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Re: I like 1.75

Posted: Sun Mar 27, 2011 7:47 pm
by CheeseRedux
lisbet wrote:
For my log information- that folder is empty. That's why I assumed I needed to do something to get a log.
That sounds strange. On a Windows system the latest (&previous) log can be found in C:\Oolite\oolite.app\Logs by default. I don't know the exact location on Mac/Linux, but it's something similar.
If it's not there, you have something weird going on...

Re: I like 1.75

Posted: Sun Mar 27, 2011 8:54 pm
by Eric Walch
HUMPERS wrote:
Is there a way of checking whether there's a bug with this mission.

I'm even prepared to remove the mission if possible (i'm sure it is) just to carry on with something else.
One sure way to see if the mission is still intact is browsing your save file with a text editor for the words: mission_ups_container and mission_ups_cplanet. They should be:

Code: Select all

mission_ups_container = "SEARCHING2";
mission_ups_cplanet = 212;
If not, something is wrong.
However, ups has 5 independent mission lines, so ignoring this one, still will let you proceed with the 4 others. Even when the variables are completely messed up, a galaxtic jump should reset everything, so at the end, any problem should fix itself. :)

Theoretical it could be possible that using an old version of UPS with the new Oolite triggered some errors that resulted in setting variables wrong. But I don't think that was possible for this mission.

Re: I like 1.75

Posted: Sun Mar 27, 2011 11:56 pm
by HUMPERS
Hi,

This is what I have for the saved log file:

Could you pick the bones out of this and tell me if somethings wrong?

<key>mission_ups_ambush</key>
<string>POSSIBLE</string>
<key>mission_ups_c1count</key>
<string>4</string>
<key>mission_ups_c2count</key>
<string>0</string>
<key>mission_ups_ccount</key>
<string>3</string>
<key>mission_ups_closecontact</key>
<string>NO</string>
<key>mission_ups_container</key>
<string>SEARCHING2</string>
<key>mission_ups_container_award</key>
<string>0</string>
<key>mission_ups_container_count</key>
<string>0</string>
<key>mission_ups_container_remaining</key>
<string>-15</string>
<key>mission_ups_cplanet</key>
<string>212</string>
<key>mission_ups_cplanetname</key>
<string>Anve</string>
<key>mission_ups_dcount</key>
<string>20</string>
<key>mission_ups_difference</key>
<string>6</string>
<key>mission_ups_docs</key>
<string>NOT_NOW</string>
<key>mission_ups_dplanet</key>
<string>136</string>
<key>mission_ups_ecount</key>
<string>2</string>
<key>mission_ups_galaxy</key>
<string>1</string>
<key>mission_ups_galcop_punishment</key>
<string>0</string>
<key>mission_ups_parcel</key>
<string>SMALL_DELIVERY</string>
<key>mission_ups_parcel_appearance</key>
<string>two red Resoriian</string>
<key>mission_ups_pcount</key>
<string>11</string>
<key>mission_ups_planetname</key>
<string>Isoned</string>
<key>mission_ups_pplanet</key>
<string>189</string>
<key>mission_ups_pplanetname</key>
<string>Resori</string>
<key>mission_ups_reputation</key>
<string>2</string>
<key>mission_ups_splanet</key>
<string>36</string>
<key>mission_ups_splanetname</key>
<string>Dimadi</string>
<key>mission_ups_stimerstart</key>
<string>2084842</string>
<key>mission_ups_sun</key>
<string>RESCUE</string>
<key>mission_ups_sunbase</key>
<string>YES</string>
<key>mission_ups_sunvisits</key>
<string>5</string>
<key>mission_ups_tcount</key>
<string>2</string>
<key>mission_ups_timerstart</key>
<string>2084784</string>
<key>ups_container</key>
<string>Capture the pirates at planet Isoned and bring them to nearest UPS post.</string>
<key>ups_parcel</key>
<string>Deliver two red Resoriian parcels to nearby communist station.</string>
<key>ups_sun</key>
<string>Rescue the crew from the solar-station at Dimadi.</string>

Help?

If its ok then all I can do is remove it I suppose but if you tell me how this is done I would again be grateful.

Many thanks for your speedy responses.

Humpers.

Re: I like 1.75

Posted: Mon Mar 28, 2011 12:31 am
by lisbet
Found it. I'm running Windows 7 and it does the strangest things to file storage. It was in a Virtual Store folder under my user settings.

