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Re: The Feudal States
Posted: Wed Oct 31, 2012 6:51 pm
by CommRLock78
Ramirez wrote:
I don't think there's any other way to win that even other than to play dirty!
very dirty indeed
Ramirez wrote:Don't know what's wrong with the jumpgate - it's not a dockable thing so shouldn't be related to any docking issues of a particular ship. I haven't tried using the jumpgate for a while and so I don't know if the method has stopped working - it looks like it should still be OK. Will have a look once I get back to my mac.
I had a feeling that the jumpgate wasn't a dockable, but I thought I'd ask, since the behavior is so strange, and I've had other (known) issues with the caddy
.
Re: The Feudal States
Posted: Thu Nov 01, 2012 10:45 am
by Commander McLane
CommRLock78 wrote:Ramirez wrote:Don't know what's wrong with the jumpgate - it's not a dockable thing so shouldn't be related to any docking issues of a particular ship. I haven't tried using the jumpgate for a while and so I don't know if the method has stopped working - it looks like it should still be OK. Will have a look once I get back to my mac.
I had a feeling that the jumpgate wasn't a dockable, but I thought I'd ask, since the behavior is so strange, and I've had other (known) issues with the caddy
.
The Caddy had issues not only with dockables, but also with fly-throughs, for instance
fuel stations. You could test how your ship behaves when flying through one of these. There may be a difference depending on in which direction you fly through it.
Re: The Feudal States
Posted: Thu Nov 01, 2012 10:52 am
by Ramirez
RL has prevented me from doing a detailed test as part of a proper tournament. However I did quickly spawn two jumpgates ('feudal-gate-home' and 'feudal-gate-away') via the console and flew a de-turretted Caddy through one of them. The ship successfully jumped to the other gate, so it's not obvious why the same process isn't working in the tournament scenario.
CommRLock78, I'll send you a PM to go through this in more detail.
Re: The Feudal States
Posted: Thu Nov 01, 2012 6:19 pm
by CommRLock78
Commander McLane wrote:
The Caddy had issues not only with dockables, but also with fly-throughs, for instance
fuel stations. You could test how your ship behaves when flying through one of these. There may be a difference depending on in which direction you fly through it.
That's a reasonable idea. I'm trying that now..... and the exact same behavior
. Ah, well, it seemed to be worth a try. Incidentally, someone (I don't recall who
) had informed me about how the caddy seems to do better entering fuel stations "planetside" than otherwise. Although this may be the case, I still don't even bother with them since I don't want to take the chance of my ship exploding for no reason
.
Re: The Feudal States
Posted: Thu Nov 01, 2012 6:30 pm
by Thargoid
There's a flag you can set within fuel station OXP (either directly or via OXPConfig iirc) which makes it spawn only fuel satellites rather than a mix of them and stations. Designed especially for people who are having collision issues like this.
Re: The Feudal States
Posted: Thu Nov 01, 2012 6:38 pm
by CommRLock78
Thargoid wrote:There's a flag you can set within fuel station OXP (either directly or via OXPConfig iirc) which makes it spawn only fuel satellites rather than a mix of them and stations. Designed especially for people who are having collision issues like this.
I have to look into doing that - as it is, they're kind of useless except for causing mass locks
Re: The Feudal States
Posted: Thu Nov 01, 2012 7:00 pm
by Thargoid
I thought though we had that problem fixed. Can you confirm which version of the Caddy OXP you are running? Also in its shipdata.plist, under the entry for the player ship can you please post the subentities section here?
Re: The Feudal States
Posted: Thu Nov 01, 2012 9:59 pm
by CommRLock78
Thargoid wrote:I thought though we had that problem fixed. Can you confirm which version of the Caddy OXP you are running? Also in its shipdata.plist, under the entry for the player ship can you please post the subentities section here?
I went ahead and tested the Caddy with two different fuel stations (not satellites) in G2 and tried both of them from each approach - no problems at all
- so I think it's fixed without my knowing that it had been.
To be clear, I'm using neoCaduceus_141210, namely, an omega.
Here's alpha-player sub-entity key
Code: Select all
<key>subentities</key>
<array>
<string>cenginea -4.5 -0.5 -60.5 1 0 0 0</string>
<string>cengineb 4.5 -0.5 -60.7 1 0 0 0</string>
<string>cmount 0.0 -2.6 26.0 1 0 0 0</string>
<string>cmount 0.0 -2.6 13.0 1 0 0 0</string>
<string>cmount 0.0 -2.6 0.0 1 0 0 0</string>
</array>
Here's omega-player sub-entity key
Code: Select all
<key>subentities</key>
<array>
<string>cenginea -4.5 -0.5 -60.5 1 0 0 0</string>
<string>cengineb 4.5 -0.5 -60.7 1 0 0 0</string>
<string>cmount 0.0 -2.6 26.0 1 0 0 0</string>
<string>cmount 0.0 -2.6 13.0 1 0 0 0</string>
<string>cmount 0.0 -2.6 0.0 1 0 0 0</string>
</array>
Re: The Feudal States
Posted: Thu Nov 01, 2012 10:02 pm
by Thargoid
Yes, that's the up to date one. So I'm pleased that it's working in the FS.
