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PostPosted: Sun Apr 29, 2012 5:58 pm 
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Retired Assassin
Retired Assassin
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Joined: Tue Feb 09, 2010 11:31 am
Posts: 8321
Location: Disunited Kingdom
Quote:
Quote:
In my case it's the little voices inside my head... :!:
I knew it! :P Hey, I like those little voices of yours, they have come up with some good ideas. :D
Why, thank you <blushes modestly>

_________________
Commander Smivs, the friendliest Gourd this side of Riedquat.


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PostPosted: Sun Apr 29, 2012 6:23 pm 
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---- E L I T E ----
---- E L I T E ----
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Joined: Fri Nov 26, 2010 9:08 pm
Posts: 1044
Location: Help! I'm stranded down here on Earth!
Quote:
Quote:
Quote:
In my case it's the little voices inside my head... :!:
I knew it! :P Hey, I like those little voices of yours, they have come up with some good ideas. :D
Why, thank you <blushes modestly>
Why? It's the little voices we admire, not you. :roll:

Just kidding. Image

_________________
Flying a Cobra Mk I Cobbie 3 with nothing but Explorers Club.OXP and a beam laser 4 proper lasers for company :D
Dropbox referral link 2GB of free space online + 500 Mb for the referral: good for securing work-in-progress.


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PostPosted: Mon Apr 30, 2012 12:54 am 
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---- E L I T E ----
---- E L I T E ----
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Joined: Wed May 04, 2011 10:42 am
Posts: 1397
Location: Saskatchewan, Canada
I got trunk build working and put the 2 oxps in the AddOns folder and tried out the test drive feature. It doesn't quite work right. From a saved game I hit the F3 to the special screen, chose Ferdelance and it immediately went to the adder line. Exited out and tried again, this time chose the F3 line in the regular shipyard and was given an adder instead. Now I could go to the special screen by F3 and reselect the ferdelance and this time it works. Launch. Dock. F3 to the special screen and select to end the test drive and they give me an adder back and my original ship is gone. :?:

Here's my log:

18:26:15.687 [log.header]: Opening log for Oolite version 1.77 (x86-32 test release) under Windows at 2012-04-29 18:26:15 -0600.
2 processors detected.
Build options: new planets, spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

