Fixed, thanks. (Rotating was working fine - it just wasn't printing the message)Venator Dha wrote:Rotating cargo isn't working on the latest trunk 150110. (Mac)
Trunk nightly
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Re: Trunk nightly
- Cody
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Re: Trunk nightly
Ha! That's why it had me scratching my head just now!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Cody
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Re: Trunk nightly 1.81.0.6368-150128-ee85ab2
I've noticed this a few times recently, but tonight I had the time to go back and get pics. At a certain distance out from a planet (Povray), it seems to suddenly change texture slightly or get lit differently. Only seen on Torus, I think - first pic is cruising, second pic is a few seconds later, having hit the Torus.
Oh yeah - I've not seen any escape pods lately, and I've been involved in some carnage.
In fact, I can't recall an assassin ever popping a pod - some should have them, yes?
Oh yeah - I've not seen any escape pods lately, and I've been involved in some carnage.
In fact, I can't recall an assassin ever popping a pod - some should have them, yes?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Trunk nightly
When you find a distance which does that, try switching to wireframe mode in Game Options. Is it also about the distance the level of detail of the planet object increases?
Another test you could try: put
in the universal section of your planetinfo.plist - if the effect stops then (the planets may look a bit odd otherwise, though) it's probably the atmosphere layer that's behaving oddly.
I've not noticed any problem with escape pods in general, though I forced assassin ships not to have them a while back - assassins shoot escape pods and have injector-equipped ships, so it's unlikely that they'd feel their chances of escape were better in the pod...
Another test you could try: put
Code: Select all
"has_atmosphere" = 0;
I've not noticed any problem with escape pods in general, though I forced assassin ships not to have them a while back - assassins shoot escape pods and have injector-equipped ships, so it's unlikely that they'd feel their chances of escape were better in the pod...
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Re: Trunk nightly 1.81.0.6369-150203-87cbb35
That would explain it.cim wrote:I forced assassin ships not to have them a while back...
Using
"has_atmosphere" = 0;
seems to fix the problem - no sudden change (at the same planet).An oddity: I forked a commander for testing, named it Commander Test, changed all ship's registration details, launched/jumped and docked at a rock hermit - and it had become Commander Cody again, not Test. When I tried to load Commander Test from F2, Oolite crashed to desktop. Nothing in the log, and all was well on the second try.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Trunk nightly
Hermits use quantity_randomiser in their market_definition. [wiki]Trade-goods.plist[/wiki] says quantity_random. Is the documentation outdated?
Same with price_random.
Same with price_random.
Re: Trunk nightly
Thanks - documentation updated
- Cody
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Re: Trunk nightly 1.81.0.6369-150203-87cbb35
Just had this pop up:
Code: Select all
19:11:00.815 [script.javaScript.timeLimit]: ***** ERROR: Script "oolite-populator" ran for 5.0093 seconds and has been terminated.
19:11:00.815 [script.javaScript.stackTrace]: 0 (oolite-populator.js:2649) <anonymous function>
19:11:00.815 [script.javaScript.stackTrace]: this: [Script "oolite-populator" version 1.81]
19:11:00.815 [script.javaScript.stackTrace]: usemain: true
19:11:00.815 [script.javaScript.stackTrace]: stat: [Station "Coriolis Station" "Coriolis Station" position: (-66686.6, -50180.9, 381812) scanClass: CLASS_STATION status: STATUS_ACTIVE]
19:11:00.815 [script.javaScript.stackTrace]: tries: 0
19:11:00.815 [script.javaScript.stackTrace]: stats: [[Station "Rock Hermit" "Rock Hermit" position: (-359095, -66177.4, 430506) scanClass: CLASS_ROCK status: STATUS_IN_FLIGHT], [Station "Coriolis Station" "Coriolis Station" position: (-66686.6, -50180.9, 381812) scanClass: CLASS_STATION status: STATUS_ACTIVE]]
19:11:00.815 [script.javaScript.stackTrace]: 1 (oolite-populator.js:1170) <anonymous function>
19:11:00.815 [script.javaScript.stackTrace]: this: [Script "oolite-populator" version 1.81]
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Trunk nightly
Thanks. This should be fixed in tonight's build.Cody wrote:Just had this pop up:
- Venator Dha
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Re: Trunk nightly
Had fast spinning station & Rock hermit in Cemabe. reloading commander fixed it. Couldn't see anything in the log
Code: Select all
Opening log for Oolite development version 1.81-150206 (x86-64 test release) under Mac OS X Version 10.10.2 (Build 14C109) at 2015-02-08 15:26:41 +0000.
Machine type: MacBookAir6,2, 8192 MiB memory, 2 (4 logical) x x86 (Haswell) @ 1300 MHz.
Taurus Driving through the galaxy since... .
Re: Trunk nightly
Mac OS X? That sounds like this bug. I was hoping that had gone away, since no-one had mentioned it for a while, but I guess not...
If you're able to compile Oolite yourself in full debug mode, and have gdb available (or know how to use XCode's debugger to do the same things), here are some instructions which might help track down what's going on.
If you're able to compile Oolite yourself in full debug mode, and have gdb available (or know how to use XCode's debugger to do the same things), here are some instructions which might help track down what's going on.
- Venator Dha
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Re: Trunk nightly
Well it's the first time I've seen it, so must be very rare.
All that's Greek to me, but I'll have a go at figuring it out over the week.cim wrote:If you're able to compile Oolite yourself in full debug mode, and have gdb available (or know how to use XCode's debugger to do the same things), here are some instructions which might help track down what's going on.
Taurus Driving through the galaxy since... .
- Cody
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Re: route-planner 1.81.0.6370-150207-c171f68
I'm about halfway through a run from Sorezaan to Qudior, and I've just noticed that some (probably all) shipyards are labelled Qudior - here's one (Geteve, I think) with nothing but Morays for sale. I'm currently parked-up at Beritere, which is also labelled Qudior. I don't check the shipyard too often.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Trunk nightly
I can confirm this.
The shipyard is always named after the (ultimate) hyperspace destination system although in my case there aren't only Morays for sale.
The shipyard is always named after the (ultimate) hyperspace destination system although in my case there aren't only Morays for sale.
- Venator Dha
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Re: Trunk nightly
Sorry cim but i realy don't understand how to do thiscim wrote:Mac OS X? That sounds like this bug. I was hoping that had gone away, since no-one had mentioned it for a while, but I guess not...
If you're able to compile Oolite yourself in full debug mode, and have gdb available (or know how to use XCode's debugger to do the same things), here are some instructions which might help track down what's going on.

I have just had it happen again (in Ceerdiza), this time in front of me. Don't know if it helps but when it happened I got a flash of my engine exhausts on my front view screen, then the Coriolis station started spinning fast and at a changed angle. I was in normal flight heading towards the station, not doing anything else.
Taurus Driving through the galaxy since... .