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Re: Galactic Navy Strikes Back

Posted: Wed Aug 10, 2011 2:19 pm
by Fatleaf
Errm :oops:

"This isn't the post you are looking for" :roll:

Re: Galactic Navy Strikes Back

Posted: Mon Aug 22, 2011 5:52 am
by Fatleaf
This oxp still has,
<key>missile_launch_position</key>
<string>0.0 0.0 -20.5</string>

And it brings up errors in the log. Is there any chance of updating it to correct this issue?

Re: Galactic Navy Strikes Back

Posted: Mon Aug 22, 2011 7:15 am
by Eric Walch
Fatleaf wrote:
And it brings up errors in the log. Is there any chance of updating it to correct this issue?
Nemoricus has not been around since 1.75 was launched. I think I now included the corrected shipdata.plist now in the current patch file that is on the wiki Galnavy page.
We have to just wait until both corrected files from the patch are included in the main oxp and are hosted by someone.

Re: Galactic Navy Strikes Back

Posted: Mon Aug 22, 2011 7:22 am
by Fatleaf
Eric Walch wrote:
I think I now included the corrected shipdata.plist now in the current patch file that is on the wiki Galnavy page.
I just checked, the patch file contains a galnavymain.js file and a navysweeperAI.plist file but no shipdata.plist. So it still gives errors.

Re: Galactic Navy Strikes Back

Posted: Mon Aug 22, 2011 8:01 am
by Eric Walch
Fatleaf wrote:
I just checked, the patch file contains a galnavymain.js file and a navysweeperAI.plist file but no shipdata.plist. So it still gives errors.
I now included my fixed shipData.plist in the patch and uploaded it. I probably forgot that file in the patch because I fixed my version long before 1.75 was released.

Re: Galactic Navy Strikes Back

Posted: Wed Sep 28, 2011 11:40 pm
by sdrubble
Hi folks,

I've just made this post at the ADCK Behemoths thread. As it seemingly deals with missing dependencies within GN itself, I thought it would be a good idea to leave a pointer in this thread also.

Cheers :mrgreen:

Re: Galactic Navy Strikes Back

Posted: Fri Oct 14, 2011 3:28 am
by Nemoricus
*returns from unknown regions of space, the hull of his Cobra Mk III badly scorched and dented*

My apologies, pilots and commanders of the Galactic Navy. A misjump left me stranded for a significant period of time, and it's only recently that I was able to return to the friendliest board this side of Riedquat.

However, in the time I've been back, I've looked over the messages that were posted in my absence, and have incorporated fixes for the problems that have been spotted.

In my first post of this topic, you will find a link to the most recent version of Galactic Navy's software. Eric_Walch's fixes have been included, and it should now run without trouble in 1.75.

I've not been able to update the links in the wiki, I fear, for I have either forgotten the password to my account or never had one at all. If a pilot would do this on behalf of the Navy, their assistance would be greatly appreciated.

Re: Galactic Navy Strikes Back

Posted: Fri Oct 14, 2011 8:05 am
by JazHaz
Nemoricus wrote:
*returns from unknown regions of space, the hull of his Cobra Mk III badly scorched and dented*

My apologies, pilots and commanders of the Galactic Navy. A misjump left me stranded for a significant period of time, and it's only recently that I was able to return to the friendliest board this side of Riedquat.

In my first post of this topic, you will find a link to the most recent version of Galactic Navy's software. Eric_Walch's fixes have been included, and it should now run without trouble in 1.75.
Welcome back Nem!

The only problem I think that's outstanding is the lack of Behemoths, due to 1.75 compatibility issues with the two main Behemoth OXPs (the original and ADCK's). I think that GalNavy requires Behemoths??
Nemoricus wrote:
I've not been able to update the links in the wiki, I fear, for I have either forgotten the password to my account or never had one at all. If a pilot would do this on behalf of the Navy, their assistance would be greatly appreciated.
My wiki password is inaccessible on my broken laptop, so apologies, I cannot get on either.

Re: Galactic Navy Strikes Back

Posted: Fri Oct 14, 2011 8:12 am
by Eric Walch
Nemoricus wrote:
I've not been able to update the links in the wiki, I fear, for I have either forgotten the password to my account or never had one at all. If a pilot would do this on behalf of the Navy, their assistance would be greatly appreciated.
Great that you are back for updating it. It is one of the most favorite oxps. I just updated the wiki link to the new version and removed my, now obsolete, patch.

