Random Hits Target not there?

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Falconeer
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Random Hits Target not there?

Post by Falconeer »

Sorry, couldnt find the target! The system doesn't have a Python with a brigand on board?Just thought I'd mantion it?
Am I doin somthin wrong?

[log.header]: Opening log for Oolite version 1.74 (x86-32 test release) under Windows at 2010-06-19 21:55:46 +0100.
4 processors detected.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[joystickHandler.init]: Number of joysticks detected: 2
[display.mode.list.native]: Windows native resolution detected: 1920 x 1200
[oxp.message]: ../AddOns/RandomHits1.3.8(beta).oxp: This is a test copy of Random Hits for personal use, don't spread
[oxp.message]: ../AddOns/RandomHits1.3.8(beta).oxp: Check if this file contains textures and models. If not, they must be copied in from an older Random Hits version
[searchPaths.dumpAll]: Unrestricted Mode - Resources paths:
Resources
../AddOns
../AddOns/ACS_1.0.oxp
../AddOns/adcks_behemoths_v1.2.oxp
../AddOns/adcks_bulk_haulers_v1.4.oxp
../AddOns/adck_gold_cobra.oxp
../AddOns/Aquatics 2.20.oxp
../AddOns/Armoury 1.00.oxp
../AddOns/Baakili_Far_Trader_v1.2.oxp
../AddOns/BigShips 1.02.oxp
../AddOns/BlOomberg Markets v2.1.oxp
../AddOns/BoaClipper.oxp
../AddOns/BoaClipper.oxp/griff_prototype_boa.oxp
../AddOns/buoyRepair1.02.5.oxp
../AddOns/captKev_dodo.oxp
../AddOns/Cargo_wrecks_teaser 1.6.2.oxp
../AddOns/cobra35.oxp
../AddOns/cobra3njx.oxp
../AddOns/CombinedSounds.oxp
../AddOns/Commies.oxp
../AddOns/Contractor.oxp
../AddOns/custsounds.oxp
../AddOns/DeepSpacePirates 1.2.4.oxp
../AddOns/Dictators v1.3.oxp
../AddOns/Energy Equipment 1.10.oxp
../AddOns/Executive Spaceways v2.2.oxp
../AddOns/Famous_Planets_v2.5.oxp
../AddOns/FP Liners 1.00.oxp
../AddOns/FP Liners 1.00.oxp/Planetfall Mission - Taxi 1.01.oxp
../AddOns/FTZ v0.13.oxp
../AddOns/Fuel Station 1.30.oxp
../AddOns/Fuel Tank v2.2.oxp
../AddOns/Galactic_Navy 5.2.2.oxp
../AddOns/Galcop_trade_outpost.oxp
../AddOns/Gates 1.10.oxp
../AddOns/Generation Ships 1.1.oxp
../AddOns/globestation2.0.oxp
../AddOns/griff_cobra3_normalmapped_scuffed.oxp
../AddOns/Griff_Debris_sets135_no_normal_map.oxp
../AddOns/griff_escape_capsule_normalmapped.oxp
../AddOns/Griff_illicit_unlock.oxp
../AddOns/griff_krait_v1.11.oxp
../AddOns/griff_prototype_boa.oxp
../AddOns/griff_shipset_dizzy's_all_in_1.oxp
../AddOns/GrittyCoriolis.oxp
../AddOns/gwxstations.oxp
../AddOns/halsis.oxp
../AddOns/Hired Guns 1.20.oxp
../AddOns/hOopyCasino1.2.oxp
../AddOns/hyperradio1.16.oxp
../AddOns/hyperRadioST02.oxp
../AddOns/illicit_unlock_FIX1.56.oxp
../AddOns/impcourier2.oxp
../AddOns/imptrader.oxp
../AddOns/Kestrel&Falcon.oxp
../AddOns/MilHUD-v3.oxp
../AddOns/military Fiasco 2.5.oxp
../AddOns/milmissile.oxp
../AddOns/Missile Analyser 1.2.oxp
../AddOns/Missiles and Bombs v2.4.oxp
../AddOns/neolite-wolfies.oxp
../AddOns/Ore_processor 1.57.oxp
../AddOns/OXPConfig1.08.oxp
../AddOns/pagroove_Aurorav1.0.oxp
../AddOns/PlanetFall 1.30.oxp
../AddOns/PlanetFall Link - Black Monks 1.0.oxp
../AddOns/PlanetFall Link - hOopy Casino 1.0.oxp
../AddOns/PlanetFall Mission - Oo-Haul 1.00.oxp
../AddOns/PlanetFall Mission - Taxi 1.10.oxp
../AddOns/Pods 1.20.oxp