AddOns include:

../AddOns/Anarchies2.5.oxp
../AddOns/Aquatics 2.23.oxp
../AddOns/AsteroidStorm 4.01.oxp
../AddOns/auto_eject.oxp
../AddOns/Baakili_Far_Trader_v1.2.oxp
../AddOns/behemoth 2.5.4.oxp
../AddOns/BehemothSpacewar 1.2.3.oxp
../AddOns/BigShips 1.02.oxp
../AddOns/Blackjacksbullion js v1.24.oxp
../AddOns/black_baron.oxp
../AddOns/BlOomberg Markets v2.4.oxp
../AddOns/BoaClipper.oxp
../AddOns/BountyScannerv2.0.oxp
../AddOns/buoyRepair1.02.8.oxp
../AddOns/Cabal_Common_Library1.2.oxp
../AddOns/Cargo_wrecks_teaser 1.6.5.oxp
../AddOns/cobraClipper 1.1.1.oxp
../AddOns/Commies.oxp
../AddOns/Constrictor_morehints.oxp
../AddOns/DeepSpacePirates 1.3.oxp
../AddOns/Dictators v1.4.oxp
../AddOns/display_reputation.oxp
../AddOns/Dredgers 2.4.5.oxp
../AddOns/Energy Equipment 1.11.oxp
../AddOns/Flight Log 1.03.oxp
../AddOns/FTZ v0.15.oxp
../AddOns/FuelCollectorV0.06.oxp
../AddOns/Furball-1.0a1.oxp
../AddOns/Galactic_Navy 5.3.0.oxp
../AddOns/hOopyCasino1.2.oxp
../AddOns/HyperCargo 1.04.oxp
../AddOns/Illegal_goods_tweak_1.1.oxp
../AddOns/interstellar_help.oxp
../AddOns/IronHide 2.00.oxp
../AddOns/kirin.oxp
../AddOns/longway 1.1.oxp
../AddOns/MilHUD-v3.4.oxp
../AddOns/military Fiasco 2.5.2.oxp
../AddOns/Misjump Analyser 1.1.oxp
../AddOns/morrigan.oxp
../AddOns/Oo-Haul.oxp
../AddOns/Ore_processor 1.58.oxp
../AddOns/OXPConfig2.0.2.oxp
../AddOns/Personalities.oxp
../AddOns/Pirate_coves 1.2.2.oxp
../AddOns/PlanetFall 1.41.oxp
../AddOns/PlanetFall Link - Black Monks 1.0.oxp
../AddOns/PlanetFall Link - hOopy Casino 1.0.oxp
../AddOns/PlanetFall Mission - Oo-Haul 1.11.oxp
../AddOns/PlanetFall Mission - Taxi 1.11.oxp
../AddOns/Pods 1.22.oxp
../AddOns/Pods-UPS 1.22.oxp
../AddOns/RandomHits1.4.10.oxp
../AddOns/RepairBots 2.01.oxp
../AddOns/Rock_Hermit_Locator1.3.3.oxp
../AddOns/sell_equipment.oxp
../AddOns/Shady_blackmonks.oxp
../AddOns/Snoopers2.1.oxp
../AddOns/Snoopers2.x_gal2.oxp
../AddOns/spyhunter 1.1.oxp
../AddOns/Stealth 1.03.oxp
../AddOns/Stellar Serpents 1.20.oxp
../AddOns/Stingray.oxp
../AddOns/Taranis 1.2.oxp
../AddOns/Target Autolock Plus 1.12.oxp
../AddOns/TargetTracker v0.2.oxp
../AddOns/TCAT 1.10.oxp
../AddOns/thargoid_wars 4.5.1.oxp
../AddOns/The Feudal States v1.9.6.oxp
../AddOns/UPS-courier v1.7.6.oxp
../AddOns/Vector1.5.oxp
../AddOns/Vortex 1.11.oxp
../AddOns/Welcome Mat 1.11.oxp
../AddOns/YOUR_AD_HERE.oxp
../AddOns/YOUR_AD_HERE_set_A.oxp

Re: I like 1.75

Posted: Mon Mar 28, 2011 7:55 am
by Eric Walch
HUMPERS wrote:
Hi,

This is what I have for the saved log file:
....
If its ok then all I can do is remove it I suppose but if you tell me how this is done I would again be grateful.

Many thanks for your speedy responses.

Humpers.
The two essential variables that make that a ship is added in 'Isoned' are there. So the ship must be added. However, this mission hits a change in 1.75 compared with 1.74

At 3/4 th of the "ups_container.js" script there is a line:

Code: Select all

system.addShipsToRoute(this.python(), 1, null, "pw");
That null used to work in 1.74 in a way that Oolite replaced it with a random value. Since 1.75 it will be replaced with zero. That means that the ship is always placed at the start of the route. In this case near the planet as the route is defined as Planet -> Witchpoint.
Change that line to :

Code: Select all

system.addShipsToRoute(this.python(), 1, Math.random(), "pw");
Somehow, I thought this fix was already in my latest upload, but apparently is wasn't. This Oolite 1.75 change bugs my code at more places. But there the route was defined with the witchpoint as start and you find all ships there. I will upload my corrected version 1.7.7 this evening.
lisbet wrote:
For the UPS mission- It worked for me in 1.75, but I also got the mission in 1.75 so if it's broken, it probably has to do with the changeover. I found the python closer to the planet than any reasonable ship should be- mass locked by the planet- on a roughly straight shot from the witch point.
Being always there is a bug, but it was findable. :P

Re: I like 1.75

Posted: Thu Mar 31, 2011 10:02 pm
by HUMPERS
Dear Eric,

You are a genius!