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

18:26:15.921 [display.mode.list.native]: Windows native resolution detected: 1024 x 600
18:26:16.093 [joystick.init]: Number of joysticks detected: 1
18:26:16.234 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
18:26:16.250 [rendering.opengl.version]: OpenGL renderer version: 1.4.0 ("1.4.0 - Build 7.14.10.4926"). Vendor: "Intel". Renderer: "Intel 945GM".
18:26:16.250 [rendering.opengl.extensions]: OpenGL extensions (49):
GL_ARB_transpose_matrix, GL_EXT_texture_compression_s3tc, GL_ARB_texture_cube_map, GL_ARB_texture_env_dot3, GL_NV_texgen_reflection, GL_EXT_blend_color, GL_EXT_rescale_normal, GL_ARB_texture_env_combine, GL_EXT_separate_specular_color, GL_ARB_texture_border_clamp, GL_EXT_fog_coord, GL_IBM_texture_mirrored_repeat, GL_EXT_draw_range_elements, GL_NV_blend_square, GL_ARB_depth_texture, GL_EXT_texture_env_combine, GL_EXT_multi_draw_arrays, GL_EXT_bgra, GL_ARB_texture_env_add, GL_ARB_shadow, GL_EXT_packed_pixels, GL_EXT_texture3D, GL_EXT_blend_subtract, GL_ARB_window_pos, GL_WIN_swap_hint, GL_EXT_texture_lod_bias, GL_ARB_texture_compression, GL_EXT_secondary_color, GL_ARB_texture_env_crossbar, GL_3DFX_texture_compression_FXT1, GL_EXT_shadow_funcs, GL_EXT_abgr, GL_ARB_fragment_program, GL_SGIS_texture_edge_clamp, GL_SGIS_generate_mipmap, GL_ARB_vertex_program, GL_EXT_texture_env_add, GL_EXT_stencil_two_side, GL_EXT_cull_vertex, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_texture_filter_anisotropic, GL_EXT_clip_volume_hint, GL_ARB_point_parameters, GL_ARB_multitexture, GL_EXT_stencil_wrap, GL_EXT_compiled_vertex_array, GL_ARB_vertex_buffer_object, GL_SGIS_texture_lod
18:26:16.265 [rendering.opengl.gpuSpecific]: Matched GPU configuration "Intel GMA 900/950 family".
18:26:16.265 [rendering.opengl.shader.support]: Shaders will not be used (OpenGL extension GL_ARB_shading_language_100 is not available).
18:26:16.265 [speech.synthesis]: Spoken messages are off.
18:26:16.359 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
18:26:16.359 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
Resources
../AddOns
../AddOns/Fly_B4_U_Buy_0.11_2012.04.29.oxp
../AddOns/Ship_Storage_Helper_0.11_2012.04.29.oxp
18:26:16.593 [shipData.load.begin]: Loading ship data.
18:26:16.687 [shipData.load.error]: ***** ERROR: the shipdata.plist entry "murphy_thargoid_drive_pod" specifies non-existent model "murphy_thargoid_drive.dat".
18:26:17.562 [script.load.world.listAll]: Loaded 7 world scripts:
Fly_B4_U_Buy.js 0.1
oolite-cloaking-device 1.77
oolite-constrictor-hunt 1.77
oolite-nova 1.77
oolite-thargoid-plans 1.77
oolite-trumbles 1.77
Ship_Storage_Helper.js 0.11
18:26:18.812 [texture.load.extractChannel.invalid]: ----- WARNING: Unknown value "bgr" for extract_channel in specifier "{extract_channel = bgr; name = cobra3_redux.png; }" (should be "r", "g", "b" or "a").
18:26:18.968 [planetTex.temp]: Started generator <OOPlanetTextureGenerator 0xc36f2c8>{seed: 3560527675,2338263651 land: 0.65}
18:26:20.312 [planetTex.temp]: Completed generator <OOPlanetTextureGenerator 0xc36f2c8>{seed: 3560527675,2338263651 land: 0.65} successfully
18:26:22.453 [loading.complete]: ========== Loading complete. ==========
18:26:22.609 [texture.load.extractChannel.invalid]: ----- WARNING: Unknown value "bgr" for extract_channel in specifier "{extract_channel = bgr; name = cobra3_redux.png; }" (should be "r", "g", "b" or "a").
18:26:25.031 [texture.load.extractChannel.invalid]: ----- WARNING: Unknown value "bgr" for extract_channel in specifier "{extract_channel = bgr; name = cobra3_redux.png; }" (should be "r", "g", "b" or "a").
18:26:25.031 [texture.load.extractChannel.invalid]: ----- WARNING: Unknown value "bgr" for extract_channel in specifier "{extract_channel = bgr; name = cobra3_redux.png; }" (should be "r", "g", "b" or "a").
18:26:25.437 [script.load.world.listAll]: Loaded 7 world scripts:
Fly_B4_U_Buy.js 0.1
oolite-cloaking-device 1.77
oolite-constrictor-hunt 1.77
oolite-nova 1.77
oolite-thargoid-plans 1.77
oolite-trumbles 1.77
Ship_Storage_Helper.js 0.11
18:26:25.453 [texture.load.extractChannel.invalid]: ----- WARNING: Unknown value "bgr" for extract_channel in specifier "{extract_channel = bgr; name = cobra3_redux.png; }" (should be "r", "g", "b" or "a").
18:26:26.031 [load.upgrade.replacedEnergyBomb]: Compensated legacy energy bomb with 900 credits.
18:26:26.031 [cheat.tentative]: POSSIBLE CHEAT DETECTED
18:26:26.656 [planetTex.temp]: Started generator <OOPlanetTextureGenerator 0x1336bc8>{seed: 3908360256,880719919 land: 0.71}
18:26:27.890 [planetTex.temp]: Completed generator <OOPlanetTextureGenerator 0x1336bc8>{seed: 3908360256,880719919 land: 0.71} successfully
18:26:28.265 [texture.load.extractChannel.invalid]: ----- WARNING: Unknown value "bgr" for extract_channel in specifier "{extract_channel = bgr; name = cobra3_redux.png; }" (should be "r", "g", "b" or "a").
18:26:28.265 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_LOAD
18:26:28.265 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:undefined
18:26:29.593 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_STATUS
18:26:31.140 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_SHIPYARD from:GUI_SCREEN_EQUIP_SHIP
18:26:41.125 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_SHIPYARD