../AddOns/RandomHits1.3.8(beta).oxp
../AddOns/RepairBots 2.00.oxp
../AddOns/sell_equipment.oxp
../AddOns/Shady Billboards.oxp
../AddOns/Shady_blackmonks.oxp
../AddOns/Snoopers2.0.3.oxp
../AddOns/Status_Quo_Q-bomb.oxp
../AddOns/Stealth 1.00.oxp
../AddOns/supercobra 1.4.1.oxp
../AddOns/Superhubv1.2.oxp
../AddOns/System_Redux.oxp
../AddOns/Target Autolock Plus 1.10.oxp
../AddOns/Target Reticle 1.2.1.oxp
../AddOns/tgy_dev.oxp
../AddOns/thargoid_wars 4.5.oxp
../AddOns/The Feudal States v1.6.oxp
../AddOns/Tianve1.3.oxp
../AddOns/tiger.oxp
../AddOns/tori.oxp
../AddOns/tugs.oxp
../AddOns/UPS-courier v1.7.oxp
../AddOns/wolfwoods_variants.oxp
../AddOns/YOUR_AD_HERE.oxp
../AddOns/YOUR_AD_HERE_set_A.oxp
../AddOns/YOUR_AD_HERE_set_B.oxp
../AddOns/YOUR_AD_HERE_set_C.oxp
../AddOns/YOUR_AD_HERE_set_D.oxp
../AddOns/YOUR_AD_HERE_set_E.oxp
../AddOns/YOUR_AD_HERE_set_F.oxp
../AddOns/Z-ships_v1.0.oxp
[rendering.opengl.version]: OpenGL renderer version: 3.2.0 ("3.2.0")
Vendor: NVIDIA Corporation
Renderer: GeForce GTX 285/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (182):
GL_ATI_texture_mirror_once, GL_ARB_framebuffer_sRGB, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_gpu_program4, GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_NV_texture_barrier, GL_EXT_pixel_buffer_object, GL_NV_vertex_array_range, GL_EXT_depth_bounds_test, GL_ARB_draw_instanced, GL_EXT_texture_compression_rgtc, GL_ARB_half_float_vertex, GL_NV_vertex_program2, GL_EXT_texture3D, GL_NV_vertex_program3, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_texture_shared_exponent, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_NV_vertex_buffer_unified_memory, GL_NV_copy_image, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ATI_draw_buffers, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_compression_rgtc, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_NV_fog_distance, GL_ARB_texture_non_power_of_two, GL_EXT_bgra, GL_ARB_sync, GL_EXT_texture_env_dot3, GL_EXT_direct_state_access, GL_NV_light_max_exponent, GL_EXT_provoking_vertex, GL_ARB_compatibility, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_SGIX_depth_texture, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_NV_framebuffer_multisample_coverage, GL_KTX_buffer_region, GL_EXT_framebuffer_sRGB, GL_NV_texture_env_combine4, GL_ARB_texture_float, GL_ARB_imaging, GL_NV_register_combiners, GL_ARB_fragment_coord_conventions, GL_NV_multisample_filter_hint, GL_EXT_stencil_wrap, GL_EXT_bindable_uniform, GL_EXT_texture_swizzle, GL_NV_primitive_restart, GL_EXT_framebuffer_blit, GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, GL_NV_packed_depth_stencil, GL_NV_multisample_coverage, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_NV_register_combiners2, GL_EXT_texture_integer, GL_EXT_gpu_shader4, GL_SUN_slice_accum, GL_EXT_texture_lod, GL_EXT_texture_compression_s3tc, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_NV_parameter_buffer_object, GL_NV_texture_shader, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_transform_feedback, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_NV_transform_feedback2, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_NV_conditional_render, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_seamless_cube_map, GL_ARB_copy_buffer, GL_NV_depth