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Conflicting OXP's

Posted: Mon Nov 09, 2009 11:07 am
by Raptoricus
Hey all, just downloaded a TON of OXP's and the games not booting at all, I thought rather than pull them out one by one, you guys may already know of some conflicts with what I've got, here's the list ( prepare for a WOT :oops: )

all-stars.oxp
Amen Bricks Megaships.oxp
AsteriodStorm 3.53.oxp
bandersnatch.oxp
behemoth.oxp
BehemothSpacewar 1.2.1.oxp
BigShips 1.02.oxp
black_baron.oxp
BountyScannerv1.061.oxp
Cargo_wrecks_teaser 1.5.3.oxp
Cataclysm.oxp
Commies.oxp
custsounds.oxp
DeepSpacePirates 1.2.3.oxp
Deposed1.3.4.oxp
Dictators v1.3.oxp
Diso.oxp
dragon.oxp
Dredgers 2.2.6.oxp
dwcobra3.oxp
eagle2.oxp
Executive Spaceways v2.2.oxp
Famous_Planets_v2.0.oxp
farstar.oxp
ferdelenace_ng.oxp
ferdepai.oxp
FighterHud.oxp
Firewasp.oxp
FP Liners 1.00.oxp
Freaky Thargoids 3.1.oxp
fsr.oxp
FTZ v0.13.oxp
Galactic_Navy 5.2.2.oxp
Generation Ships 1.1.oxp
griff_normalmapped_ships.oxp
GrittyCoriolis.oxp
gwxstations.oxp
ionics-1.2.3.oxp
jabberwocky.oxp
lovecats 1.2.oxp
marret_vol1.oxp
milmissile.oxp
neolite.oxp
Oo-Haul.oxp
OXPConfig1.08.oxp - thought it might point out an error, no luck :(
PAGroove_Stations_v1.2.1.oxp
Pirate_coves 1.2.1.oxp
Python Class Cruiser 2.6.oxp
RandomHits1.3.6.oxp
RoC.oxp
Rock_Hermit_Locator1.3.1.oxp
sell_equipment.oxp
Shady_blackmonks.oxp
spyhunter 1.1.oxp
supercobra 1.4.oxp
Target Autolock 1.01.oxp
thargoid_wars 4.3.oxp
Thargon_Threat 1.3.1.oxp
tianve.oxp
tori.oxp
Trident Down v1.4.oxp
Welcome Mat 1.06.oxp
and the "Your Ad Here" sets...

Phew, if you can spot any conflicts / known not working oxp's, I'd appreciate the help. :)

Posted: Mon Nov 09, 2009 11:11 am
by CheeseRedux
Bandersnatch makes my Oolite crash on launch.
You could try taking it out to see if that helps.

Posted: Mon Nov 09, 2009 11:14 am
by Raptoricus
That did it!!! Thanks very much, thought it'd be a conflict rather than one oxp on it's own. Shame though, I liked the idea of the pirates having their own capital ship, ahh well.

Posted: Mon Nov 09, 2009 11:16 am
by Cmdr James
I dont know of any conflicts in that set, but I would suggest that you dont insdtall any missions yet, apart from maybe asteroid storm and UPS.

Also, in my opinion the large ships dont work very well, so I would not install megaships or bigships. They shouldnt break the game, just in my experience they didnt feel right, and the AI did silly things (this might be fixed).

Some versions of ionics dont (or at least didnt) work properly on my setup.

I think you should remove them all, and add in a few at a time, checking the log file as you do so.

Also, I dont think you gave any info about the version of oolite, or your system.

Posted: Mon Nov 09, 2009 11:19 am
by CheeseRedux
As far as I know, Realistic Shipyards contains a version that works.
It should be possible (for someone with a lot more knowledge about these things than I) to pull it out from there and make it usable as a stand-alone.
(Or you could just install RS - it's all up to you!)

Posted: Mon Nov 09, 2009 11:31 am
by Thargoid
Cmdr James wrote:
Also, in my opinion the large ships dont work very well, so I would not install megaships or bigships. They shouldnt break the game, just in my experience they didnt feel right, and the AI did silly things (this might be fixed).
bigShips is a role populator for a new role of bigTrader, which is designed along with a packaged AI to stop the very problem you mention (big ships docking and launching from small docking slits). It's also to centralise the populator on one role, so that each OXP which provides big ships can use it rather than its own populator, thus lowering the risk of the system ending up knee-deep in large ships.

It doesn't actually supply any ships of its own, but is used by certain other OXPs which do (Aquatics and Transports spring to mind immediately, but there are others). It won't break the game, but if no OXPs are installed which do provide such ships then it won't do anything either.

Posted: Mon Nov 09, 2009 11:42 am
by Raptoricus
Also, I dont think you gave any info about the version of oolite, or your system.
I'm on the latest version of Oolite (1.73.4) for windows, and my system's fine ;)

intel i5, asus/ati HD4870, 4gb ram, OS windows 7 64bit.

And yeah it's all working fine since getting rid of Bandersnatch, and I must admit, I like the larger ships, seeing some of the big groups of them with escorts is pretty cool. :)

Posted: Mon Nov 09, 2009 4:58 pm
by Eric Walch
I replaced the version of the bandersnatch.oxp at the wiki with a new version v1.1

It was a simple C&P error in shipdata. It should have been:

Code: Select all

		<key>smooth</key>
		<true/>
for the wing, but some other text was inserted between those two lines leading to an incorrect plist.
On the mac this always result in not using that plist but on windows even bugy plists are read in and the system does something with it. Sometimes errors are forgiven and sometimes they lead to crashes.

Strange that such a bug stays that long unnoticed :cry:
CheeseRedux wrote:
As far as I know, Realistic Shipyards contains a version that works.
It should be possible (for someone with a lot more knowledge about these things than I) to pull it out from there and make it usable as a stand-alone.
I also looked it up in RS but there it was fixed wrong because the key was completely removed, resulting in a false value. All other ship parts had smooth set at true and even this true was in the code but at the wrong place, so it always was mend to be true.

Posted: Mon Nov 09, 2009 5:24 pm
by Raptoricus
I replaced the version of the bandersnatch.oxp at the wiki with a new version v1.1
Excellent, nice to hear developments always on the go, I'll give it a try soon as :).

Posted: Mon Nov 09, 2009 7:03 pm
by CheeseRedux
Eric Walch wrote:
Strange that such a bug stays that long unnoticed :cry:
Yeah, that's my fault. :oops:
(Well, for the last two weeks or so, anyway.)

After finding the crash, I checked the readme and found 1) WIP and 2) unfamiliar author.
I had no time to investigate further right then, and subsequently forgot all about it until today.

Posted: Mon Nov 09, 2009 7:49 pm
by Eric Walch
CheeseRedux wrote:
After finding the crash, I checked the readme and found 1) WIP and 2) unfamiliar author.
I had no time to investigate further right then, and subsequently forgot all about it until today.
From the readMe, written at January 2006:
This is a provisional look at the Bandersnatch. Pleae don't regard it as finished work, since its subunits forward guns are still giving me trouble.
I have no intention to fix old wip versions and I didn't know this one but when wip versions lead to crashes they should either be fixed or removed from the wiki. This one is wip for a very long time....

Posted: Mon Nov 09, 2009 7:52 pm
by Cmdr James
even wip should not crash oolite though. would be nice to fix oolite if anyone has time. not me unfortunately

Posted: Mon Nov 09, 2009 8:33 pm
by Rxke
:shock:

Don't get rid of the bandersnatch! it was rather revolutionary in design and skin when it was introduced! this is heritage!

Posted: Mon Nov 09, 2009 10:46 pm
by Eric Walch
Rxke wrote:
:shock:

Don't get rid of the bandersnatch! it was rather revolutionary in design and skin when it was introduced! this is heritage!
No it works now. Pretty impressive ship. Just a pity that lasers only point exactly in the flight direction of the ship. When I removed the central laser, I noticed the 3 side lasers fired all around me but none did hit me. Maybe logic as a big ship expect big targets and my BCC is to small for him. However, that was when I removed the central laser. The normal one still hits me with its central laser and when trying to avoid that, I still get hit by the side lasers. The one in RS is modified and has turrets on its wings instead of lasers when I read that code well.