18:26:41.125 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive
18:26:49.343 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:26:49.343 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:undefined
18:26:50.921 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_STATUS
18:26:51.578 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_SHIPYARD from:GUI_SCREEN_EQUIP_SHIP
18:26:52.125 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_SHIPYARD
18:26:52.125 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive
18:26:53.921 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:26:53.921 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive1
18:26:56.937 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:26:56.937 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Fly_B4_U_Buy.js 0.1): TypeError: player.ship.starboardWeapon is null
18:26:56.937 [script.javaScript.exception.unexpectedType]: ../AddOns/Ship_Storage_Helper_0.11_2012.04.29.oxp/Scripts/Ship_Storage_Helper.js, line 26.
18:26:56.937 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive1
18:27:06.531 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:27:06.531 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Fly_B4_U_Buy.js 0.1): TypeError: player.ship.starboardWeapon is null
18:27:06.531 [script.javaScript.exception.unexpectedType]: ../AddOns/Ship_Storage_Helper_0.11_2012.04.29.oxp/Scripts/Ship_Storage_Helper.js, line 26.
18:27:06.531 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive1
18:27:17.234 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:27:17.234 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:undefined
18:27:19.828 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_STATUS
18:27:20.921 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_SHIPYARD from:GUI_SCREEN_EQUIP_SHIP
18:27:28.875 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_SHIPYARD
18:27:32.093 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_STATUS
18:27:33.078 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_SHIPYARD from:GUI_SCREEN_EQUIP_SHIP
18:27:36.750 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_SHIPYARD
18:27:36.750 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive
18:27:38.750 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:27:38.750 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive1
18:27:41.031 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:27:41.031 [Ship_Storage_Helper.js]: storedShipArray:0,33,180068290264.86127,adder-player,,EQ_WEAPON_MILITARY_LASER,,,EQ_HARDENED_MISSILE,EQ_FUEL_INJECTION,EQUIPMENT_OK,EQ_SHIELD_BOOSTER,EQUIPMENT_OK,EQ_HEAT_SHIELD,EQUIPMENT_OK,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,,,storedShipArray.length12
18:27:41.609 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive2
18:27:46.171 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:27:46.171 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:undefined
18:27:59.765 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MAIN
18:27:59.843 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:undefined
18:28:04.500 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_MANIFEST from:GUI_SCREEN_STATUS
18:28:05.265 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MANIFEST
18:28:06.218 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_STATUS
18:28:06.921 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_SHIPYARD from:GUI_SCREEN_EQUIP_SHIP
18:28:06.921 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:returnShip
18:28:11.656 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:28:11.656 [Ship_Storage_Helper.js]: storedShipArray:0,33,180068290264.86127,adder-player,,EQ_WEAPON_MILITARY_LASER,,,EQ_HARDENED_MISSILE,EQ_FUEL_INJECTION,EQUIPMENT_OK,EQ_SHIELD_BOOSTER,EQUIPMENT_OK,EQ_HEAT_SHIELD,EQUIPMENT_OK,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,,,storedShipArray.length12
18:28:12.250 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:returnedShip
18:28:16.765 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:28:16.765 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:undefined
18:28:37.765 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_STATUS
18:28:38.609 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_SHIPYARD from:GUI_SCREEN_EQUIP_SHIP
18:28:40.078 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_SHIPYARD
18:28:40.078 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive
18:28:42.390 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:28:42.390 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:undefined
18:28:43.875 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_STATUS
18:28:44.437 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_SHIPYARD from:GUI_SCREEN_EQUIP_SHIP
18:28:45.828 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_SHIPYARD
18:28:45.828 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive
18:28:48.421 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:28:48.421 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive1
18:28:53.015 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:28:53.015 [Ship_Storage_Helper.js]: storedShipArray:0,33,180068292136.12833,adder-player,,EQ_WEAPON_MILITARY_LASER,,,EQ_HARDENED_MISSILE,EQ_FUEL_INJECTION,EQUIPMENT_OK,EQ_SHIELD_BOOSTER,EQUIPMENT_OK,EQ_HEAT_SHIELD,EQUIPMENT_OK,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,,,storedShipArray.length12