_buffer_float, GL_ARB_draw_elements_base_vertex, GL_ARB_geometry_shader4, GL_ARB_shadow, GL_EXT_draw_instanced, GL_EXT_blend_subtract, GL_EXT_separate_shader_objects, GL_ARB_fragment_program_shadow, GL_NV_fragment_program_option, GL_ARB_window_pos, GL_NV_fence, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, GL_ARB_texture_multisample, WGL_EXT_swap_control, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_NV_fragment_program2, GL_ARB_depth_buffer_float, GL_NV_float_buffer, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_ARB_texture_rg, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_WIN_swap_hint, GL_ARB_fragment_program, GL_EXT_packed_float, GL_SGIX_shadow, GL_EXT_texture_filter_anisotropic, GL_NV_vertex_program2_option, GL_NV_vertex_array_range2, GL_EXT_draw_range_elements, GL_ARB_pixel_buffer_object, GL_EXT_texture_buffer_object, GL_NV_pixel_data_range, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_NVX_gpu_memory_info, GL_EXT_geometry_shader4, GL_EXT_fog_coord, GL_NV_half_float, GL_NV_geometry_shader4, GL_SGIS_texture_lod, GL_EXT_gpu_program_parameters, GL_NV_parameter_buffer_object2, GL_ARB_fragment_shader, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_NV_occlusion_query, GL_EXT_point_parameters, GL_EXT_Cg_shader, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_NV_copy_depth_to_color, GL_EXT_transform_feedback2, GL_EXT_draw_buffers2, GL_NVX_conditional_render, GL_NV_texture_compression_vtc, GL_NV_explicit_multisample, GL_EXT_blend_func_separate, GL_NV_fragment_program, GL_ARB_texture_cube_map, GL_ARB_texture_buffer_object, GL_EXT_texture_array, GL_S3_s3tc, GL_NV_point_sprite, GL_ARB_occlusion_query, GL_EXT_texture_mirror_clamp, GL_EXTX_framebuffer_mixed_formats, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_EXT_texture_compression_latc, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_NV_texture_expand_normal, GL_ATI_texture_float, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_NV_shader_buffer_load
[rendering.opengl.shader.support]: Shaders are supported.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_FULL.
[script.load.world.listAll]: Loaded 69 world scripts:
ahruman-billboard-populate 1.0
ams_system 2.0
aquatics_equipment 1.1
aquatics_populator 1.0
armoury_machineScript.js 1.00
Automatic Chaff System 1.0
Baakili Populator 1.2
behemoth 2.5.4
bigShips_populator 1.0.2
black_monks
buoyRepair 1.02.5
Cargo_Wreck_Teaser 1.6.2
communist_population 2.11
CT_Script 2.0
deep_space_pirates 1.2.4
dictatorship_population
Emergency Energy Unit 2.1
ExecutiveFlightSchedule
Famous Planets 2 Launch Script 2.0.2
Famous Planets Liners Script 1.0
feudal-challenge.js 4.0
feudal-escape-pod.js 1.0
feudal-mission.js 2.0
feudal-planetfall.js 1.0
feudal-promotion.js 2.0
feudal-ranks.js 2.0
feudal-tournament.js 2.0
free-trade-zone
FuelStation-Setup 2.00
GalNavy Build 0139
gates_masterScript 1.0
Generation Ships 1.1
hiredGuns_system 1.0
hofd GalNavy Build 118 / HOFD Build 55
hoopy_casino 1.2
hyperradio 1.16
hyperRadioST02 1.0
military_fiasco 2.5
missile_analyser 1.2
Missiles & Bombs 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-tianve 1.3
oolite-trumbles 1.74
oreProcessor 1.57
OXPConfig 1.08
PAGroove_superhubPopulator 1.1
Pi-Forty-Two Con stores 4.1.2
PlanetFall 1.3
