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Galactic Navy Strikes Back

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

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Capt. Slog
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Post by Capt. Slog »

Nemoricus
Didn't Matt364(?) indicate that he had some new missions ready?
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Post by Nemoricus »

I've asked him about them, but I haven't heard back yet.

I'm going to wait a while before I decide which suggestions to act on, so keep them coming.

If any one has SpecOps missions to suggest, please PM them to me. They're not something that I'd like to discuss openly on the forums. After all, they should have some surprise to them, no?
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Re: ..

Post by Screet »

Lestradae wrote:
A longer "bulletin board" with missions - a bit into the direction Frontier & FFE had.
Hmm. The difficulty I have with this is that the current missions are emergency situations. The navy really should not have several of those!

However, a change could be like this:
- have emergency missions show up without visiting the navy station, probably asking the player to fulfull them after he arrives in such a system
- have other optional missions at the base, e.g. transporting important goods and fight off rivals of the navy while doing so or escort a navy convoy.
Lestradae wrote:
That you can actually join the navy and rise in their ranks.
I'd already be happy if the leaderboard would show the player and where he's among those pilots ;)

With the pilot really enlisting the problem is the following: He might not do anything on his own anymore, as he's now a professional part of the navy and thus not allowed to leave.

A solution I could see: The reserve pilot could enlist in some "mini-campaigns" where running away would result in a fugitive rating or such...and after those campaigns, he's free again.

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Re: ..

Post by Eric Walch »

Screet wrote:
I'd already be happy if the leaderboard would show the player and where he's among those pilots ;)
With JS it shouldn't be to hard to change the leaderbord page in a way is sorts the commanders based on sorties. And when the player bypasses the lowest entry, he will be on the board too.
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Post by DGill »

"At SecCom stations a player may check incoming news, buy victory bonds to support the Navy, or sign up for reserve duty."

Hmm - missing something. Just tried this oxp, when I dock at military station its no differant to normal, no news, leaderboard, etc - any ideas on what i'm doing wrong?

using oolite vrs 1.73, current rating "deadly"
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Nemoricus
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Post by Nemoricus »

Hmm....did you remove the previous version of Galactic Navy? This one completely replaces the old one.
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Post by DGill »

Nemoricus wrote:
Hmm....did you remove the previous version of Galactic Navy? This one completely replaces the old one.
No previous version - this is first time I've tried the oxp.

Navy ships, etc are present, however when dock at Navy SecCom Station I go to the nornal Present System / Equipment screen, though the present system is given as Present System: Raeddi Navy SecCom Station

I tried installing Galactic Navy 5.2.1 & Behemoth 2.5.1 together and seperately - but no difference. However, many pages of errors in the log file - the last few being:

[shipData.load.error.badSubentity]: ***** ERROR: the shipdata.plist entry "intercept-argus" has a broken subentity definition "behe-ballturret" (should have 8 tokens, has 9).
[shipData.load.error.badSubentity]: ***** ERROR: subentity declaration for ship intercept-argus specifies no subentity_key.
[shipData.load.error.badSubentity]: ***** ERROR: the shipdata.plist entry "intercept-argus" has a broken subentity definition "behe-ballturret" (should have 8 tokens, has 9).
[shipData.load.error.badSubentity]: ***** ERROR: subentity declaration for ship intercept-argus specifies no subentity_key.
[script.load.world.listAll]: Loaded 18 world scripts: "behemoth" 2.5.1, "Behemoth-script01", "deep_space_pirates" 1.0, "Famous Planets Launch Script" 1.2, "FuelStation-Setup" 1.00, "GalNavy" Build 0138, "hofd" GalNavy Build 118 / HOFD Build 55, "oolite-cloaking-device" 1.73, "oolite-constrictor-hunt" 1.73, "oolite-nova" 1.73, "oolite-thargoid-plans" 1.73, "oolite-trumbles" 1.73, "Random_Hits", "reticle_target_sensitive" 0.0, "System Redux 1.0" 1.2, "targetAutolock" 1.0, "thargoid_wars", "Welcome Information Script" 0.6
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[script.javaScript.warning.206]: ----- JavaScript warning ("drones_Launcher" 1.00): Entity.setPosition() is deprecated, use entity.position = foo instead.
[script.javaScript.warning.206]: ----- JavaScript warning ("Welcome Information Script" 0.6): system.goingNova is deprecated, use system.sun.isGoingNova instead.
[script.javaScript.warning.206]: ----- JavaScript warning ("FuelStation" 1.01): Entity.setOrientation() is deprecated, use entity.orientation = foo instead.
[script.unpermittedMethod]: ***** SCRIPT ERROR: in AI "fueltankAI.plist" state ADD_FUEL, method 'addFuel:' not allowed. In a future version of Oolite, this method will be removed from the handler. If you believe the handler should allow this method, please report it to [email protected].
[shipEntity.setupEscorts.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0x1d214ea0>{"Navy Viper" ID: 433 position: (-12724.4, -9369.17, 193309) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
[shipEntity.setupEscorts.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0x1d2184a8>{"Navy Viper" ID: 434 position: (-17376.9, -9425.47, 193309) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
[shipEntity.setupEscorts.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0x1d21bab0>{"Navy Viper" ID: 435 position: (-13430, -9492.83, 194744) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
[shipEntity.setupEscorts.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0x1d21f0b8>{"Navy Viper" ID: 436 position: (-16610.2, -9364.18, 195111) scanClass: CLASS_POLICE status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
[script.javaScript.warning.206]: ----- JavaScript warning ("Welcome Information Script" 0.6): system.goingNova is deprecated, use system.sun.isGoingNova instead.
[script.javaScript.warning.206]: ----- JavaScript warning ("FuelStation" 1.01): Entity.setOrientation() is deprecated, use entity.orientation = foo instead.
[script.javaScript.warning.206]: ----- JavaScript warning ("FuelStation" 1.01): Entity.setOrientation() is deprecated, use entity.orientation = foo instead.
[ship.escortSetup.wtf]: Pending escort count for <ShipEntity 0x1b1fee18>{"Boa Class Cruiser" ID: 446 position: (11569.7, -6527.31, -9421.8) scanClass: CLASS_NEUTRAL status: STATUS_LAUNCHING} is 4, expected 0. This is an internal error, please report it.
[script.unpermittedMethod]: ***** SCRIPT ERROR: in AI "fueltankAI.plist" state ADD_FUEL, method 'addFuel:' not allowed. In a future version of Oolite, this method will be removed from the handler. If you believe the handler should allow this method, please report it to [email protected].
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2009-06-28 09:29:21 +0100.
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Eric Walch
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Post by Eric Walch »