18:28:53.609 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive2
18:28:55.328 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:28:55.328 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:undefined
18:29:08.343 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MAIN
18:29:08.343 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:undefined
18:29:13.093 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_STATUS
18:29:14.062 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_SHIPYARD from:GUI_SCREEN_EQUIP_SHIP
18:29:14.062 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:returnShip
18:29:17.718 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:29:17.718 [Ship_Storage_Helper.js]: storedShipArray:0,33,180068292136.12833,adder-player,,EQ_WEAPON_MILITARY_LASER,,,EQ_HARDENED_MISSILE,EQ_FUEL_INJECTION,EQUIPMENT_OK,EQ_SHIELD_BOOSTER,EQUIPMENT_OK,EQ_HEAT_SHIELD,EQUIPMENT_OK,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,,,storedShipArray.length12
18:29:18.312 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:returnedShip
18:29:22.390 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:29:22.406 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:undefined
18:29:26.546 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_OPTIONS from:GUI_SCREEN_STATUS
18:29:28.078 [texture.load.extractChannel.invalid]: ----- WARNING: Unknown value "bgr" for extract_channel in specifier "{extract_channel = bgr; name = cobra3_redux.png; }" (should be "r", "g", "b" or "a").
18:29:28.078 [texture.load.extractChannel.invalid]: ----- WARNING: Unknown value "bgr" for extract_channel in specifier "{extract_channel = bgr; name = cobra3_redux.png; }" (should be "r", "g", "b" or "a").
18:29:29.046 [script.load.world.listAll]: Loaded 7 world scripts:
Fly_B4_U_Buy.js 0.1
oolite-cloaking-device 1.77
oolite-constrictor-hunt 1.77
oolite-nova 1.77
oolite-thargoid-plans 1.77
oolite-trumbles 1.77
Ship_Storage_Helper.js 0.11
18:29:29.046 [texture.load.extractChannel.invalid]: ----- WARNING: Unknown value "bgr" for extract_channel in specifier "{extract_channel = bgr; name = cobra3_redux.png; }" (should be "r", "g", "b" or "a").
18:29:29.625 [load.upgrade.replacedEnergyBomb]: Compensated legacy energy bomb with 900 credits.
18:29:29.625 [cheat.tentative]: POSSIBLE CHEAT DETECTED
18:29:30.703 [texture.load.extractChannel.invalid]: ----- WARNING: Unknown value "bgr" for extract_channel in specifier "{extract_channel = bgr; name = cobra3_redux.png; }" (should be "r", "g", "b" or "a").
18:29:30.718 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_LOAD
18:29:30.718 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:undefined
18:29:31.859 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_STATUS
18:29:32.750 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_SHIPYARD from:GUI_SCREEN_EQUIP_SHIP
18:29:35.921 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_SHIPYARD
18:29:35.921 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive
18:29:37.531 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:29:37.531 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive1
18:29:41.203 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:29:41.203 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Fly_B4_U_Buy.js 0.1): TypeError: player.ship.starboardWeapon is null
18:29:41.203 [script.javaScript.exception.unexpectedType]: ../AddOns/Ship_Storage_Helper_0.11_2012.04.29.oxp/Scripts/Ship_Storage_Helper.js, line 26.
18:29:41.203 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive1
18:29:47.890 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:29:47.890 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:undefined
18:29:52.125 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_STATUS
18:29:52.906 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_SHIPYARD from:GUI_SCREEN_EQUIP_SHIP
18:29:54.234 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_SHIPYARD
18:29:54.234 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive
18:29:55.703 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:29:55.718 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive1
18:29:57.703 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:29:57.703 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Fly_B4_U_Buy.js 0.1): TypeError: player.ship.starboardWeapon is null
18:29:57.703 [script.javaScript.exception.unexpectedType]: ../AddOns/Ship_Storage_Helper_0.11_2012.04.29.oxp/Scripts/Ship_Storage_Helper.js, line 26.
18:29:57.718 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:testDrive1
18:30:05.687 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_MISSION
18:30:05.687 [Fly_B4_U_Buy.js]: this.missionScreenOpportunity fired. this.showScreen:undefined
18:30:06.734 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_EQUIP_SHIP from:GUI_SCREEN_STATUS
18:30:07.421 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_SHIPYARD from:GUI_SCREEN_EQUIP_SHIP
18:30:09.015 [Fly_B4_U_Buy.js]: guiScreenChanged to:GUI_SCREEN_STATUS from:GUI_SCREEN_SHIPYARD
18:30:28.171 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2012-04-29 18:30:28 -0600.

