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Re: Her Imperial Majesty's Space Navy

Posted: Sun Feb 09, 2014 12:07 am
by Cody
I couldn't find the HIMSN station, but the log threw this:

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00:02:57.811 [station.launchShip.failed]: Cancelled launch for a Cobra Mk III with role trader, as it is too large for the docking port of the <StationEntity 0x1e25eee0>{"Imperial Navy Navigation Buoy" "Imperial Navy Navigation Buoy" position: (9629.87, -5571.03, 378112) scanClass: CLASS_BUOY status: STATUS_IN_FLIGHT}.
Whereabouts have you located the HIMSN station, btw? Farside?

Re: Her Imperial Majesty's Space Navy

Posted: Sun Feb 09, 2014 12:13 am
by Pleb
Image

Should be really near the planet, is marked with an N. As for that log error, I get that too...not sure why it's trying to launch ships out of a buoy?!?! The code for the buoy is:

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	"himsn_station_buoy" = 
	{
		"beacon" = "N";
		"beacon_label" = "Imperial Navy Station";
		"like_ship" = "buoy";
		"name" = "Imperial Navy Navigation Buoy";
		"roles" = "himsn_station_buoy";
		"script" = "himsn_buoy.js";
	};
So there's no reason for it to be trying to launch ships from it... :?

Re: Her Imperial Majesty's Space Navy

Posted: Sun Feb 09, 2014 12:16 am
by Cody
Pleb wrote:
Should be really near the planet, is marked with an N.
I'll have to finagle a Lave-based commander with some kit, then. <wanders off to tinker> Ahh... found it.

Re: Her Imperial Majesty's Space Navy

Posted: Sun Feb 09, 2014 12:19 am
by Pleb
Cody wrote:
I'll have to finagle a Lave-based commander with some kit, then. <wanders off to tinker>
Sorry I should have provided a save file! If you create a quick test script:

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this.name           = "Test OXP Script";
this.author         = "Pleb";
this.copyright      = "(C) 2013 Pleb.";
this.licence        = "CC-NC-by-SA 2.0";
this.description    = "This OXP gives you everything.";
this.version        = "1.0";

"use strict";

this.startUp = function()
{
    log(this.name, "Initialising OXP " + this.name);
	missionVariables.conhunt = "MISSION_COMPLETE";
	missionVariables.cloak = "COMPLETE";
	missionVariables.thargplans = "MISSION_COMPLETE";
	missionVariables.nova = "NOVA_HERO";
}

this.shipWillLaunchFromStation = function(station)
{
	if (player.score === 0)
	{
		player.ship.awardEquipment("EQ_CARGO_BAY");
		player.ship.awardEquipment("EQ_ECM");
		player.ship.awardEquipment("EQ_FUEL_SCOOPS");
		player.ship.awardEquipment("EQ_ESCAPE_POD");
		player.ship.awardEquipment("EQ_ENERGY_UNIT");
		player.ship.awardEquipment("EQ_NAVAL_ENERGY_UNIT");
		player.ship.awardEquipment("EQ_DOCK_COMP");
		player.ship.awardEquipment("EQ_GAL_DRIVE");
		player.ship.awardEquipment("EQ_CLOAKING_DEVICE");
		player.ship.awardEquipment("EQ_PASSENGER_BERTH");
		player.ship.awardEquipment("EQ_FUEL_INJECTION");
		player.ship.awardEquipment("EQ_SCANNER_SHOW_MISSILE_TARGET");
		player.ship.awardEquipment("EQ_MULTI_TARGET");
		player.ship.awardEquipment("EQ_ADVANCED_COMPASS");
		player.ship.awardEquipment("EQ_ADVANCED_NAVIGATIONAL_ARRAY");
		player.ship.awardEquipment("EQ_TARGET_MEMORY");
		player.ship.awardEquipment("EQ_INTEGRATED_TARGETING_SYSTEM");
		player.ship.awardEquipment("EQ_SHIELD_BOOSTER");
		player.ship.awardEquipment("EQ_NAVAL_SHIELD_BOOSTER");
		player.ship.awardEquipment("EQ_HEAT_SHIELD");
		player.ship.awardEquipment("EQ_WORMHOLE_SCANNER");
		player.ship.awardEquipment("EQ_MILITARY_JAMMER");
		player.ship.awardEquipment("EQ_MILITARY_SCANNER_FILTER");
		player.credits = 9999999;
		player.contractReputation = 7;
		player.parcelReputation = 7;
		player.passengerReputation = 7;
		player.score = 7841;
		player.bounty = 0;
		missionVariables.conhunt = "MISSION_COMPLETE";
		missionVariables.cloak = "COMPLETE";
		missionVariables.thargplans = "MISSION_COMPLETE";
		missionVariables.nova = "NOVA_HERO";
	}
}

this.shipExitedWitchspace = function ()
{
	player.ship.fuel = 7;
	player.ship.awardEquipment("EQ_GAL_DRIVE");
}
I use that for testing purposes. It's cheating obviously, but that way I keep my actual commander file safe (I'm only Deadly...:( )

Re: Her Imperial Majesty's Space Navy

Posted: Sun Feb 09, 2014 12:29 am
by Cody
Thanks... I usually hack one of my test commanders, but I'll try that. Oh yeah... got a couple of these:

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00:22:07.239 [shader.uniform.bind.failed]: Could not bind uniform "isHostile" to -[ShipEntity hasHostileTarget] (no uniform of that name could be found).
00:22:07.240 [shader.uniform.unSet]: Did not set uniform "isHostile"
Looks like it'll be a late night for me... hey-ho!