PlanetFall_Oohaul 1.10
PlanetFall_Taxi 1.10
Random_Hits 1.3.8 (beta)
Repair system 2.0
reticle_target_sensitive 1.2.1
SE-main-script.js 1.0
sell_equipment 1.3
snoopers 2.0.3
stealth_missionScript 1.0
System Redux 1.2 1.2
targetAutolock 1.10
thargoid_wars 4.5
tuggerschedule
ups_container 1.7
ups_docs 1.7
ups_parcel 1.7
ups_slaves 1.7
ups_sun 1.7
[loading.complete]: ========== Loading complete. ==========
[script.load.world.listAll]: Loaded 69 world scripts:
ahruman-billboard-populate 1.0
ams_system 2.0
aquatics_equipment 1.1
aquatics_populator 1.0
armoury_machineScript.js 1.00
Automatic Chaff System 1.0
Baakili Populator 1.2
behemoth 2.5.4
bigShips_populator 1.0.2
black_monks
buoyRepair 1.02.5
Cargo_Wreck_Teaser 1.6.2
communist_population 2.11
CT_Script 2.0
deep_space_pirates 1.2.4
dictatorship_population
Emergency Energy Unit 2.1
ExecutiveFlightSchedule
Famous Planets 2 Launch Script 2.0.2
Famous Planets Liners Script 1.0
feudal-challenge.js 4.0
feudal-escape-pod.js 1.0
feudal-mission.js 2.0
feudal-planetfall.js 1.0
feudal-promotion.js 2.0
feudal-ranks.js 2.0
feudal-tournament.js 2.0
free-trade-zone
FuelStation-Setup 2.00
GalNavy Build 0139
gates_masterScript 1.0
Generation Ships 1.1
hiredGuns_system 1.0
hofd GalNavy Build 118 / HOFD Build 55
hoopy_casino 1.2
hyperradio 1.16
hyperRadioST02 1.0
military_fiasco 2.5
missile_analyser 1.2
Missiles & Bombs 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-tianve 1.3
oolite-trumbles 1.74
oreProcessor 1.57
OXPConfig 1.08
PAGroove_superhubPopulator 1.1
Pi-Forty-Two Con stores 4.1.2
PlanetFall 1.3
PlanetFall_Oohaul 1.10
PlanetFall_Taxi 1.10
Random_Hits 1.3.8 (beta)
Repair system 2.0
reticle_target_sensitive 1.2.1
SE-main-script.js 1.0
sell_equipment 1.3
snoopers 2.0.3
stealth_missionScript 1.0
System Redux 1.2 1.2
targetAutolock 1.10
thargoid_wars 4.5
tuggerschedule
ups_container 1.7
ups_docs 1.7
ups_parcel 1.7
ups_slaves 1.7
ups_sun 1.7
[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
[files.notFound]: ----- WARNING: Could not find texture file "Onria.png".
[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
[ship.setUp.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0xe6a04e8>{"Junta Enforcer" position: (13493.5, 2284.92, 275884) 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.
[ship.setUp.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0xe69d8f0>{"Junta Enforcer" position: (14166.6, 2321.72, 275886) 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.
[ship.setUp.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0xe69df38>{"Junta Enforcer" position: (8758.24, -8236.13, 274146) 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.
[ship.setUp.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0xe69bfd0>{"Junta Enforcer" position: (9554.46, -8357.7, 274166) 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.
[ship.setUp.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0xe6a1178>{"Junta Enforcer" position: (15200.5, -11647.4, 294815) 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.
[ship.setUp.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0xe69b340>{"Junta Enforcer" position: (15868.5, -11772.9, 294726) 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.
[gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2010-06-19 22:15:32 +0100.

