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Assassins PlanetInfo problem

Posted: Mon Jan 25, 2016 4:37 am
by Paladin Tux
Hey guys. sorry for bothering you again. :D

Yesterday, I jump to gal seven and began the assassins missions. I checked the f7 screen and everything was all right. Then I reloaded Oolite, and the f7 screens were back to their normal states. After some painful ameature debugging, I found that you had to reload the whole op and the parts in the save file for it to work. Their were no clashes with other oxps, (I tested) and nothing in the logs. You literally had to erase the whole assassins part from your save file for it to work anyone have ny idea what is going on?

Re: Assassins PlanetInfo problem

Posted: Mon Jan 25, 2016 10:11 pm
by cim
Paladin Tux wrote:
Hey guys. sorry for bothering you again. :D

Yesterday, I jump to gal seven and began the assassins missions. I checked the f7 screen and everything was all right. Then I reloaded Oolite, and the f7 screens were back to their normal states. After some painful ameature debugging, I found that you had to reload the whole op and the parts in the save file for it to work. Their were no clashes with other oxps, (I tested) and nothing in the logs. You literally had to erase the whole assassins part from your save file for it to work anyone have ny idea what is going on?
Probably the changes to the way planetinfo is handled in 1.82 so that scripted changes don't persist if the OXP is removed - there is some compatibility code for the legacy (pre-Javascript) scripting Assassins uses, but not much. If anyone wants to try a fix, the easy fix is probably to always apply the scripted planetinfo changes on startup; the better fix is to replace that bit of the code with JS instead (indeed, replacing the entire OXP scripting with JS would probably be advisable long term, though a big project...)

Re: Assassins PlanetInfo problem

Posted: Wed Jan 27, 2016 12:23 am
by Paladin Tux
Any way a normal end user like me can do that?

Re: Assassins PlanetInfo problem

Posted: Thu Jan 28, 2016 7:00 am
by cim
Paladin Tux wrote:
Any way a normal end user like me can do that?
No, probably not. From what I remember the planetinfo changes aren't essential to the OXP, though.

Re: Assassins PlanetInfo problem

Posted: Sun Jan 31, 2016 2:58 am
by Paladin Tux
True. The only major effect is the outfits at the main station, but the other station usually has at least tech 14 at them. :D