LOL, alright, i think the machine's just trying to annoy me again.
currently, i have two scripts relevant to this post. My Cobra MkIV OXP runs this :
Code: Select all
// Configuration -- customize here
this.role = "c4";
this.count = 8;
// Standard attributes
this.name = "Spawn-" + this.role;
this.author = "Jens Ayton";
this.copyright = "This script is hereby placed in the public domain.";
this.version = "1.0.1";
this.description = "Script to make several ships of a given role appear outside the station upon launching."
this.shipWillLaunchFromStation = function()
{
system.legacy_addSystemShips(this.role, this.count, 1.0);
log("testscript.spawn", "Generated " + this.count + " " + this.role + " for testing purposes.");
}
this is my standard testy thing to gen up some craft when i launch so i can see what they look like. Currently, the Cobras have a pirate AI so you get a bit of a barney when you launch. this works. i had the same script for the Spectres, and it worked too.
as per this thread, i produced this for the Witchspace thing :
Code: Select all
// Configuration -- customize here
this.role = "spectre";
this.count = 8;
// Standard attributes
this.name = "Spawn-" + this.role;
this.author = "Jens Ayton";
this.copyright = "This script is hereby placed in the public domain.";
this.version = "1.0.1";
this.description = "Script to make several ships of a given role appear outside the station upon launching."
this.shipWillExitWitchspace = function()
{
if(system.isInterstellarSpace && Math.random() < .95)
{
spawn: this.role, this.count;
log("testscript.spawn", "Generated " + this.count + " " + this.role + " for testing purposes.");
}
}
i used "spawn" because the "system.legacy_addSystemShips" bit didn't work : well, the log said it worked, but i'll be buggered if i know where the Spectres were spawning :-/
so anyway, i've d/l'd the current trunk, #4053. and there's some oddness. when i hit Witchspace, there's some Thargoids, my Nest, and now, my cluster of Cobras appears here too! And...the Spectres didn't, though they're still genned, according to the log. Seeing the Cobra script worked (it shouldn't have, it uses launch, not WS exit as a trigger), i changed the Spectre script to use system.legacy_addSystemShips again instead of spawn, cos if it works for the Cobras, it'll work for the Spectres too, right? Wrong. Still genned up, still nowhere to be seen.
in further tests, i did a clean jump to Zaonce. as soon as i arrived, the Cobra script ran and genned up the ships right beside me. This hasn't happened before and it only seems to have happened once but at the same time i'm 90% sure i got a flying-in-reverse ship, cos a viper appeared at great speed and his engine plume was on the wrong side for his direction of travel; sadly, those Cobra pilots took my attention before i could confirm fully.
after that, i tried taking the isInterstellaspace thing out, it still didn't work.
aside from that, Griff's OXP has caused a couple log entries :
shader.load.fullModeFailed]: ----- WARNING: Could not build shader griff_normalmap_ships.vertex/griff_cobra_mk1_r_channel_decals.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[shader.link.failure]: ***** ERROR: GLSL shader program linking failed for griff_normalmap_ships.vertex/griff_cobra_mk1_r_channel_decals.fragment:
>>>>> GLSL log:
Fragment shader(s) failed to link, vertex shader(s) failed to link.
ERROR: error(#277) Symbol 'gl_TexCoord[0]' usage doesn't match between two stages
ERROR: error(#277) Symbol 'gl_TexCoord[0]' usage doesn't match between two stages
[shader.load.fullModeFailed]: ----- WARNING: Could not build shader griff_normalmap_ships.vertex/griff_cobra_mk1_r_channel_decals.fragment in full complexity mode, trying simple mode.
[shader.load.fallbackSuccess]: Simple mode fallback successful.
[loading.complete]: ========== Loading complete. ==========