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Galactic Navy JS OXP

Discussion and information relevant to creating special missions, new ships, skins etc.

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Rimbaud
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Ships not doing anything

Post by Rimbaud »

Hello

I installed the JS beta of Galactic Navy and a weird effect is that some of the Thargoids and some of the Navy cruisers no longer move or fire in Witch Space! The thargoids will launch Thargons, but beyond that, nothing.

Behemoths and some othe Thargoids work fine. Please find below my log:

Code: Select all

[log.header]: Opening log for Oolite version 1.72.1 (PPC-32 test release) under Mac OS X Version 10.4.11 (Build 8S165) at 2009-06-17 22:37:02 +0100.
Machine type: PowerBook5,6, 1024 MiB memory, 1 x PowerPC G4 (7450) @ 1500 MHz.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[rendering.opengl.version]: OpenGL renderer version: 1.5.0 ("1.5 ATI-1.4.18")
Vendor: ATI Technologies Inc.
Renderer: ATI Radeon 9600 XT OpenGL Engine
[rendering.opengl.extensions]: OpenGL extensions (85):
GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_vertex_blend GL_ARB_window_pos GL_ARB_shader_objects GL_ARB_vertex_shader GL_EXT_multi_draw_arrays GL_EXT_clip_volume_hint GL_EXT_rescale_normal GL_EXT_draw_range_elements GL_EXT_fog_coord GL_APPLE_client_storage GL_APPLE_specular_vector GL_APPLE_transform_hint GL_APPLE_packed_pixels GL_APPLE_fence GL_APPLE_vertex_array_object GL_APPLE_vertex_program_evaluators GL_APPLE_element_array GL_APPLE_flush_render GL_NV_texgen_reflection GL_NV_light_max_exponent GL_IBM_rasterpos_clip GL_SGIS_generate_mipmap GL_ARB_shading_language_100 GL_ARB_imaging GL_ARB_point_parameters GL_ARB_texture_env_crossbar GL_ARB_texture_border_clamp GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_ARB_multisample GL_ARB_texture_env_combine GL_ARB_texture_compression GL_ARB_texture_mirrored_repeat GL_ARB_shadow GL_ARB_depth_texture GL_ARB_shadow_ambient GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_EXT_compiled_vertex_array GL_EXT_framebuffer_object GL_EXT_texture_rectangle GL_ARB_texture_rectangle GL_EXT_texture_env_add GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_lod_bias GL_EXT_abgr GL_EXT_bgra GL_EXT_stencil_wrap GL_EXT_texture_filter_anisotropic GL_EXT_separate_specular_color GL_EXT_secondary_color GL_EXT_blend_func_separate GL_EXT_shadow_funcs GL_EXT_texture_compression_s3tc GL_EXT_texture_compression_dxt1 GL_EXT_blend_equation_separate GL_EXT_texture_mirror_clamp GL_APPLE_ycbcr_422 GL_APPLE_vertex_array_range GL_APPLE_texture_range GL_APPLE_float_pixels GL_ATI_texture_float GL_APPLE_pixel_buffer GL_NV_blend_square GL_NV_fog_distance GL_ATI_texture_mirror_once GL_ATI_text_fragment_shader GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGI_color_matrix 
[searchPaths.dumpAll]: ---> OXP search paths:
(
    "/Applications/Oolite/Oolite.app/Contents/Resources", 
    "/Applications/Oolite/AddOns", 
    "/Users/Jon/.Oolite/AddOns", 
    "/Users/Jon/Library/Application Support/Oolite/AddOns", 
    "/Applications/Oolite/AddOns/aphidv2.oxp", 
    "/Applications/Oolite/AddOns/Assassins.oxp", 
    "/Applications/Oolite/AddOns/att1.oxp", 
    "/Applications/Oolite/AddOns/behemoth 2.5.1.oxp", 
    "/Applications/Oolite/AddOns/BehemothSpacewar 1.2.1.oxp", 
    "/Applications/Oolite/AddOns/clearskies.oxp", 
    "/Applications/Oolite/AddOns/Commies.oxp", 
    "/Applications/Oolite/AddOns/deposed.oxp", 
    "/Applications/Oolite/AddOns/Executive Spaceways v2.2.oxp", 
    "/Applications/Oolite/AddOns/Freaky Thargoids 3.oxp", 
    "/Applications/Oolite/AddOns/Galactic_Navy.oxp", 
    "/Applications/Oolite/AddOns/globestations.oxp", 
    "/Applications/Oolite/AddOns/GrittyCoriolis.oxp", 
    "/Applications/Oolite/AddOns/gwxstations.oxp", 
    "/Applications/Oolite/AddOns/Herald.oxp", 
    "/Applications/Oolite/AddOns/Lave.oxp", 
    "/Applications/Oolite/AddOns/longway.oxp", 
    "/Applications/Oolite/AddOns/military Fiasco 2.4.3.oxp", 
    "/Applications/Oolite/AddOns/monument.oxp", 
    "/Applications/Oolite/AddOns/nuke.oxp", 
    "/Applications/Oolite/AddOns/oldships.oxp", 
    "/Applications/Oolite/AddOns/PAGroove_Stations_v1.2.1.oxp", 
