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Drake II

Posted: Mon Jan 07, 2008 12:46 am
by Cmdr James
In trunk, on leopard, MacBook pro, all the latest patches etc.

If I buy a drake, and it seems to be only the drake, without an upgraded laser, I dont get any forward weapon. There used to be a problem with trunk that if the weapon was not a pulse laser it was not loaded, but I have that fix in my verson of the code.

Also, the drake II hud does not overlay properly, the hud background is approximately 1 cm too far down the screen.

This is interesting, I can buy a fer de lance, which has a default BEAM laser forwards, and this works fine, so it is not always the case that an upgraded laser is a problem.

The clipper SAR hud works fine and that is another exampe of a non standard hud.

I do not have any hud oxps, like military hud installed.

I dont know much about OXP development, and nothing looks wrong in the OXP as far as I can se, but I dont really know.

Are these known problems?

Does anyone have any ideas what the cause might be?

Posted: Mon Jan 07, 2008 12:58 am
by Cmdr James
This also occurs, same pair of symptoms, with Asp I.

The shipyard.plist looks fine.

I can buy lasers for the ships, I just dont get them when I buy a ship.

Any ideas would be gratefully received :)

Edit: I am not actually playing oolite for fun when this occurs, just testing trunk to see if I can find any problems.

Posted: Mon Jan 07, 2008 12:07 pm
by Wolfwood
Prolly something wrong with the OXPs and how the new Oolite version handles some settings... Both ships, if I remember correctly, should only have forward viewing gun mountings (or perhaps it was forward and aft)...

I'll look into it and release a new version of the OXP by the weekend! I'll add in a new ship while I'm at it... :)

Posted: Mon Jan 07, 2008 12:32 pm
by another_commander
The reason for the missing lasers on the Asp (and probably on any other ship with this symptom) is that the "asp-player" shipdata.plist definition is missing the forward_weapon_type key. Try inserting

Code: Select all

forward_weapon_type="WEAPON_BEAM_LASER";
in the aforementioned definition and you should be able to buy an Asp with beam laser as default.

Posted: Tue Jan 08, 2008 9:21 am
by Commander McLane
another_commander wrote:
The reason for the missing lasers on the Asp (and probably on any other ship with this symptom) is that the "asp-player" shipdata.plist definition is missing the forward_weapon_type key. Try inserting

Code: Select all

forward_weapon_type="WEAPON_BEAM_LASER";
in the aforementioned definition and you should be able to buy an Asp with beam laser as default.
@Ahruman: Please add this to the next release. A quick look over the shipdata.plist shows that the asp-player is the only ship that lacks the forward_weapon_type, which is surely by mistake. (Although I'm wondering why the shipyard.plist-entry isn't sufficient to give it that weapon.)

Posted: Tue Jan 08, 2008 6:07 pm
by JensAyton
Player ships have a separate set of weapon types, ignoring the two that are defined in other ships. Why? I have no idea. Possibly they’re used for different things, or one is accidentally used when the other should be.

Anyway, I’ve changed it to have a pulse laser, thus conveniently matching what’s in shipyard.plist.

Posted: Sat Feb 02, 2008 3:29 pm
by Wolfwood
I've updated the Wolf's variants OXP in the wiki. The weapons should now work properly in all included ships - I hope and cross my fingers... :?

Posted: Sat Feb 02, 2008 4:17 pm
by Ark
Nice :D
It would be good if you give to your OXP a version number to seperate it from the previous version. Also in the previous version there was a readme txt, now it is gone.

Posted: Sat Feb 02, 2008 8:15 pm
by Wolfwood
Good call, Ark!

If I understand anything about the Wiki (I really haven't worked that much with those, so I fear I could easily make mistakes), there should now be a new version with a readme file included. The package as a whole is untouched, so no changes there.

Posted: Sun Feb 03, 2008 8:47 am
by Ark
Also a v1.5 in the index of wiki oxps would be good (like little bear did in Random Hits). That way the new visitors in the oxp page will be informed about the new version. I strongly recommend that approach to all oxp writers after downloading a new version in the wiki.

Posted: Sun Feb 03, 2008 9:21 am
by Wolfwood
You're forcing me to learn new things about Wikis! :o

Anyway, done!

Posted: Sun Feb 03, 2008 9:59 am
by Ark
Wolfwood wrote:
You're forcing me to learn new things about Wikis! :o
:shock:

Posted: Sun Feb 03, 2008 11:27 am
by Wolfwood
Ark wrote:
Wolfwood wrote:
You're forcing me to learn new things about Wikis! :o
:shock:
Yes, even editing the text is new to me... The code is so unfamiliar to one who's got used to BBcode, HTML, PHP and (many years ago) Basic etc.

Posted: Sun Feb 03, 2008 4:08 pm
by Captain Hesperus
Wolfwood wrote:
Ark wrote:
Wolfwood wrote:
You're forcing me to learn new things about Wikis! :o
:shock:
Yes, even editing the text is new to me... The code is so unfamiliar to one who's got used to BBcode, HTML, PHP and (many years ago) Basic etc.
Hey, don't worry. I was a complete dunce when it came to Wiki'ing when I first started editing the venerable Wiki and now I'm conversant in both MediaWiki and OpenWikiNG (well, mostly conversant in OpenWikiNG, I'm still stumbling over the syntax).

Captain Hesperus

Posted: Sun Feb 03, 2008 5:28 pm
by ovvldc
You can find most of what you need to to know about MediaWiki editing in their Reference card.

Happy editing,
Oscar