Re: Galactic Navy Strikes Back

Posted: Fri Oct 14, 2011 8:24 am
by Nemoricus
Thanks for sorting out the wiki for me, Eric!
JazHaz wrote:
The only problem I think that's outstanding is the lack of Behemoths, due to 1.75 compatibility issues with the two main Behemoth OXPs (the original and ADCK's). I think that GalNavy requires Behemoths??
Are you using these two in combination? Which versions? I just did some checks with Behemoths 2.6, and it appears to work just fine. However, I haven't used ADCK Behemoths and can't vouch for their compatibility.

Re: Galactic Navy Strikes Back

Posted: Fri Oct 14, 2011 10:00 am
by Eric Walch
Nemoricus wrote:
I haven't used ADCK Behemoths and can't vouch for their compatibility.
That oxp is fully incompatible because it replaces the behemoths from GN with its own, but still uses the shipdata from an old GN version. Thereby removing scripts for ships that now should have one or giving it wrong scripts. Using that oxp in the current form will break some missions.

I just downloaded your new version 5.4.1, but the main script still says version 5.4.0 so I think you uploaded a wrong version. The this.SecComSystemCheck() and this.SecComSystemSetUp() you added at the end of that main script for the never released 5.4.0 version, still uses the static "System" that no longer works with Oolite 1.75. Should be "system".

Re: Galactic Navy Strikes Back

Posted: Fri Oct 14, 2011 1:28 pm
by JazHaz
Nemoricus wrote:
JazHaz wrote:
The only problem I think that's outstanding is the lack of Behemoths, due to 1.75 compatibility issues with the two main Behemoth OXPs (the original and ADCK's). I think that GalNavy requires Behemoths??
Are you using these two in combination? Which versions? I just did some checks with Behemoths 2.6, and it appears to work just fine. However, I haven't used ADCK Behemoths and can't vouch for their compatibility.
Ah, it seems I was getting confuzzled due to the time I have been away. Eric Walch's Behemoth Spacewar is the incompatible one, and I had downloaded ADCK's Behemoths, which also has incompatibility problems. Have now deleted that, which is a shame as it has some nice new models including a great new SECOM station, and have installed Behemoths 2.6.

Re: Galactic Navy Strikes Back

Posted: Fri Oct 14, 2011 2:37 pm
by Nemoricus
Eric Walch wrote:
Nemoricus wrote:
I haven't used ADCK Behemoths and can't vouch for their compatibility.
That oxp is fully incompatible because it replaces the behemoths from GN with its own, but still uses the shipdata from an old GN version. Thereby removing scripts for ships that now should have one or giving it wrong scripts. Using that oxp in the current form will break some missions.
I'll have to look into this further, then, to see if there's anything I can do to mitigate that. Otherwise, I'll simply put in a warning not to use Galactic Navy
I just downloaded your new version 5.4.1, but the main script still says version 5.4.0 so I think you uploaded a wrong version. The this.SecComSystemCheck() and this.SecComSystemSetUp() you added at the end of that main script for the never released 5.4.0 version, still uses the static "System" that no longer works with Oolite 1.75. Should be "system".
It turns out that I did fix a capitalization issue that was causing problems. However, I missed those. They're now fixed. I've also gone through the main script and verified that there are no other such capitalization errors. The updated version is linked to in the first post, per usual

Re: Galactic Navy Strikes Back

Posted: Fri Oct 14, 2011 2:41 pm
by CommonSenseOTB
Why don't you just make a shipdata-overrides.plist that puts the proper scripts into the behemoths ships that need it and put that file in the Galactic Navy oxp.?

Welcome back Nemoricus. :)

Re: Galactic Navy Strikes Back

Posted: Fri Oct 14, 2011 3:49 pm
by Eric Walch
CommonSenseOTB wrote:
Why don't you just make a shipdata-overrides.plist that puts the proper scripts into the behemoths ships that need it and put that file in the Galactic Navy oxp.?
That would be way to go, but that should be done in the 'ADCK Behemoths' oxp and is not a job for GN. Instead of overwriting the full ships as now happens, using the shipdata-overrides.plist to only replace the model, texture and subentities of some of the ships. That way it is more likely that 'ADCK Behemoths' keeps working when things in GN change.