    "/Applications/Oolite/AddOns/RandomHits261.oxp", 
    "/Applications/Oolite/AddOns/renegades.oxp", 
    "/Applications/Oolite/AddOns/Rock_Hermit_Locator1.3.oxp", 
    "/Applications/Oolite/AddOns/SecondWave 1.1.oxp", 
    "/Applications/Oolite/AddOns/Shady Cobra.oxp", 
    "/Applications/Oolite/AddOns/sunskimmers.oxp", 
    "/Applications/Oolite/AddOns/thargoid_wars.oxp", 
    "/Applications/Oolite/AddOns/Thorgorn_Threat 1.2.oxp", 
    "/Applications/Oolite/AddOns/transhab.oxp", 
    "/Applications/Oolite/AddOns/tugs.oxp", 
    "/Applications/Oolite/AddOns/Welcome Mat 1.05.oxp", 
    "/Applications/Oolite/AddOns/wolfmk2.oxp", 
    "/Applications/Oolite/AddOns/wpb.oxp"
)
[dataCache.upToDate]: Data cache is up to date.
[script.load.world.listAll]: Loaded 46 world scripts: "assassins", "behemoth" 2.5.1, "behemoth-spacewar" 1.2.1, "deposed", "elite_monument", "ExecutiveFlightSchedule", "GalNavy" Build 0104, "hardpirates1", "hardpirates10", "hardpirates11", "hardpirates12", "hardpirates13", "hardpirates14", "hardpirates15", "hardpirates16", "hardpirates17", "hardpirates18", "hardpirates19", "hardpirates2", "hardpirates20", "hardpirates21", "hardpirates22", "hardpirates23", "hardpirates24", "hardpirates3", "hardpirates4", "hardpirates5", "hardpirates6", "hardpirates7", "hardpirates8", "hardpirates9", "hofd" GalNavy Build 102 / HOFD Build 53, "long_way_round", "military_fiasco" 2.4.2, "newskim", "oolite-cloaking-device" 1.72.1, "oolite-constrictor-hunt" 1.72.1, "oolite-nova" 1.72.1, "oolite-thargoid-plans" 1.72.1, "oolite-trumbles" 1.72.1, "Random_Hits", "rockHermit_Locator" 1.3, "thargoid_wars", "Thargorn_Witchspace_Battle" 1.2, "tuggerschedule", "Welcome Information Script" 0.6
[script.debug.onOff]: SCRIPT debug messages ON
[script.debug.note.addPlanet]: DEBUG addMoon: moon_lave
[script.debug.addPlanet]: DEBUG initMoonFromDictionary: {
    "land_hsb_color" = "0.686 0.25 0.66"; 
    orientation = "1.0 0.0 0.0 0.0"; 
    "polar_color_factor" = "2.5"; 
    position = "-40000 0 60000"; 
    radius = 800; 
    "rotational_velocity" = "0.03"; 
    seed = "1 2 3 4 5 6"; 
    texture = "lunar.png"; 
}
[script.debug.addPlanet]: moon position (-40000.00 0.00 60000.00) derived from -40000 0 60000
[script.debug.onOff]: SCRIPT debug messages OFF
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[files.notFound]: ----- WARNING: Could not find texture file "guntex.png". Used default no textures material instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDescription is deprecated, use Ship.name instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDescription is deprecated, use Ship.name instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDescription is deprecated, use Ship.name instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDescription is deprecated, use Ship.name instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDescription is deprecated, use Ship.name instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDescription is deprecated, use Ship.name instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDescription is deprecated, use Ship.name instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDescription is deprecated, use Ship.name instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDescription is deprecated, use Ship.name instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDescription is deprecated, use Ship.name instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDescription is deprecated, use Ship.name instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDescription is deprecated, use Ship.name instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDescription is deprecated, use Ship.name instead.
[script.javaScript.warning.206]: ----- JavaScript warning: Ship.shipDisplayName is deprecated, use Ship.displayName instead.
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[script.debug.onOff]: SCRIPT debug messages ON
[script.debug.note.addShips]: DEBUG Going to add 1 ships with role 'tugger' at a point 0.800 along route1
[script.debug.onOff]: SCRIPT debug messages OFF
[script.debug.onOff]: SCRIPT debug messages ON
[script.debug.note.addShips]: DEBUG Going to add 1 ships with role 'tugger' at a point 5.000 along route1
[script.debug.onOff]: SCRIPT debug messages OFF

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Nemoricus
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Post by Nemoricus »

Okay, I don't see anything in that log that would indicate a problem.

Tell me more about what you saw.

I know that Interstellar Navy Frigates used to freeze if there were no more valid targets. This is because their AI tried and failed to send them through Witchspace.

I'll see if I can't replicate this problem.
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Screet
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Re: Ships not doing anything

Post by Screet »

Rimbaud wrote:
I installed the JS beta of Galactic Navy and a weird effect is that some of the Thargoids and some of the Navy cruisers no longer move or fire in Witch Space! The thargoids will launch Thargons, but beyond that, nothing.
Target those ships which don't work and press shift-h, then have a look at the log. The command will dump info about the ship and what the AI of it is trying to do.

I recently had a thargoid hive mission in witchspace and there the battle did work fine, it only was a bit confusing because the scanner was spammed by the amount of ships ;)

I just tried it without this being part of a mission and things are fine, at least with Vista...

Screet
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Post by Nemoricus »

I was wondering how to do that myself. Thanks for explaining it Screet.

I'll be back in a moment with my own findings.

EDIT: I haven't seen anything in the two tries that I gave it so far. I did get sucked through a wormhole when I loitered too close to a Behemoth, though.

Try reinstalling Galactic Navy.oxp and then adding on my beta files. Tell me what happens. Also, get that state log if you see happen again.

I'll keep looking for odd behavior myself.
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Rimbaud
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Post by Rimbaud »

Hello

This is what the frigate had (after I shot at it a bit:

Code: Select all

 ===== Sunday, June 21, 2009 00:06:06 Europe/London =====
[dumpState]: State for <ShipEntity 0x1fbca00>{"Navy Frigate" ID: 274 position: (7602.26, -3662.2, -2482.77) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT}:
  [dumpState.entity]: Universal ID: 274
  [dumpState.entity]: Scan class: CLASS_POLICE
  [dumpState.entity]: Status: STATUS_IN_FLIGHT
  [dumpState.entity]: Position: (7602.26, -3662.2, -2482.77)
  [dumpState.entity]: Orientation: (0.990875 + 0.100636i - 0.0512855j - 0.0735415k)
  [dumpState.entity]: Distance travelled: 316.709
  [dumpState.entity]: Energy: 1428.4 of 1500
  [dumpState.entity]: Mass: 5.67892e+06
  [dumpState.entity]: Owner: <ShipEntity 0x1fbca00>{"Navy Frigate" ID: 274 position: (7602.26, -3662.2, -2482.77) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT}
  [dumpState.entity]: Flags: isShip, isSunlit, collisionTestFilter
  [dumpState.shipEntity]: Name: Navy Frigate
  [dumpState.shipEntity]: Display Name: Navy Frigate
  [dumpState.shipEntity]: Roles: <OORoleSet 0x14030b70>{navy-frigate}
  [dumpState.shipEntity]: Primary role: navy-frigate
  [dumpState.shipEntity]: Script: <OOJSScript 0x14061ad0>{"oolite-default-ship-script" version 1.72.1}
  [dumpState.shipEntity]: Subentity count: 30
  [dumpState.shipEntity]: Behaviour: BEHAVIOUR_IDLE
  [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: 8
  [dumpState.shipEntity.ai]: AI:
    [dumpState.ai]: State machine name: navyfrigateAI.plist
    [dumpState.ai]: Current state: GLOBAL
    [dumpState.ai]: Next think time: 6.28468e+10
    [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: 100076
  [dumpState.shipEntity]: Spawn time: 20.7687 (76.5775 seconds ago)
  [dumpState.shipEntity]: Hull temperature: 60
  [dumpState.shipEntity]: Heat insulation: 1
  [dumpState.shipEntity]: Flags: escortsAreSetUp, isFrangible, canFragment, proximity_alert
I'll try reinstalling in a bit and see if that fixes things
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Post by Nemoricus »

Code: Select all

[dumpState.ai]: Next think time: 6.28468e+10
This line is strange. That time interval is far too big to make any sense. I don't think that this is a Galactic Navy issue, though.

What version of Oolite are you running and what version of Galactic Navy did you install the files on top of?
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Post by Rimbaud »

Hello

I reinstalled Galactic Navy 4 from the Wiki, installed the Behemoth patch and then put Galactic Navy JS over the top. I am running 1.72.1

I still had some frozen frigates and thargoids. Here's the data from a Thargoid:

Code: Select all

===== Sunday, June 21, 2009 00:56:11 Europe/London =====
[dumpState]: State for <ShipEntity 0x1797a200>{"Thargoid Cruiser" ID: 273 position: (11555.1, 1262.83, -154.746) scanClass: CLASS_THARGOID status: STATUS_IN_FLIGHT}:
  [dumpState.entity]: Universal ID: 273
  [dumpState.entity]: Scan class: CLASS_THARGOID
  [dumpState.entity]: Status: STATUS_IN_FLIGHT
  [dumpState.entity]: Position: (11555.1, 1262.83, -154.746)
  [dumpState.entity]: Orientation: (0.994108 + 0.10776i + 0.0106789j - 0.00485404k)
  [dumpState.entity]: Distance travelled: 91.004
  [dumpState.entity]: Energy: 1400 of 1400
  [dumpState.entity]: Mass: 1.00971e+06
  [dumpState.entity]: Owner: <ShipEntity 0x1797a200>{"Thargoid Cruiser" ID: 273 position: (11555.1, 1262.83, -154.746) scanClass: CLASS_THARGOID status: STATUS_IN_FLIGHT}
  [dumpState.entity]: Flags: isShip, isSunlit, collisionTestFilter
  [dumpState.shipEntity]: Name: Thargoid Cruiser
  [dumpState.shipEntity]: Display Name: Thargoid Cruiser
  [dumpState.shipEntity]: Roles: <OORoleSet 0x5bea4c0>{galnav-thargcruiser thargoid(9e-06) thargoid-mothership}
  [dumpState.shipEntity]: Primary role: galnav-thargcruiser
  [dumpState.shipEntity]: Script: <OOJSScript 0x5beefc0>{"oolite-default-ship-script" version 1.72.1}
  [dumpState.shipEntity]: Subentity count: 6
  [dumpState.shipEntity]: Behaviour: BEHAVIOUR_IDLE
  [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: 150
  [dumpState.shipEntity]: Fuel accumulator: 1
  [dumpState.shipEntity]: Missile count: 6
  [dumpState.shipEntity.ai]: AI:
    [dumpState.ai]: State machine name: galnav-thargoidAI.plist
    [dumpState.ai]: Current state: GLOBAL
    [dumpState.ai]: Next think time: 6.28468e+10
    [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: 100104
  [dumpState.shipEntity]: Spawn time: 44.623 (104.675 seconds ago)
  [dumpState.shipEntity]: Hull temperature: 60
  [dumpState.shipEntity]: Heat insulation: 1
  [dumpState.shipEntity]: Flags: escortsAreSetUp, isFrangible, canFragment
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Post by Nemoricus »

First, the most recent release of Oolite is 1.72.2. Get that and see if it fixes your problem.

Second, how are you adding my additional files in? Send me the complete log file while you're at it in case it has some useful info.

Third:

Code: Select all

[dumpState.ai]: Next think time: 6.28468e+10
This concerns me. It makes no sense and I don't that it's caused by Galactic Navy.

Code: Select all

[dumpState.ai]: Current state: GLOBAL
This line means that the AI isn't entering any of its other states, probably related to the above think time.

Add this line to navyfrigateAI.plist under GLOBAL and tell me if it solves the problem.

Code: Select all

ATTACKED = (setTargetToPrimaryAggressor, groupAttackTarget, "setStateTo: STAY_INTERSTELLAR");
It's not an ideal fix and I don't think that it addresses the root problem. However, I don't know what the root problem is and I'm not sure where to start looking.
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Post by Screet »

I think this thread coult be related:

https://bb.oolite.space/viewtopic.php?t= ... l&start=15

Maybe the newest galnavy js beta should be used - if I read the message correctly, some of the updates by eric are missing in the setup which did cause the problem?!?

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Post by Nemoricus »

Also, dig out navyfrigateAI.plist and let me have a look at it.

In addition, place Debug OXP in your AddOns folder and get the PyDebugConsole. Run the debug console exe and then start up Oolite.

Target a nonfunctional Navy Frigate and run the following:

Code: Select all

player.ship.target.reactToAIMessage("STAY_INTERSTELLAR")
See what happens then.

Screet: This is a different problem. The Navy Frigate is added by Galactic Navy and the AI is also provided by Galactic Navy. It could be a problem with an old version of Galactic Navy that was fixed later. I'm not sure yet.
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Post by Eric Walch »

Code: Select all

  [dumpState.shipEntity.ai]: AI: 
    [dumpState.ai]: State machine name: navyfrigateAI.plist 
    [dumpState.ai]: Current state: GLOBAL 
    [dumpState.ai]: Next think time: 6.28468e+10 
    [dumpState.ai]: Next think interval: 0.125 
When an AI is stuck in the GLOBAL state this often means is can't access the AI file at all. It can be a wrong naming of the file or in the link to that file. It can also be a certain syntax error in the plist. There are syntax declarations that are legal on windows but illegal on a mac. However, on my mac I have no problems with it.
(PS Nemoricus: My internet troubles are over and I now have internet again on my main computer. Just downloaded your latest wip version)
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Post by Nemoricus »

I'm going to do some more testing myself today. If I don't find or hear anything, I'll release the current version. Hopefully this will fix Rimbaud's problem in the process.

Eric, do you have any examples of syntax that's illegal on a Mac but valid on Windows and vice versa?

Nice to hear that your computer troubles are finally sorted out.
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Post by Rimbaud »

OK found the problem, everybody stop worrying.

I'm not that familiar with Macs (more a Linux guy) and when I copied over the folder it wipes the old folder and makes the new folder with only the three AIs in. It doesn't merge the folders! Is this how Finder is supposed to work? It's retarded.

Sorry for the inconvenience but thanks for looking into it.
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Post by Nemoricus »

That is very strange.

Well, glad to hear that the problem's been fixed.

I haven't heard anything from my testers today, so I'm guessing that Galactic Navy is ready for its next release. Stay tuned for more details.
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