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Anarchies 2.1(!) now available
Posted: Sun Jan 04, 2009 4:18 pm
by Commander McLane
Proudly presenting the upgrade to Anarchies 2.1.
Contains numerous improvements and bugfixes. Details in the readMe.
As the wiki is down (again) ATM, here's the direct download link to box.net:
http://www.box.net/shared/1e1ahf6ses
Anarchies 2.1 fixes another old bug, and one introduced with version 2.0.
Anarchies 2.1 requires Oolite 1.72.1. If you're still on a previous version of Oolite, you should keep your previous version of Anarchies.
Re: Anarchies 2.0 now available
Posted: Sun Jan 04, 2009 6:43 pm
by Screet
Commander McLane wrote:Contains numerous improvements and bugfixes.
Thanks for that oxp...and I guess this line from the log is for you?
[script.addShips.failed]: SCRIPT ERROR in <anonymous actions> ***** CANNOT addShipsAtPrecisely: 'anarchies_salvager_tugger 1 wpu 0.010000 0.000000 0.250000' (should be addShipsAt: role number coordinate_system x y z)
The game just crashed twice when I tried to enter that system, but that may still be caused by something else.
Screet, who has a buggy command to add a q-bomb in the log now and then but still no idea where it comes from
Re: Anarchies 2.0 now available
Posted: Sun Jan 04, 2009 10:59 pm
by Screet
Hi again!
Seems that I've currently too many things going on...UPS first asked me to get them some cargo back and while I was en route to that planet, they asked me to deliver secret documents, warning me about entering anarchies. However, their first mission forced me to do that.
Of course, Thargoids did attack, Tigers came back and there were all those pirates looking for the documents. My processor and graphics card seemingly did not to care, but the frame rate was horrible!
That much concerning the previously mentioned crashes. Now I've seen something REALLY strange while heading back from the first missions planet toward that for the docs: A sentinel station attacking a Kestrel. The station tried to stand still in order to move it's turrets towards the target, but also tried to rotate, resulting in very odd movements of that station, not rotating, more like shivering.
shift-h even said it was attempting to fly.
Code: Select all
[dumpState]: State for <StationEntity 0x3d0b66a8>{"Sentinel Station" "Sentinel Station" ID: 775 position: (-654.609, 8152.03, 49068.2) scanClass: CLASS_STATION status: STATUS_IN_FLIGHT}:
[dumpState.entity]: Universal ID: 775
[dumpState.entity]: Scan class: CLASS_STATION
[dumpState.entity]: Status: STATUS_IN_FLIGHT
[dumpState.entity]: Position: (-654.609, 8152.03, 49068.2)
[dumpState.entity]: Orientation: (0.0217209 + 0.872646i - 0.463302j - 0.152866k)
[dumpState.entity]: Distance travelled: 0
[dumpState.entity]: Energy: 25000 of 25000
[dumpState.entity]: Mass: 1.8935e+008
[dumpState.entity]: Owner: <StationEntity 0x3d0b66a8>{"Sentinel Station" "Sentinel Station" ID: 775 position: (-654.609, 8152.03, 49068.2) scanClass: CLASS_STATION status: STATUS_IN_FLIGHT}
[dumpState.entity]: Flags: isShip, isStation, isSunlit
[dumpState.shipEntity]: Name: Sentinel Station
[dumpState.shipEntity]: Display Name: Sentinel Station
[dumpState.shipEntity]: Roles: <OORoleSet 0xdd781d8>{anarchies_sentinel_station station(0)}
[dumpState.shipEntity]: Primary role: anarchies_sentinel_station
[dumpState.shipEntity]: Script: <OOJSScript 0xe0280e0>{"anarchies-station-script" version 2.0}
[dumpState.shipEntity]: Subentity count: 23
[dumpState.shipEntity]: Behaviour: BEHAVIOUR_ATTACK_FLY_FROM_TARGET
[dumpState.shipEntity]: Target: <ShipEntity 0x2a7d0868>{"Kestrel" ID: 740 position: (5.12415, 7313.96, 49625.5) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT}
[dumpState.shipEntity]: Destination: (0, 0, 0)
[dumpState.shipEntity]: Other destination: (0, 0, 0)
[dumpState.shipEntity]: Waypoint count: 0
[dumpState.shipEntity]: Desired speed: 0
[dumpState.shipEntity]: Fuel: 0
[dumpState.shipEntity]: Fuel accumulator: 1
[dumpState.shipEntity]: Missile count: 0
[dumpState.shipEntity.ai]: AI:
[dumpState.ai]: State machine name: anarchiesSentinelStationAI.plist
[dumpState.ai]: Current state: ATTACK
[dumpState.ai]: Next think time: 1494.52
[dumpState.ai]: Next think interval: 0.125
[dumpState.shipEntity]: Frustration: 0
[dumpState.shipEntity]: Success factor: 0
[dumpState.shipEntity]: Shots fired: 0
[dumpState.shipEntity]: Time since shot: 100795
[dumpState.shipEntity]: Spawn time: 696.227 (795.573 seconds ago)
[dumpState.shipEntity]: Hull temperature: 60
[dumpState.shipEntity]: Heat insulation: 1
[dumpState.shipEntity]: Flags: escortsAreSetUp, canFragment
[dumpState.stationEntity]: Alert level: red
[dumpState.stationEntity]: Max police: 8
[dumpState.stationEntity]: Max defense ships: 6
[dumpState.stationEntity]: Police launched: 6
[dumpState.stationEntity]: Max scavengers: 3
[dumpState.stationEntity]: Scavengers launched: 0
[dumpState.stationEntity]: Docked shuttles: 0
[dumpState.stationEntity]: Docked traders: 3
[dumpState.stationEntity]: Equivalent tech level: 12
[dumpState.stationEntity]: Equipment price factor: 2
[dumpState.stationEntity]: Flags: rotatingStation
I'm not sure if that's an issue to go after, however, ships attempting to dock might get into trouble with such erratic movements of the station.