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PostPosted: Mon Apr 30, 2012 4:28 am 
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Quote:
I got trunk build working and put the 2 oxps in the AddOns folder and tried out the test drive feature. It doesn't quite work right. From a saved game I hit the F3 to the special screen, chose Ferdelance and it immediately went to the adder line. Exited out and tried again, this time chose the F3 line in the regular shipyard and was given an adder instead. Now I could go to the special screen by F3 and reselect the ferdelance and this time it works. Launch. Dock. F3 to the special screen and select to end the test drive and they give me an adder back and my original ship is gone. :?:
I think you've misunderstood the instructions, and come across a bit of a bug with the core shipyard GUI and how it deals with adding message text as-well.

Press F3 (equipment screen), F3 again (shipyard screen), don't highlight or select anything press F3 again will take you to a mission screen. From there you choose to see a list of ships. You've inadvertently bought an adder on the regular shipyard by highlighting the line saying press F3, and selecting it. The core game code can sometimes put that line in various odd places when addMessageText is used. I hadn't noticed if you highlighted it it also thinks you've selected a shipI'll go back to a consoleMessage.
Thanks for the report -your log also revealed a couple of other buglets in the version for upload.

Edit to add - both OXP's bumped to version 0.12 and available for download from the links in the first post.

Ship_Storage_Helper.

1) Fixed typo in weapons storage code.
2) Added dataKeyArray as a variable accessible to other worldScripts. This array is built at startUp and contains dataKeys for player-flyable ships currently available to the end user. Due to the nature of the function required to build it, it may not be comprehensive, and the contents may vary each time this.startUp is called.

Fly_B4_U_Buy.

1) Moved instructions on how to access special shipyard to arrival report screen.
2) Removed unnecessary shipdata entry from shipdata borrowed from another of my OXPs.

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PostPosted: Tue May 01, 2012 10:34 am 
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So does this new ship-switching hook mean that things like this: http://www.aegidian.org/bb/viewtopic.php?f=4&t=8580 are now possible?

*drool*


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PostPosted: Thu May 03, 2012 4:28 pm 
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Quote:
So does this new ship-switching hook mean that things like this: http://www.aegidian.org/bb/viewtopic.php?f=4&t=8580 are now possible?

*drool*
Maybe sort of.... :wink: .....early days.

Bumped both test OXP's to version 0.13 - Ship Storage Helper requires Trunk r 4901 (todays nightly build), and is not backward compatible with regards to restoring data created by version 0.12 or before (this will be avoided in future releases).

Ship Storage Helper.

1) Tweaked restore of equipment - now reliably reinstates equipment and equipment status.
2) Added record of current passenger contracts.
3) Added support for Thargoid's Vortex missionVariables (Thargoid I'll send you a PM about the name/welcome missionScreen.)
4) Added support for Thargoid's April missionVariables.

One 'problem' is that restoring a ship also resets the trade-in-factor/serviceLevel to maximum (and restores any missing frangible subents). serviceLevel is currently read only so can't be restored. If that remains the case OXPers will need to build into the narrative of their OXPs that stored ships get a maintenance overhaul of some kind. If serviceLevel was made read/write then both it and missing subents could be catered for.

Cons of making serviceLevel read/write - none. It's already possible to script to avoid the necessity to have maintenance overhauls by manually awarding and removing EQ_RENOVATION, so making serviceLevel read/write just makes the method a little bit easier.

Pros - as-well as facilitating accurate ship store/restore will also allow OXPers to reduce serviceLevel for other purposes - which I think is a good thing.

Fly_B4_U_Buy

1) Bugfix - arrival report was being added to all systems.

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PostPosted: Fri May 04, 2012 6:17 am 
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I've started the (somewhat onerous) task of running through OXPs trying to identify which ones may need an entry in the storedShipArray variable.

These are likely to be equipment (and maybe HUD) OXPs, although may also include other OXPs that incorporate equipment or HUD modifications. Basically if there is some persistent settings that normally need to be stored with a missionVariable, the OXP probably needs an entry.

So far I've got these on the list - some of which are already coded (I've done IronHide, Missiles & Bombs and Railgun since uploading version 1.3)

New Cargoes, HyperCargo, Vortex, APRIL, IronHide, Missiles & Bombs, Railgun, Snipersight, TargetAutoLock, TargetReticleSensitive, Thargoid Witchspace Drive;

Any pointers as to other OXPs that I may need to include is much appreciated! I'm dreading having to go through the whole list manually...... :mrgreen:

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PostPosted: Sat May 05, 2012 4:57 pm 
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Just to let everyone know, I'm pursuing a custom lasers oxp concept. Ideas for some of this have been on my hard drive since last summer but an inspiration hit me last night after a few shots of vodka while watching some classic Tom Baker Dr Who. I was up till the wee hours tweaking but now have a couple of different laser characteristics/mechanics that can be used to create laser variants and I have a couple more ideas that if they pan out will allow a real selection of laser weapons with pluses and minuses and possibly(I hope) the npc's might also equip them too. The focus will be to create Elite type lasers from elite canon but I think it might also be possible to do maaarcooose's R-Type idea(The charging laser-I have some ideas on this).