DGill wrote:
Navy ships, etc are present, however when dock at Navy SecCom Station I go to the nornal Present System / Equipment screen, though the present system is given as Present System: Raeddi Navy SecCom Station
In your log I see nothing what could explain this problem. I see however another problem:

Code: Select all

[shipData.load.error.badSubentity]: ***** ERROR: the shipdata.plist entry "intercept-argus" has a broken subentity definition "behe-ballturret" (should have 8 tokens, has 9). 
[shipData.load.error.badSubentity]: ***** ERROR: subentity declaration for ship intercept-argus specifies no subentity_key. 
[shipData.load.error.badSubentity]: ***** ERROR: the shipdata.plist entry "intercept-argus" has a broken subentity definition "behe-ballturret" (should have 8 tokens, has 9). 
[shipData.load.error.badSubentity]: ***** ERROR: subentity declaration for ship intercept-argus specifies no subentity_key. 
[script.load.world.listAll]: Loaded 18 world scripts: "behemoth" 2.5.1, "Behemoth-script01", "deep_space_pirates" 1.0, ......
It complains about a wrong Behemoth declaration but the current Behemoth is ok. However in your log I also find Behemoth-script01. This means you have two behemoth versions installed and the old one loads after the new one, hereby overwriting the corrected version with the old version. Remove the later.
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Post by DGill »

Thanks, I'll try that. I had not realised that neolite-megaships also had the behemoth.
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Post by Nemoricus »

Code: Select all

[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0x10ef3de8>{"Behemoth - Bolverk" "Behemoth - Bolverk" ID: 234 position: (13587.7, 333.453, 178253) scanClass: CLASS_POLICE status: STATUS_ACTIVE} is 2, expected 0. This is an internal error, please report it.
While I couldn't replicate your error, I did find this one under 1.73. I haven't updated it to the latest, so it may have been sorted out already.

Take a look at your save file and tell me what the value of mission_seccom_station is.
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Post by Eric Walch »

Nemoricus wrote:
While I couldn't replicate your error, ....
Try starting the game with missionVariables.seccom_station undefined. Than I also get no messages. It probably only works for players that have played the previous version.
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Post by Nemoricus »

I've updated my first post with a link to a version that should fix the problem. Replace your current version with this one.
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Post by DGill »

Nemoricus wrote:
I've updated my first post with a link to a version that should fix the problem. Replace your current version with this one.
Thanks, all working now.

Looks good - even though I didn't survive my first assignment :)
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Post by Eric Walch »

DGill wrote:
Thanks, I'll try that. I had not realised that neolite-megaships also had the behemoth.
Neolite Megaships has a problem. It uses the same internal ship names as the original Behemoth.oxp. No idea why, but this leads to all kind of bugs. e.g. one of the target ships for galactic navy now becomes a mix of both ships. : Body of the original Behemoth, but subentities of the neolite ship. And its ship-script is removed so it stops doing anything it should do for the mission. So better remove those megaships when playing GN.

Neolite Megaships even changed the scanclass for his ship so players don't loose their legal status when attacking the new behemoth.

No idea why it deliberately overwrites all behemoths. It looks like a major bug to me that has new conflicts with other oxp's pre-programmed. When someone does not want the old behemoth ships he just can remove that behemoth.oxp instead of overwriting it.
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Post by Cmdr James »

Eric, I think the reason is almost certainly that this was a mistake, and should be changed.
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