Re: Her Imperial Majesty's Space Navy

Posted: Sun Feb 09, 2014 12:34 am
by Pleb
Strange...I haven't seen that before! I'm still getting the odd error about ships trying to launch from the buoy, so I will have to look into that. Another problem I have just noticed is that the Navy ships are engaging each other when fighting...though that's easily fixable! I will patch that now, and see if I can't figure out why the buoy is trying to launch ships!

Re: Her Imperial Majesty's Space Navy

Posted: Sun Feb 09, 2014 12:40 am
by Cody
I'm running 1.79 (nightly) with my full set of OXPs - is there any reason to remove them?

Re: Her Imperial Majesty's Space Navy

Posted: Sun Feb 09, 2014 12:49 am
by Pleb
I've only got the following OXPs running:

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    ../AddOns/griff_elite2_bug_v1.2.2.oxp
    ../AddOns/griff_elite2_griffin1_v1.01.oxp
    ../AddOns/griff_gnat_V1.3.oxp
    ../AddOns/griff_hognose_v1.21.oxp
    ../AddOns/griff_ophidian_v1.0.oxp
    ../AddOns/griff_shipset_player_flyable_NPC_ships.oxp
    ../AddOns/Griff_Shipset_Replace_v1.34.oxp
    ../AddOns/Griff_Shipset_Resources_v1.2.25.oxp
    ../AddOns/griff_station_bundle_fullsize_tex_v1.1.oxp
    ../AddOns/griff_viper_alt_v1.2.oxp
    ../AddOns/griff_WolfMKII_v1.2.oxp
    ../AddOns/Povray_Planets_1.0.oxp
    ../AddOns/Povray_Planets_Galaxy1_Textures_v1.1.oxp
    ../AddOns/Povray_Planets_Galaxy2_Textures.oxp
    ../AddOns/Povray_Planets_Galaxy3_Textures.oxp
    ../AddOns/Povray_Planets_Galaxy4_Textures.oxp
    ../AddOns/Povray_Planets_Galaxy5_Textures.oxp
    ../AddOns/Povray_Planets_Galaxy6_Textures.oxp
    ../AddOns/Povray_Planets_Galaxy7_Textures.oxp
    ../AddOns/Povray_Planets_Galaxy8_Textures.oxp
    ../AddOns/Test.oxp
And these OXZs:

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    C:\Oolite-New/oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/himsn_alpha_test.oxz
    C:\Oolite-New/oolite/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.cim.shipset-compatibility.oxz
But it should be okay, this doesn't make use of any other OXPs, the only thing that isn't stock is Smiv's Thunder Child, and all the necesary files are in the OXZ.

I think I've fixed the ships fighting and the buoy launching ships problems - I've updated the OXZ online, same link as before.

EDIT: Definetely seemed to have fixed the buoy problem. Here are some screenies:

Image

Image

Image

Re: Her Imperial Majesty's Space Navy

Posted: Sun Feb 09, 2014 1:11 am
by Pleb
Okay I personally cannot produce any more problems in the log, and I've yet to replicate the one that Cody had:
Cody wrote:

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00:22:07.239 [shader.uniform.bind.failed]: Could not bind uniform "isHostile" to -[ShipEntity hasHostileTarget] (no uniform of that name could be found).
00:22:07.240 [shader.uniform.unSet]: Did not set uniform "isHostile"
Have you been able to find the station and the cruiser yet Cody?

Re: Her Imperial Majesty's Space Navy

Posted: Sun Feb 09, 2014 1:13 am
by Cody
Pleb wrote:
Have you been able to find the station and the cruiser yet Cody?
Found, and docked at, the station, yes. My newly-finagled Commander Jameson is now ready to go looking for the cruiser etc... but first, coffee!

Re: Her Imperial Majesty's Space Navy

Posted: Sun Feb 09, 2014 1:25 am
by Pleb
Cody wrote:
Found, and docked at, the station, yes. My newly-finagled Commander Jameson is now ready to go looking for the cruiser etc... but first, coffee!
I find it's easy to find as it's quite big! Unfortunately as this is only a proof-of-concept kind of test, that's all there is for now...

Now I've proved it works (more or less) I might try and add a few other ships...I've already got templates for Anacondas and Constrictors, so maybe if I also change the script so stuff appears randomly and infrequently it would be a better test...and maybe move the station to Xeer or Zaeredre...also some random and infrequent encounters in interstellar space between HIMSN and the thargoids might be interesting! :twisted:

Re: Her Imperial Majesty's Space Navy

Posted: Sun Feb 09, 2014 1:32 am
by Cody
Sounds good. I'll play with this version for a while tonight... it's been a long time since I attacked Thunder Child.

Re: Her Imperial Majesty's Space Navy

Posted: Sun Feb 09, 2014 1:36 am
by Pleb
Cody wrote:
Sounds good. I'll play with this version for a while tonight... it's been a long time since I attacked Thunder Child.
The guns on Smivs version didn't want to work properly so I had to replace them with plasma cannons, and only the front one seems to work... :(

Re: Her Imperial Majesty's Space Navy

Posted: Sun Feb 09, 2014 2:30 am
by Diziet Sma
Very minor niggle.. but best addressed early, I think, before it gets buried and forgotten under a mountain of other code..

"If you have official dealings with the Navy" would sound better as "If you have official business with the Navy".

Looking forward to testing this out.. 8)

Re: Her Imperial Majesty's Space Navy

Posted: Sun Feb 09, 2014 2:55 am
by Cody
Pleb wrote:
I had to replace them with plasma cannons, and only the front one seems to work...
Never got to see the plasma cannon - Thunder Child's escorts are ruthless and damn efficient!
However, once I'd been warned-off initially, they didn't attack me until I actually opened fire on the cruiser.

I'm inclined to think that a Navy station wouldn't have a buoy - Navy pilots, and any civilians who have dealings with the Navy, shouldn't need one.