's saying to use the old model. So, just by removing the model entries everything should be sweet.

Re: The Assassins Guild OXP (Final Updated Version)

Posted: Wed Jan 31, 2024 3:08 pm
by Griff
Cholmondely wrote: Sun Jan 28, 2024 11:37 am
Now the issue of the ghastly looking stations needs to be fixed, and this one might just be sorted!
Image
Seeing the difference in size between the classic station and the face of the newer one makes me remember v1.0 of that model was too small, EricWalch pointed out everyone had to dock their anacondas and boas sideways if they wanted to get in with all the paintwork intact :)

Re: The Assassins Guild OXP (Final Updated Version)

Posted: Wed Jan 31, 2024 3:26 pm
by Cholmondely
Griff wrote: Wed Jan 31, 2024 1:33 pm
that looks like Oolite's spawned the classic dodo station but also added to it the faceplate and the dock subentities from the newer dodo model, maybe from a clash of oxp's and shipdata.plist entries for the dodo fighting each other to get loaded?


possible fix
in assassins, in all the shipdata plist items with this line

like_ship = "dodecahedron-station";


comment out the model = "new-dodo.dat"; line, ( change them to // model = "new-dodo.dat"; ) or if that generates missing model warnings in the log, change the entire line to

Code: Select all

model = "oolite_dodo.dat";
maybe that will fix it?
phkb wrote: Wed Jan 31, 2024 2:13 pm
Cholly, if you do a search through the shipdata file, look for every instance of this:

Code: Select all

		model = "new-dodo.dat";
and change it to this:

Code: Select all

		//model = "new-dodo.dat";
I think there's about 6 of them. Because they're all like_shipping the "dodecahedron-station", they need to use the base Oolite model, but in the data it's saying to use the old model. So, just by removing the model entries everything should be sweet.


Yes- it works! FIXED!!

Thanking you, gentlemen!

Re: The Assassins Guild OXP (Final Updated Version)

Posted: Wed Jan 31, 2024 3:27 pm
by Cholmondely
LittleBear wrote: Sat Mar 24, 2007 4:41 pm
tales of blood-curdling terror.
But - the new dodo is of course gaudily garnished with all the "GalCop" gubbins on every face.



Maybe those stations should be replaced with something else? A Kiota for example? Or a de-logo-ized Taranis?

The 6 are:
Griff Research Ltd Orbital Base (a shipyard of some sort? But there are factories on the planet surface. ... a SIRF? Kiota Research station?)
Hesperides Wiseguy Way-Station (mafiosi drug trading station. A Traders Outpost?)
Deep Space Hoopy Hotels: Eszausvean gas giants: Lernean Branch & Hades Branch (Use Sothis? Or Nephthys? OR the coming new NUIT which will take liners?)
Liberty Station: don't understand the background of this one - Eszausvean dictatorship? People's popular front?
Augeaian Orbital Repair Facility: (SIRF?)

Reference: https://wiki.alioth.net/index.php/Oolite_Stations (screenshots of almost every station - not every Kiota or Strangers World station)

Image

Re: The Assassins Guild OXP (Final Updated Version)

Posted: Wed May 15, 2024 3:57 pm
by Cholmondely
LittleBear wrote: Sat Mar 24, 2007 4:41 pm
The Assassins Guild OXP – Version 1.3
Littlebear!



Now that we have the ability to exclude oxp's via the manifest.plist, are there any oxp's which wreck your missions?

Telescope? (Note: Stuff is hide-able from Telescope)

Navigation Beacons MFD?

Target Tracker/SniperLock?

Various player uber-ships? (Caduceus/Dark Rainbow...)

Stranger's World/Additional planets planetary posiitoning?

Re: The Assassins Guild OXP (Final Updated Version)

Posted: Thu May 23, 2024 7:06 pm
by Cholmondely
Idea for improvement: WOOT-attack!

Re: The Assassins Guild OXP (Final Updated Version)

Posted: Wed Jun 05, 2024 11:29 pm
by LittleBear
I think any OXZ which adds planets or changes the system in any way will break Assassins in legacy script as ships and stations will not be added where the original code expected them to be. I am starting to rewrite the OXZ in JS and I can adapt the method used by the Galactic Almanac of pausing to wait for other OXZs to move planets around, then finding the final location of the planet and spawning the ships with reference to the final location.

I'm a bit stuck at the moment though with converting the legacy setSpecificPlanetInfo command to JS. I need to make changes with script rather than planetinfo as the economies, governments and descriptions of planets change as the missions play out. The wikki gives the example of:

system.info.description = "Test.";

To change the description of the current system (which works). However I need to set a specific planet rather than whatever system the player is in.

I tried the syntax:

system.info.description(6,73)= "Test.";

But this is incorrect. If I want to set the description of a specific system by galaxy and planet number, how do I phrase this?