Screet
Posted: Mon Jan 05, 2009 9:06 am
by Commander McLane
Hi Screet!
The first one is definitely an incarnation of the current ship-adding bug in Oolite 1.72.1 (see PM). The second one—I don't know. Would have liked to see it. But probably it's as you said: The station was somehow torn between its desire to rotate and its desire to attack. Haven't witnessed something like that before (and the gwx-station has been aound for quite a while—it's a design by Aegidian himself).
Probably you are right, and you do just have too many things going on...
I'm waiting for more incoming reports.
Re: Anarchies 2.0 now available
Posted: Mon Jan 05, 2009 9:09 am
by Eric Walch
Screet wrote:I'm not sure if that's an issue to go after, however, ships attempting to dock might get into trouble with such erratic movements of the station.
I see it already had this bug in 1.1. It issues a "performAttack" resulting in it trying to fly to the target. Max speed of the station is probably zero so it won't move, but apparently it does try to turn to the target.
Posted: Mon Jan 05, 2009 9:11 am
by Commander McLane
So what to do instead of the performAttack? Will the turrets fire without it as well, so that I just could drop it?
Posted: Mon Jan 05, 2009 10:50 am
by Commander McLane
Turns out the station doesn't need a performAttack at all.
Uploaded new version 2.1, which fixes both bugs mentioned by Screet above.
Posted: Mon Jan 05, 2009 12:05 pm
by Eric Walch
Commander McLane wrote:So what to do instead of the performAttack? Will the turrets fire without it as well, so that I just could drop it?
When I remember well, turrets are always auto attacking hostile targets. And hostile targets are definds as ships that are in performAttack state and have the turrets mother as target.
Re: Anarchies 2.1(!) now available
Posted: Tue Jan 06, 2009 6:49 pm
by Screet
Hi!
I did first install 2.0, then renamed the folder .old when I updated to 2.1
Because I was having some slowdown-trouble without CPU/GPU load, I asked in the PC forum, where they asked me to provide the log concerning OXPs - and someone noticed that it lists both 2.0 and 2.1 for anarchies.
I then moved all old and disabled stuff to a different folder, did restart with shift (had the long pause).
However, my log still shows both!
AddOns/Anarchies2.0.oxp, AddOns/Anarchies2.1.oxp
Could it be that the oxp logging is done by the oxp itself and that anarchies 2.1 reports as both versions of anarchies?
Screet
Posted: Wed Jan 07, 2009 7:32 am
by Commander McLane
Can't say. But read my suggestion over there in the PC forum.
Posted: Sat Mar 07, 2009 9:55 am
by Ark
Here is some error reports for the shaders in the log
Code: Select all
[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for anarchies-salvager-tunnel.fragment:
>>>>> GLSL log:
0(18) : error C0105: Syntax error in #define
>>>>> GLSL source code:
#define OO_USER_DEFINED_BINDINGS 1
#define OO_REDUCED_COMPLEXITY 1
#define OO_TEXTURE_UNIT_COUNT 4
// Texture Information from Oolite.
