Search found 172 matches

by Milo
Thu Jul 02, 2020 7:01 am
Forum: Expansion Pack
Topic: Here be Dragons
Replies: 8
Views: 5300

Re: Here be Dragons

Ah, I didn't interpret that to mean there would be an exception in the log. Not a big problem, I agree.
by Milo
Thu Jul 02, 2020 6:59 am
Forum: Expansion Pack
Topic: (Release) Station Dock Control OXP
Replies: 201
Views: 107268

Re: (Release) Station Dock Control OXP

Saved game file here: https://easyupload.io/t85161

There's a Python named Freebooter of Orrere docked at the main station, crewed by a Galcop's Most Wanted fugitive, which appears twice on the traffic control list, with identical information except for docking bay and departure time.
by Milo
Thu Jul 02, 2020 6:48 am
Forum: Expansion Pack
Topic: Equipment Storage OXP
Replies: 11
Views: 5238

Re: Equipment Storage OXP

I had 10 tons of alien items in storage, attempted to add another 6 tons transferred from my cargo hold. The following error appeared; the transfer worked, but it left the 6t in my cargo hold too. Exception: ReferenceError: i is not defined Active script: EquipmentStorage 1.4 equipstorage.js, line 2...
by Milo
Thu Jul 02, 2020 6:32 am
Forum: Expansion Pack
Topic: (WIP) Ship Repurchase
Replies: 31
Views: 9033

Re: (WIP) Ship Repurchase

That's fine. The proposal for now is to extend the same behavior to be available to OXPs from the shipDied event handler, not to change it.
by Milo
Thu Jul 02, 2020 5:43 am
Forum: Expansion Pack
Topic: Out of memory: how to troubleshoot?
Replies: 8
Views: 198

Re: Out of memory: how to troubleshoot?

I discovered that the debug console (I'm using your new GUI) has a drop-down menu option Debug -> console commands -> write JS memory stats. JavaScript heap: 45.46 MiB (limit 64.00 MiB, 39 collections to date) I haven't taken the time yet to narrow down which OXPs are the top contributors, but at le...
by Milo
Thu Jul 02, 2020 5:20 am
Forum: Expansion Pack
Topic: Here be Dragons
Replies: 8
Views: 5300

Re: Here be Dragons

When starting a new game, I got this error in the log:

Code: Select all

Exception: TypeError: this.$explorerClub_data is null
    Active script: Here be Dragons 1.0
    here_be_dragons.js, line 63:
            if (this.$explorerClub_data[g].indexOf(i) != -1)
by Milo
Thu Jul 02, 2020 5:07 am
Forum: Expansion Pack
Topic: Anarchies 2.8 now available
Replies: 49
Views: 29172

Re: Anarchies 2.8 now available

anarchies_conditions.js doesn't allow them to spawn. I think it was an oversight (not considering like_ship references). Replace this.allowSpawnShip with this: this.allowSpawnShip = function(shipKey) { switch (shipKey) { case "anarchies-renegade_viper": case "anarchies-hacker-viper": case "anarchies...
by Milo
Wed Jul 01, 2020 10:57 pm
Forum: Outworld
Topic: Science Fiction Trivia
Replies: 5463
Views: 687308

Re: Science Fiction Trivia

There's a Tom Swift novel where they cover a submarine in a non-reflective(?) material embedded with tiny microphones and speakers to record and then project any sound that impacts the sub out the other side, making it invisible to sonar. It's not hard sci-fi, but it's certainly sci-fi. And it's a s...
by Milo
Wed Jul 01, 2020 10:44 pm
Forum: Expansion Pack
Topic: (WIP) Ship Repurchase
Replies: 31
Views: 9033

Re: (WIP) Ship Repurchase

The trouble is, in all my testing, the shipDied event is too late. I tried the code you suggested, launched from the station with an escape pod, and then deliberately ran into the nav buoy. Game over. All the debug events show up in the log, but nothing happened. The abandonShip call fails to eject...
by Milo
Wed Jul 01, 2020 10:26 pm
Forum: Expansion Pack
Topic: (WIP) Ship Repurchase
Replies: 31
Views: 9033

Re: (WIP) Ship Repurchase

My post above addresses technical issues. Here are some ideas for improving this OXP from a gameplay perspective. If the cost of ship replacement significantly exceeds profits from a play session, there is a strong incentive to reload the saved game. As discussed up-thread, ironman is a special case...
by Milo
Wed Jul 01, 2020 4:09 pm
Forum: Expansion Pack
Topic: (WIP) Ship Repurchase
Replies: 31
Views: 9033

Re: (WIP) Ship Repurchase

Ship Repurchase ejected me when I was hit by a missile (a TCAT Kamikaze Orbiter) that did damage (after shields) greater than my remaining ship energy, however I still had full IronHide armour (which would have restored ship energy). So Ship Repurchase is conflicting with the intended function of Ir...
by Milo
Wed Jul 01, 2020 1:46 pm
Forum: Discussion
Topic: About Oolite Trading
Replies: 7
Views: 111

Re: About Oolite Trading

Ore Processor OXP offers a more nuanced approach to that.
by Milo
Wed Jul 01, 2020 5:29 am
Forum: Testing and Bug reports
Topic: breakPatternCounter issues
Replies: 3
Views: 93

Re: breakPatternCounter issues

In my local Oolite build, I've raised max entities to 4096 from 2048. So far, I don't think my entity count has exceeded 2048, however. I also went into the Griff Alloys and Wreckage OXZ and cut the random ranges and AI pause timings in half, more or less (I also noticed that some of the random spaw...
by Milo
Wed Jul 01, 2020 5:11 am
Forum: Suggestion Box
Topic: Reverse up-down control when looking astern?
Replies: 73
Views: 43900

Re: Reverse up-down control when looking astern?

I saw the following error in my log (didn't notice anything in-game though): 00:09:50.100 [script.javaScript.timeLimit] OperationCallback: ***** ERROR: Script "(nil)" ran for 0.18923 seconds and has been terminated. 00:09:50.100 [script.javaScript.stackTrace] OOJSDumpStack: 0 (reversecontrol.js:468)...
by Milo
Wed Jul 01, 2020 4:58 am
Forum: Expansion Pack
Topic: Xenon HUD
Replies: 120
Views: 64054

Re: Xenon HUD

00:32:35.767 [script.javaScript.timeLimit] OperationCallback: ***** ERROR: Script "(nil)" ran for 0.167818 seconds and has been terminated. 00:32:35.767 [script.javaScript.stackTrace] OOJSDumpStack: 0 (../AddOns/XenonHUD_beta.oxz/Config/script.js:1200) <anonymous function> 00:32:35.767 [script.java...