@Capt. Murphy: You shouldn't have a problem making these breakable, in the end if neccessary I will let you tweak the script if you need to for your breakable concept. :wink:

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PostPosted: Sun May 06, 2012 9:20 am 
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Ship Storage Helper is bumped to version 0.14.

Support for storing essential equipment related missionvariables has been added for the following OXPs.

Thargoid's IronHide, Ramirez's Missile & Bombs, McClane's Railgun, Thargoid's TargetAutoLock Plus, Eric's TargetReticle Sensitive, Thargoid's Armoury, Thargoid's Aquatics, and my Breakable Standard Equipment.

This covers pretty much all the OXPs that need an entry that I could find (Smiv's Battle Damage is on the list but only if serviceLevel goes read/write)

Also added some error catching and reporting code.

I've now turned my attention to developing Fly_B4_U_Buy.oxp to Additional_Shipyard_Services.oxp.

I've got a rough code plan to allow the player to choose a ship from the regular shipyard GUI, and then depending on available funds be given options to 1)Buy outright putting current ship into storage, 2)Part exchange (i.e. as normal), 3) Hire (looking at a weekly fee), 4) Test fly. Initial hurdle of how to override/hide certain elements of the shipyard GUI has been overcome (not the most elegant solution, but it works!), so I hope to be able to put out a test release in a few days time (RL allowing). In the longterm this OXP will also offer ship delivery contracts as another element as one of the options for retrieving a ship in storage will be to have it delivered to your current location. So you'll be able to pay for delivery, and be paid to fly + deliver a variety of ship types for notional NPC ship owners.

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PostPosted: Tue May 08, 2012 7:48 pm 
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Guys,

I have come across an odd interaction with Ship_Storage_Helper. and one of my own ships. This is thr Draven Carrier. When this is available and Ship_Storage_Helper. is loaded there are 5 times the number of escorts generated in the current system. There are no Carriers present but their escorts are generated. No error messages are generated, but out by the Whitchpoint there is this little fleet of escorts trying to find a mother ship. If I cut the Carrier out of my files the problem goes away and equally if I remove Ship_Storage_Helper. the problem goes away.
This is happening with the last 2 versions of Trunk R4913 and R4910.
Can you suggest anything that I can do to debug the problem.

Ironfist

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PostPosted: Tue May 08, 2012 8:05 pm 
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Thanks for the report Ironfist. Sounds like a side effect of the function that tries to build a record of all the dataKeys (the unique name in the shipdata that defines each entity e.g "cobra3_player". It works by spawning, checking for a new dataKey and recording it, then immediately removing lots of ships with the role 'player' at initial game start up (new game, or save game load). I guess your OXP has a ship with escorts that has also got a 'player' role (aswell as a NPC one?) so the escorts are spawning along with the 'player', but ship_storage_helper doesn't know to remove them.

I can work around it in ship_storage_helper no problem, but to be totally honest I would consider it a bug in the ship OXP....better to have totally separate player and NPC entries.

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PostPosted: Tue May 08, 2012 8:18 pm 
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Capt. Murphy,

Thanks for the reply. The Carrier is a small fleet carrier which could form the headquarters for a small fleet, the idea is to use code based on the Resistance Commander once I have agreement from the author. It will be easy enough to brakeout this ship from the OXP and leave the NPC version. Then it will just be an incomparability of this 1 item with no other problems.

Ironfist

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PostPosted: Tue May 08, 2012 9:26 pm 
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Don't change anything your end if you don't need to for other reasons. The workaround in ship_storage_helper should only need a couple of lines of code.

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PostPosted: Tue May 08, 2012 9:54 pm 
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Quote:
I guess your OXP has a ship with escorts that has also got a 'player' role (aswell as a NPC one?) ... to be totally honest I would consider it a bug in the ship OXP....better to have totally separate player and NPC entries.
Quote for emphasis.

No ship with role "player" should ever have any other role. And no ship with role "player" should ever have any escorts defined in its shipdata. Creating buggy ships can (and will) lead to all sorts of buggy behaviour.

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PostPosted: Sun May 13, 2012 8:41 am 
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Just a little progress update. v0.15 of ship storage helper is sat on my hard drive. