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Neolite and scooping of baddies
Posted: Wed Aug 01, 2012 8:04 pm
by DredgerMan
I had to remove Neolite 1.1 (Core Replace_1 and Core Resources A and B) because they stopped me from being able to capture or rescue escape pod occupiers. I use Oolite 1.76.1. Any idea what i could do to change the Neolites so I can reload them? I quite like the Neolite ships and graphics.
Re: Neolite and scooping of baddies
Posted: Wed Aug 01, 2012 8:37 pm
by Eric Walch
Just compare his escape pods with the default ones. I remember he had code in it to prevent it from getting pilots. No idea why it is never corrected as I already made a remark about it in the neolites topic years ago. I can't remember the exact bug as it is corrected long ago with me.
Re: Neolite and scooping of baddies
Posted: Thu Aug 02, 2012 4:38 pm
by DredgerMan
Thanks Eric,
I found the 'evil'-doer, removed it and checked it. I can now scoop the baddies with Neolite loaded.
I'm not too sure you can class it as a bug, though. He must have deliberately added the piece of code, so I would class it as a feature rather than a bug, even if I could personally not see why it would be a wished outcome. It would be helpful though if a remark was added to the wiki page for Neolite to state that this OXP will prevent you from capturing or rescuing escape pod occupants.
Re: Neolite and scooping of baddies
Posted: Thu Aug 02, 2012 6:40 pm
by Commander McLane
Well, if it was meant as a feature, it would surely be documented as such somewhere.
But if the code was inserted (however deliberately) without fully understanding what it does—and in all likeliness without intending to do what it did—that's clearly a bug.
Re: Neolite and scooping of baddies
Posted: Thu Aug 02, 2012 7:31 pm
by Eric Walch
It is a bug. And 3 years ago it was already mentioned as bug to Simon
here. And in the next post Simon answers that he will correct that in his next update. But, somehow the neolites are a dead project.
Re: Neolite and scooping of baddies
Posted: Thu Aug 02, 2012 7:49 pm
by Gimbal Locke
Eric Walch wrote:But, somehow the neolites are a dead project.
The latest update on Neolites by Simon was on 2012-06-05 (to bring it in accordance with the replacement/additional ships reorg), so it seems there is still some life in it.
From the readme, Neolites are licensed by GPL v.2. So even if Simon does not want or cannot correct the bugs for whatever reason, anybody else can.
Re: Neolite and scooping of baddies
Posted: Thu Aug 02, 2012 7:53 pm
by DredgerMan
Commander McLane wrote:Well, if it was meant as a feature, it would surely be documented as such somewhere.
But if the code was inserted (however deliberately) without fully understanding what it does—and in all likeliness without intending to do what it did—that's clearly a bug.
Many if's, surely and but's here. How about we compromise it as a buggy feature?
Re: Neolite and scooping of baddies
Posted: Thu Aug 02, 2012 7:56 pm
by DredgerMan
Eric Walch wrote:It is a bug. And 3 years ago it was already mentioned as bug to Simon
here. And in the next post Simon answers that he will correct that in his next update. But, somehow the neolites are a dead project.
Ok, if the creator agrees it is a bug, it IS a bug. Case closed.
Oh, and I must have missed something in my repairs. It seems that if I collect more than one escape pod with occupants, only one will be shown as such upon docking, The rest are still slaves.
Back to the drawing board, I guess
Edited due to spelling mistakes
Re: Neolite and scooping of baddies
Posted: Thu Aug 02, 2012 7:58 pm
by DredgerMan
Gimbal Locke wrote:Eric Walch wrote:But, somehow the neolites are a dead project.
The latest update on Neolites by Simon was on 2012-06-05 (to bring it in accordance with the replacement/additional ships reorg), so it seems there is still some life in it.
From the readme, Neolites are licensed by GPL v.2. So even if Simon does not want or cannot correct the bugs for whatever reason, anybody else can.
I am pretty sure that was not done by Simon, but by Capt. Murphy.
Edited due to search result showing Capt. Murphy posting an update on the OXP's
Re: Neolite and scooping of baddies
Posted: Thu Aug 02, 2012 8:04 pm
by Gimbal Locke
DredgerMan wrote:Gimbal Locke wrote:Eric Walch wrote:But, somehow the neolites are a dead project.
The latest update on Neolites by Simon was on 2012-06-05 (to bring it in accordance with the replacement/additional ships reorg), so it seems there is still some life in it.
From the readme, Neolites are licensed by GPL v.2. So even if Simon does not want or cannot correct the bugs for whatever reason, anybody else can.
I am pretty sure that was not done by Simon, but by someone else whose name escapes me at the meoment. Was it Capt. Murphy?
Indeed, you seem to be right about that.
Re: Neolite and scooping of baddies
Posted: Thu Aug 02, 2012 9:27 pm
by Wildeblood
He's Commodore Murphy nowadays, BTW.
Re: Neolite and scooping of baddies
Posted: Fri Aug 03, 2012 5:27 am
by Capt. Murphy
And still around if a little quiet (busy with RL) the last few weeks - I will make time to pick up on some Oolite stuff this weekend.
Re: Neolite and scooping of baddies
Posted: Fri Aug 03, 2012 6:12 am
by DredgerMan
Wildeblood wrote:He's Commodore Murphy nowadays, BTW.
No doubt a well deserved promotion, my belated congratulations, Captain ... uuuuh, Commodore Murphy.
Might be a tad confusing, though, talking about the Commodore Captain Murphy. Especially considering a certain Captain Commodore Murphy, the BBC Bug-Slaying Beast of Balaklava, known throughout all the lands (Ok, only those lands directly surrounding Balaklava).
Re: Neolite and scooping of baddies
Posted: Fri Aug 03, 2012 3:33 pm
by DredgerMan
DredgerMan wrote:Eric Walch wrote:It is a bug. And 3 years ago it was already mentioned as bug to Simon
here. And in the next post Simon answers that he will correct that in his next update. But, somehow the neolites are a dead project.
Ok, if the creator agrees it is a bug, it IS a bug. Case closed.
Oh, and I must have missed something in my repairs. It seems that if I collect more than one escape pod with occupants, only one will be shown as such upon docking, The rest are still slaves.
Back to the drawing board, I guess
Edited due to spelling mistakes
Ok, that was interesting. If you remove the line: unpiloted = yes you get one scooped pod as capture/rescue. The next pod you scoop overwrites the first one. Only by keeping the line above and change it to no do you get the chance to capture/rescue as many pilots as you can get in front of your scoops. Hmm, does that mean that even a 51 yo can learn something?
Re: Neolite and scooping of baddies
Posted: Sat Aug 04, 2012 1:39 pm
by Eric Walch
DredgerMan wrote:Ok, that was interesting. If you remove the line: unpiloted = yes you get one scooped pod as capture/rescue. The next pod you scoop overwrites the first one. Only by keeping the line above and change it to no do you get the chance to capture/rescue as many pilots as you can get in front of your scoops.
Setting to
no should be the same as completely removing the line because this key defaults to
no. Simon wanted to do better than the original by adding that key and setting it to
yes to start with an empty escape pod. But unpiloted means unpiloted for ever and such objects never will get any pilot. It is hardcoded with:
Code: Select all
- (void) setCrew: (NSArray*) crewArray
{
if (isUnpiloted)
{
//unpiloted ships cannot have crew
return;
}
So, when the system tries to add the pilot to the pod, the code fails in adding the pilot (crew actually) by intention.
And the default 'cargo' of escape capsules is 'slaves':
And now I remember that Capt. Murphy released an update recently. I even attended him about some bugs. This one I had forgotten already.