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Broken OXPs in Oolite 1.75.x

Posted: Wed Apr 27, 2011 2:16 pm
by Cmdr Wyvern
So far, I have OXPs which no longer work in 1.75.

- Bounty Scanner
- Fuel Collector
- Missile Analyzer

Edit: After a test - fresh Jameson Cobby with the latest version of the Analyzer installed - I can confirm it does what it says on the tin. It correctly identified the fragmentation missile that shot me down.

Edit2: Bounty Scanner v2.0 works as promised on 1.75.1 Trying to fix Fuel Collector - No joy so far...


Any others, folks?

Re: Broken OXPs in Oolite 1.75.x

Posted: Wed Apr 27, 2011 3:09 pm
by Commander McLane
You can add Cataclysm and Personalities to your list. Cataclysm needs a complete overhaul, and Personalities is only working partially (the personalities still appear, but their behaviours are broken, especially in combat).

Re: Broken OXPs in Oolite 1.75.x

Posted: Wed Apr 27, 2011 3:56 pm
by Eric Walch
Cmdr Wyvern wrote:
So far, I have three OXPs which no longer work in 1.75.
...
- Missile Analyzer

Any others, folks?
According to the wiki is the current version 1.2 compatible with Oolite 1.75. And I can't remember having a problem with it.

Re: Broken OXPs in Oolite 1.75.x

Posted: Wed Apr 27, 2011 4:06 pm
by Gimi
Bounty Scanner broken in 1.75?
Odd, I get bounty values on targeted ships in trunk. I can't remember that ever being broken. Something I missed?

Re: Broken OXPs in Oolite 1.75.x

Posted: Wed Apr 27, 2011 4:30 pm
by Capt. Murphy
No problem with Bounty Scanner (version 2) my end either.

Fuel Collector is broken, and Missile Analyser has been confirmed as OK (I don't have it installed though).

A list of 1.75 working, non-working and TBC OXP's is here......
http://wiki.alioth.net/index.php/OXP_List

Re: Broken OXPs in Oolite 1.75.x

Posted: Wed Apr 27, 2011 4:36 pm
by Commander McLane
Yeah, both right. Missile analyser 1.2 and Bounty scanner 2.0 do work with Oolite beta 1.75.1.

Only Fuel collector 0.06 doesn't. But you can relatively easily fix it by replacing the deprecated methods with their current counterparts:

Code: Select all

this.theplayer.hasEquipment("XYZ")  ==>  this.theplayer.equipmentStatus("XYZ") === "EQUIPMENT_OK"
!this.theplayer.hasEquipment("XYZ")  ==>  this.theplayer.equipmentStatus("XYZ") !== "EQUIPMENT_OK"
I think that's even the only one.

Other than that there are only the typos in the consoleMessages to fix, but those don't prevent it from working anyway.

Re: Broken OXPs in Oolite 1.75.x

Posted: Thu Apr 28, 2011 10:09 pm
by Cmdr Wyvern
Capt. Murphy wrote:
No problem with Bounty Scanner (version 2) my end either.

Fuel Collector is broken, and Missile Analyser has been confirmed as OK (I don't have it installed though).

A list of 1.75 working, non-working and TBC OXP's is here......
http://wiki.alioth.net/index.php/OXP_List
Thanks, that helped with my updating quite a lot. :D 8)
Commander McLane wrote:
Yeah, both right. Missile analyser 1.2 and Bounty scanner 2.0 do work with Oolite beta 1.75.1.

Only Fuel collector 0.06 doesn't. But you can relatively easily fix it by replacing the deprecated methods with their current counterparts:

Code: Select all

this.theplayer.hasEquipment("XYZ")  ==>  this.theplayer.equipmentStatus("XYZ") === "EQUIPMENT_OK"
!this.theplayer.hasEquipment("XYZ")  ==>  this.theplayer.equipmentStatus("XYZ") !== "EQUIPMENT_OK"
I think that's even the only one.
I tried that, but no joy. :( I'm of the mind that there's a lot more broken in the code than just equipment checks. What makes trying to fix it a bugbear is that the problem(s) aren't being reported in the log. I'm not too happy about that... Oh well, till a far better script wiz than stupid ol' me comes along and takes a spanner to this thing, I'll compensate with my fuel scoop, a drop tank or two, and stops at the refuel station.