Sorry, cant find my assigned target in the system its been given to me?

I have been looking all night but no Python, with a brigand on board ! :oops:

Nevermind
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maik
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Post by maik »

Sometimes it's just hard to find the target, going back and forth between the station and the witch jump point (W on the compass) should help you find it. You might have to examine all ships you're encountering along the way though... If you don't have the compass you can also just sit and wait at the station. That increases the risk of the target falling prey to someone else though and it might take a long time until it comes by. Check your mission screen to see if it still tells you to find it or if it says that it found an untimely death already.
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caracal
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Re: Random Hits Target not there?

Post by caracal »

Falconeer wrote:
Sorry, cant find my assigned target in the system its been given to me?
Those marks, they're a slippery bunch! You'd think they would just fly right up so you could kill them, but nooooooo .... :evil:

Not sure if this is actually part of the code or not, but once after trolling up and down between the station and the witchpoint so many times even the asteroids knew my name, I finally decided to come back and try later. As soon as I jumped to another system, there the bastard was right next to the witchpoint ... in the new system! He came at me with lasers blazing, and I bought him a ticket to Lord Ayton.

Yes, if they jump as an escape ploy, they'll always be in their chosen system right around the witchpoint. But in this case, I was the one who initiated the jump. Weird, but I got the mark, so I was a happy hunter.

As maik said, you sometimes have to scour the system to find the target. One thing that has worked for me on occasion: When I'm getting close to the station after having patrolled the Main Lane, and still haven't seen the mark, sometimes I'll see flashes of explosions and/or laser streaks highlighted against the planet. Steering for those instead of the station sometimes pays off. The mark is always non-clean, and the longer they hang out in the system, the better chance they'll get into some sort of dust-up of their own.
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maik
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Re: Random Hits Target not there?

Post by maik »

caracal wrote:
Yes, if they jump as an escape ploy, they'll always be in their chosen system right around the witchpoint. But in this case, I was the one who initiated the jump. Weird, but I got the mark, so I was a happy hunter.
Yep, I have observed this also at least once. Strangely enough, I seem to remember that his henchmen were still in the system where they were supposed to be so I made minced meat of them. And after finally jumping to another system I found the culprit I was after whose sole offense was to have spat on somebody's shoes or something, but who am I to judge when the bounty is right :twisted:
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Thargoid
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Post by Thargoid »

And on an unrelated note (having seen your log file), there are updates available for Armoury and Fuel Station plus you've accidentally got an old 1.01 version of Planetfall Taxi in the OXP folder of FP Liners (which will confuse the updated 1.10 version you have correctly installed).
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Eric Walch
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Re: Random Hits Target not there?

Post by Eric Walch »

Falconeer wrote:
Sorry, couldnt find the target! The system doesn't have a Python with a brigand on board?Just thought I'd mantion it?
Am I doin somthin wrong?
Nothing wrong, you just didn't search enough. The mark is always patrolling at the direct route between station and witchpoint. (Not planet-witchpoint like the police).

When the mark encounters police they can start a fight, resulting in both ships leaving the route.

BUT: In this test version everything is logged. When the mark jumps or is killed, you'll find it in the log. Also hits by npc ships on the mark are being logged. Your logs has no mention of this, so the mark must be on its designated course.
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Falconeer
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Post by Falconeer »

Many thanks guys. I have updated my OXP's and I will go back and take a closer look :D

Best Regards.
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Eric Walch
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Post by Eric Walch »

I case someone asks were those messages come from:

Code: Select all

[ship.setUp.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0xe6a1178>{"Junta Enforcer" position: (15200.5, -11647.4, 294815) 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. 
[ship.setUp.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0xe69b340>{"Junta Enforcer" position: (15868.5, -11772.9, 294726) 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. 
The "Junta Enforcer" is from Dictators.oxp. It has a "hidden" definition of escorts. Or more precise it is like_shiped to a ship that has two escorts. But the "Junta Enforcer" itself is always called as a pair of ships to escort a prison ship.

The easiest way to fix this bug it to add an explicit shipkey to the "Junta Enforcer" where the escort count is set to zero.

Ramirez is already informed of this and will fix it in a next release. Currently no big problem as Oolite already corrects this problem himself. (therefore just a warning)
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