As painful as it may be, I have another question. Can anyone help me figure out what this Error is, and how to fix it?
12:37:01.204 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: '(7X' (outStream status: 7, inStream status: 7)."
12:37:01.205 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'unknown error.' (outStream status: 0, inStream status: 0)."
12:37:01.205 [debugTCP.connect.failed]: Failed to connect to debug console at address 127.0.0.1:8563.
This has been showing up in the Latest.log lately, but I've been so absorbed in getting the mandomerlin straightened out (Many thanks once more), that I don't know which oxp I added that is causing this. I have added a few new ships, but I did it one at a time and didn't notice this Error Warning until the last couple of days.
Bomb Options
Moderators: winston, another_commander
- Mauiby de Fug
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Re: Bomb Options
Don't worry about it. Oolite is now shipped with the debug oxp which, if the console is running, allows you to modify and test things in-game. The message is saying that it can't connect to the console, which is fine, as you're not running it. So don't worry, 'tis nothing you've done, and you can safely ignore it!
Re: Bomb Options
Fantastic! Thanks very much.Mauiby de Fug wrote:Don't worry about it. Oolite is now shipped with the debug oxp which, if the console is running, allows you to modify and test things in-game. The message is saying that it can't connect to the console, which is fine, as you're not running it. So don't worry, 'tis nothing you've done, and you can safely ignore it!
- CommonSenseOTB
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Re: Bomb Options
Before you celebrate make sure both your "MandoMerlin-player".oxp and the original unchanged version of merlin.oxp work together with no conflict and make sure you put the chance in the shipyard.plist for your ship back to 0.0 so no others like yours will be for sale.mandoman wrote:Like I said, I probably overlooked the glitch again, and again, LOL!!!CommonSenseOTB wrote:I found your bug mandoman. In your models where you should have it named "mandor-mpyl.dat" instead you have it named "mandor-mply.dat". Reversed order characters is probably the most common mistake. Easy fix for you then. Cheers.
That fixed it, all right. I now FINALLY have a full mandomerlin version of the Merlin. Man am I pumped.
I can't thank you enough for your patience, and help with this, CommonSenseOTB, and others that threw in what they noticed. It's incredible how much it enhances the game experience to have a ship that is uniquely mine.
Now, everything still works good?
One last thing: get rid of your other backup copies of "MandoMerlin-player".oxp and make a fresh backup of your good working copy and move it out of the AddOns folder.
Congratulations on a job well done and you are very welcome. Have some fun now.
For some fun try upgrading to numeric hud 1.2.1, download available from my attached signature.
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
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- Quite Grand Sub-Admiral
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- Joined: Wed Feb 28, 2007 7:54 am
Re: Bomb Options
Note that the Basic-debug.oxp ships with the newer versions of the game alright, but it is by no means obligatory to install. During installation, you have the option to uncheck the relevant box in the game components selection screen and the debug OXP will be skipped. If in any case you want to get rid of the "Failed to connect..." message (which is really an expected message if the JS Debug Console is not running) and you know that you won't be doing any testing or OXP/core debugging, you can go to your AddOns folder and just delete or rename Basic-debug.oxp.
Re: Bomb Options
Zeroed the Chance, and installed the Merlin.oxp, and there are no problems so far. I have come up on two Merlins, and they were just the plain gray ships that the original Merlin is supposed to be. Your hud 1.2.1 is really cool. I'm still messing around trying how to get it to stay up on the screen. I have to read the ReadMe document several times before I fully comprehend. Figures, eh?CommonSenseOTB wrote:Before you celebrate make sure both your "MandoMerlin-player".oxp and the original unchanged version of merlin.oxp work together with no conflict and make sure you put the chance in the shipyard.plist for your ship back to 0.0 so no others like yours will be for sale.
Now, everything still works good?
One last thing: get rid of your other backup copies of "MandoMerlin-player".oxp and make a fresh backup of your good working copy and move it out of the AddOns folder.
Congratulations on a job well done and you are very welcome. Have some fun now.
For some fun try upgrading to numeric hud 1.2.1, download available from my attached signature.
OK, I'll try deleting it. Thanks.another_commander wrote:Note that the Basic-debug.oxp ships with the newer versions of the game alright, but it is by no means obligatory to install. During installation, you have the option to uncheck the relevant box in the game components selection screen and the debug OXP will be skipped. If in any case you want to get rid of the "Failed to connect..." message (which is really an expected message if the JS Debug Console is not running) and you know that you won't be doing any testing or OXP/core debugging, you can go to your AddOns folder and just delete or rename Basic-debug.oxp.
- CommonSenseOTB
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Re: Bomb Options
mandoman, the numeric hud 1.2.1 is a dynamic hud system that has hud switching. It's a straight forward install.If you have any other oxp's with hud switching then you must remove them.Generic hud will conflict, built in dynamic huds for ships like werewolves will conflict if you fly those ships. Rule of thumb is to only have one hud switching oxp at a time in your addons folder. Static huds like the one on your merlin have no conflict and will be replaced by the dynamic switching hud automatically. I would guess that the adjustable crosshairs would do good on position 2 or 3 for the merlin. The adjustment is equipment activated using n/shift+n to scroll through the activated equipment list and then activate the currently selected equipment.
I'm glad you like the numeric hud 1.2.1. It's lots of fun.
I'm glad you like the numeric hud 1.2.1. It's lots of fun.
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
CommonSense 'Outside-the-Box' Design Studios Ltd.
WIKI+OXPs
Re: Bomb Options
Ok, I'm weeding out huds. Hopefully the only one left is yours.CommonSenseOTB wrote:mandoman, the numeric hud 1.2.1 is a dynamic hud system that has hud switching. It's a straight forward install.If you have any other oxp's with hud switching then you must remove them.Generic hud will conflict, built in dynamic huds for ships like werewolves will conflict if you fly those ships. Rule of thumb is to only have one hud switching oxp at a time in your addons folder. Static huds like the one on your merlin have no conflict and will be replaced by the dynamic switching hud automatically. I would guess that the adjustable crosshairs would do good on position 2 or 3 for the merlin. The adjustment is equipment activated using n/shift+n to scroll through the activated equipment list and then activate the currently selected equipment.
I'm glad you like the numeric hud 1.2.1. It's lots of fun.