Re: Broken OXPs in Oolite 1.75.x

Posted: Fri Apr 29, 2011 7:26 am
by Commander McLane
Cmdr Wyvern wrote:
Commander McLane wrote:

Code: Select all

this.theplayer.hasEquipment("XYZ")  ==>  this.theplayer.equipmentStatus("XYZ") === "EQUIPMENT_OK"
!this.theplayer.hasEquipment("XYZ")  ==>  this.theplayer.equipmentStatus("XYZ") !== "EQUIPMENT_OK"
I think that's even the only one.
I tried that, but no joy. :( I'm of the mind that there's a lot more broken in the code than just equipment checks. What makes trying to fix it a bugbear is that the problem(s) aren't being reported in the log.
Strange. I don't think I did anything else than these exchanges (and I did it back in 1.74), and I'm happily using the fuel collector all the time. Also, all non-existing JS-methods should give error messages in the log. The deprecated methods even give error messages which tell you exactly what to do to fix them.

Could it be that your FuelCollector.oxp uses a max_version in requires.plist? Mine doesn't, though. Is the script listed among the loaded scripts at the beginning of the log?

Re: Broken OXPs in Oolite 1.75.x

Posted: Fri Apr 29, 2011 1:00 pm
by CmdrJmsn
Hi,

Sorry for using an "BugMeNot" login; I'll register if I have more to say/contribute.

I'm running oolite 1.75.x as recommanded. I've found two broken OXPs:
  • Personalities 0.9 generates an exception in the log. One must replace "system" with "System" when calling the function "systemNameForID" in personalities.js. I actually don't know if it was preventing it from working, neither if the fix actually solves the issue (but at least the exception disappears)
  • Famous Planets 2.5 causes a CTD when going to the Onirira system. This is caused by a typo in planetinfo.plist ("onira.png" instead of "onirira.png")
I'm a bit surprised to find such obvious mistakes in famous OXPs. Do I do something wrong?

However, many thanks to the various authors for their great jobs.

Re: Broken OXPs in Oolite 1.75.x

Posted: Fri Apr 29, 2011 1:33 pm
by Cody
Commander McLane wrote:
Personalities is only working partially (the personalities still appear, but their behaviours are broken, especially in combat).

Re: Broken OXPs in Oolite 1.75.x

Posted: Fri Apr 29, 2011 3:24 pm
by Lestradae
CmdrJmsn wrote:
I'm a bit surprised to find such obvious mistakes in famous OXPs. Do I do something wrong?
Well, I'd guess the expectation that a big oxp can be created without unintentionally inserting one or the other bug into it might be the mistake in your reasoning :wink:

Re: Broken OXPs in Oolite 1.75.x

Posted: Fri Apr 29, 2011 7:59 pm
by Commander McLane
CmdrJmsn wrote:
Hi,

Sorry for using an "BugMeNot" login; I'll register if I have more to say/contribute.

I'm running oolite 1.75.x as recommanded. I've found two broken OXPs:
  • Personalities 0.9 generates an exception in the log. One must replace "system" with "System" when calling the function "systemNameForID" in personalities.js. I actually don't know if it was preventing it from working, neither if the fix actually solves the issue (but at least the exception disappears)
    ...

    I'm a bit surprised to find such obvious mistakes in famous OXPs. Do I do something wrong?
First of all, thanks for calling Personalities.oxp famous. :D

It's not a mistake. Personalities 0.9 was released for Oolite 1.73. Since then there were changes to the JS-syntax.

That's why Personalities.oxp is not marked as working with Oolite 1.75 in the [wiki]OXP List[/wiki]. A version working with Oolite 1.75 will be released in due time.

Re: Broken OXPs in Oolite 1.75.x

Posted: Sat Apr 30, 2011 12:09 am
by Kaks
And Gnudoll found exactly the same problem as you with famous planets, you should be able to find that post easily enough, and it does say there what needs to be done to correct the OXP. You'll be pleased to know that the Trunk downloads (and future Oolite releases) don't crash anymore with that one. :)