uniform sampler2D tex0; // Difuse and Illumination map
// Uniforms from Oolite
uniform float uTime; //Time from game clock
// Set the Lamp color for the hull spotlights
vec4 LampColor = vec4(0.9926, 0.9686, 0.7325, 1.0);
// Irregular flickering function
#ifdef OO_REDUCED_COMPLEXITY
#define Pulse(v, ts) ((v) * 0.95)
#define Blink_on_off(1.0)
#else
float Pulse(float value, float timeScale)
{
float t = uTime * timeScale;
float s0 = t;
s0 -= floor(s0);
float sum = abs( s0 - 0.5);
float s1 = t * 0.7 - 0.05;
s1 -= floor(s1);
sum += abs(s1 - 0.5) - 0.25;
float s2 = t * 1.3 - 0.3;
s2 -= floor(s2);
sum += abs(s2 - 0.5) - 0.25;
float s3 = t * 5.09 - 0.6;
s3 -= floor(s3);
sum += abs(s3 - 0.5) - 0.25;
return (sum * 0.1 + 0.9) * value;
}
#endif
void main(void)
{
// Load texture data
vec2 texCoord = gl_TexCoord[0].st;
vec4 diffuseMap = texture2D(tex0, texCoord);
// Calculate the fragment color
vec4 color = diffuseMap * diffuseMap.a * 3.0 * LampColor * 5.0 * Pulse(min(1.0, 1.0), 1.0);
// Output final color
gl_FragColor = vec4(color.rgb, 1.0);
}
[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for anarchies-salvager-tunnel-pipes.fragment:
>>>>> GLSL log:
0(18) : error C0105: Syntax error in #define
>>>>> GLSL source code:
#define OO_USER_DEFINED_BINDINGS 1
#define OO_REDUCED_COMPLEXITY 1
#define OO_TEXTURE_UNIT_COUNT 4
// Texture Information from Oolite.
uniform sampler2D tex0; // Difuse and Illumination map
// Uniforms from Oolite
uniform float uTime; //Time from game clock
//Set the Lamp color for the hull spotlights
vec4 LampColor = vec4(0.9926, 0.9686, 0.7325, 1.0);
// Irregular flickering function
#ifdef OO_REDUCED_COMPLEXITY
#define Pulse(v, ts) ((v) * 0.95)
#define Blink_on_off(1.0)
#else
float Pulse(float value, float timeScale)
{
float t = uTime * timeScale;
float s0 = t;
s0 -= floor(s0);
float sum = abs( s0 - 0.5);
float s1 = t * 0.7 - 0.05;
s1 -= floor(s1);
sum += abs(s1 - 0.5) - 0.25;
float s2 = t * 1.3 - 0.3;
s2 -= floor(s2);
sum += abs(s2 - 0.5) - 0.25;
float s3 = t * 5.09 - 0.6;
s3 -= floor(s3);
sum += abs(s3 - 0.5) - 0.25;
return (sum * 0.1 + 0.9) * value;
}
#endif
void main(void)
{
// Load texture data
vec2 texCoord = gl_TexCoord[0].st;
vec4 diffuseMap = texture2D(tex0, texCoord);
// Discard any fragment using the clipmap in the alpha channel
if (diffuseMap.a > 0.4) discard;
// Add in the glow effects for simple shader mode
vec4 color = diffuseMap * LampColor * 1.6 * Pulse(min(1.0, 1.0), 1.0);
// Output final color
gl_FragColor = vec4(color.rgb, 1.0);
}
Posted: Sat Mar 07, 2009 10:03 am
by Griff
This is my fault, there's a syntax error in the shaders that pops up in simple shader mode:
the line
#define Blink_on_off(1.0)
should read:
#define Blink_on_off(value) (1.0)
Posted: Mon Jul 13, 2009 11:01 am
by Capt. Slog
I'm having difficulty auto docking with a hackers outpost. Crashes every time. Is this a feature or a bug, does anybody know?
Posted: Mon Jul 13, 2009 11:25 am
by Eric Walch
Capt. Slog wrote:I'm having difficulty auto docking with a hackers outpost. Crashes every time. Is this a feature or a bug, does anybody know?
I could be the same bug with player ship subentities that leads to crashes inside structures like fuel-station thargoid-hives etc.
In that case it is the type of ship you are using that leads to the crashes. Currently Oolite seems not to support rotated player-ship subentities like turrets very well.
Posted: Mon Jul 13, 2009 11:29 am
by Capt. Slog
Eric Walch wrote:Capt. Slog wrote:I'm having difficulty auto docking with a hackers outpost. Crashes every time. Is this a feature or a bug, does anybody know?
I could be the same bug with player ship subentities that leads to crashes inside structures like fuel-station thargoid-hives etc.
In that case it is the type of ship you are using that leads to the crashes. Currently Oolite seems not to support rotated player-ship subentities like turrets very well.
It's a supercobra. It rotates in the tunnel.