The last 4 digits in the sub-ent key (the 1 0 0 0) are its orientation. That was the problem in the original, it had 0 0 0 0 which was at least a major contributor to the problem with the stations as it's invalid.
At least that bit's OK. Now for the jumpgates.
Re: The Feudal States
Posted: Mon Nov 05, 2012 3:59 am
by CommRLock78
Ramirez: The tweak to the feudal-jumpgate.js script worked great, and I was able to make the jump successfully. No worries about this one being a bit easier than you'd like it to be, I think after the previous one, an easy one is in order (let's just say that I had to use some tactics I wouldn't normally employ
)
.
No matter this set back, I'm definitely still enjoying the OXP - thanks for the help bud
.
Re: The Feudal States
Posted: Fri Jan 04, 2013 5:46 pm
by Ramirez
I've been rather neglecting my Oolite support duties of late, although like almost everyone else here I've been helping out with the Elite Kickstarter.
I've had some bugfixes/improves on the to-do list for a while and I've finally had a chance to sit down for a few hours to sort them out and put them into a v1.15 available from my site.
Thanks to CommRLock78 for identifying some of the issues; changes include:
- fixing the problem with the raid mission where 2nd and 3rd transports weren't releasing their cargo
- improving the ransom mission - the target is always in a Zerstorer that stars near the hunting lodge but then proceeds to the planet with a Jaeger escort. It's actually a pretty tough mission but that's why its reserved for higher ranks
- included the tweak to the jumpgate script discussed previously
- I've done a load of work on the melee tournament event to make it work a bit better. Ships now return to the buoy between each kill, rather than immediately going after their nearest available opponent; I've also reduced the flee distance. This keeps the action within the tournament area. I also needed to update the script that handles the outcome of the melee so that the remaining ship is your opponent in the final event. Playing through it took around two minutes for the number of ships to be whittled down to 50-60, and I suffered some major damage by that point. I might modify further by letting the player have a free re-up at the hunting lodge at the halfway point. At the moment, any attempt to return to the lodge forfeits the event.
Re: The Feudal States
Posted: Fri Jan 04, 2013 6:18 pm
by JazHaz
I got this warning in trunk the other day:
Code: Select all
20:13:44.315 [script.javaScript.warning.ooliteDefined]: ----- JavaScript warning (feudal-challenge.js 8.0): Unknown expansion key [%H] in string.
20:13:44.315 [script.javaScript.stackTrace]: 0 (feudal-challenge.js:507) <anonymous function>
20:13:44.315 [script.javaScript.stackTrace]: this: [Script "feudal-challenge.js" version 8.0]
20:13:44.315 [script.javaScript.stackTrace]: currentLocationName: "Enbirare"
20:13:44.315 [script.javaScript.stackTrace]: currentLocationNo: 254
20:13:44.315 [script.javaScript.stackTrace]: 1 (feudal-challenge.js:449) <anonymous function>
20:13:44.315 [script.javaScript.stackTrace]: this: [Script "feudal-challenge.js" version 8.0]
And here is the solution:
Eric Walch wrote:Unknown expansion key [%H] in string.
That is an oxp error. 1.77 is a bit more strict and does no longer accept '[%H]'. It should be just '%H'. A lot more oxp's will suffer from this.
Re: The Feudal States
Posted: Fri Jan 04, 2013 6:50 pm
by CommRLock78
Ramirez wrote:I've been rather neglecting my Oolite support duties of late, although like almost everyone else here I've been helping out with the Elite Kickstarter.
I've had some bugfixes/improves on the to-do list for a while and I've finally had a chance to sit down for a few hours to sort them out and put them into a v1.15 available from my site.
Great news Ramirez! <Downloaded
>. It's good that those issues are worked out now (even if JazHaz pointed out another small bug
). I'm really excited about the melee event - I think I may have to do a tournament again for just that reason, and it'll be good to have the raid missions working right, too
.
Thanks for the great work (and great expansion) Ramirez
.
Re: The Feudal States
Posted: Fri Jan 04, 2013 6:57 pm
by CommRLock78
JazHaz wrote:I got this warning in trunk the other day:
And here is the solution:
Eric Walch wrote:Unknown expansion key [%H] in string.
That is an oxp error. 1.77 is a bit more strict and does no longer accept '[%H]'. It should be just '%H'. A lot more oxp's will suffer from this.
This is such a small fix I'm just fixing it now - was that the only script that came up from Feudal states? I wonder how many (and which) other OXPs have this error...
Re: The Feudal States
Posted: Fri Jan 04, 2013 7:31 pm
by Thargoid
No, it's quite a common one. A few of mine have been fixed along the way, either specifically or as part of their beta updates.