System Redux v 1.2 bug..
Posted: Thu Aug 07, 2008 8:34 pm
I allready Pmed the author
system redux has a bug that will generate extra planets/moons each time you undock, while not having made a Withcspace jump.
The bug is proportional to the number of planets/moons generated in a system
if you for example jump into Lave, it generates 4 extra planets/moons for each time you Launch from something... so if you happen to stop by 3 rock hermits in LAVE, then after you launched from the third Rock hermit, then there is now... 4*4 + main planet = 17 planets/moons in the system..
However the posistion of these planets are identical to the ones generated when you jumped/launched for the first time into/in lave...
Therefore it is not something you catch visually.. i Catched it while a script of mine read out the number of planets in a system, at first i was a bit confused as i couldnt find those extra planets...
Then i flew near to a moon, and it started flicker its textures... as an experienced modeler i could tell, that there was two identical planets on the same spot.. Then my before mentioned read out from the script made sense.
I also provide a fix for this, for those abeld to edit the system redux Script
locate these two functions.. in script.js found in the config directory..
Replace all that with this
On a side note, i´m not even sure you need that populator in the this.shipWillLaunchFromStation function, IMO it should be done at startup instead, that will only ever run once for each time the game is started and the player is allways in a station. and it would save some CPU time when you launch from a station...
strike that because of this
system redux has a bug that will generate extra planets/moons each time you undock, while not having made a Withcspace jump.
The bug is proportional to the number of planets/moons generated in a system
if you for example jump into Lave, it generates 4 extra planets/moons for each time you Launch from something... so if you happen to stop by 3 rock hermits in LAVE, then after you launched from the third Rock hermit, then there is now... 4*4 + main planet = 17 planets/moons in the system..
However the posistion of these planets are identical to the ones generated when you jumped/launched for the first time into/in lave...
Therefore it is not something you catch visually.. i Catched it while a script of mine read out the number of planets in a system, at first i was a bit confused as i couldnt find those extra planets...
Then i flew near to a moon, and it started flicker its textures... as an experienced modeler i could tell, that there was two identical planets on the same spot.. Then my before mentioned read out from the script made sense.
I also provide a fix for this, for those abeld to edit the system redux Script
locate these two functions.. in script.js found in the config directory..
Code: Select all
this.shipWillLaunchFromStation = function()
{
this.populate();
}
this.shipWillExitWitchspace = function()
{
this.populate();
}
Code: Select all
this.shipWillLaunchFromStation = function()
{
if(!this.uswitch)
{
this.populate();
this.uswitch = true;
}
}
this.shipWillExitWitchspace = function()
{
this.populate();
this.uswitch = true; //set to true since we do not want to populate again before next witchspace exit
}
strike that because of this
Code: Select all
Exception: Error: Planet.setTexture must be called only during shipWillLaunchFromStation or shipWillExitWitchspace.