I have downloaded latest UPS version 1.77 and it worked first time. The Python appeared!

Thanks very much for your help.

Humpers.

Re: I like 1.75

Posted: Sat Apr 16, 2011 2:36 pm
by Eric Walch
I just realised that pirates can follow the player through his wormhole when trying to escape to another system. I already noticed this with some UPS ships, but the code responsible for this was already in the normal pirateAI.

When the player left the system, the pirates in attack mode were always instructed to jump into the nearest wormhole. But, before 1.75, the player ship never created a wormhole. In 1.75 this is fixed, the player ship now creates a wormhole and I just tested it: normal pirates will just follow you when jumping to a nearby system. :twisted:

Re: I like 1.75

Posted: Sat Apr 16, 2011 3:03 pm
by Cody
Eric Walch wrote:
In 1.75 this is fixed, the player ship now creates a wormhole and I just tested it: normal pirates will just follow you when jumping to a nearby system.
Excellent! Question... would the pirates follow me into my mis-jumped wormhole?

Re: I like 1.75

Posted: Sat Apr 16, 2011 3:11 pm
by Disembodied
El Viejo wrote:
Excellent! Question... would the pirates follow me into my mis-jumped wormhole?
And if not, why not? Is it possible to detect – perhaps even visually – between a normal wormhole and a misjumped one? Maybe a misjump hole could glow green?

Re: I like 1.75

Posted: Sat Apr 16, 2011 3:16 pm
by Eric Walch
El Viejo wrote:
Question... would the pirates follow me into my mis-jumped wormhole?
I just tested this: The pirate followed me on a deliberate misjump. So at least I was not alone against the thargoids :P

Re: I like 1.75

Posted: Sat Apr 16, 2011 3:17 pm
by Cody
Eric Walch wrote:
I just tested this: The pirate followed me on a deliberate misjump. So at least I was not alone against the thargoids
Even more excellent... thanks Eric.

Re: I like 1.75

Posted: Sat Apr 16, 2011 3:40 pm
by CheeseRedux
So, does this means that they always follow their prey to wherever it may have gone off to? I would expect that some of the more survival-oriented of the miscreants would be wary of blindly blundering into what could easily be the very corporate system where the Police Force and the Navy are conducting training exercises right next to the Beacon.

Re: I like 1.75

Posted: Sat Apr 16, 2011 6:29 pm
by Commander McLane
CheeseRedux wrote:
So, does this means that they always follow their prey to wherever it may have gone off to? I would expect that some of the more survival-oriented of the miscreants would be wary of blindly blundering into what could easily be the very corporate system where the Police Force and the Navy are conducting training exercises right next to the Beacon.
They don't always follow, only if they can reach the wormhole before it collapses. But yes, they don't care where the wormhole leads (perhaps they don't have wormhole scanners :wink: ). They want the prey which makes them a little blind to the possible consequences. Or they're just taking the risk.

Re: I like 1.75

Posted: Sat Apr 16, 2011 8:38 pm
by Cody
Eric Walch wrote:
the player ship now creates a wormhole and I just tested it: normal pirates will just follow you when jumping to a nearby system.
It works a treat... really neat.

Re: I like 1.75

Posted: Sat Apr 16, 2011 9:04 pm
by Commander McLane
Eric Walch wrote:
the player ship now creates a wormhole and I just tested it: normal pirates will just follow you when jumping to a nearby system.
However, they will leave their escorts behind in the process.

Two problems:

(1) The PLAYER WITCHSPACE message in pirateAI nowhere triggers a wormholeEscorts. I think it should be

Code: Select all

        "PLAYER WITCHSPACE" =         (
            enterTargetWormhole,
            wormholeEscorts
        );
or something like that.

(2) That wouldn't even be enough. wormholeEscorts sends an ENTER WORMHOLE to the escorts. They do receive that while in normal escort mode (stage FLYING_ESCORT). However, during a fight the escorts have interceptAI, and there is no ENTER WORMHOLE message in that AI. It would at least be needed in the AI's ATTACK_SHIP state, and should probably also contain an exitAI, so that in the new system the escort is correctly re-attached to its mother.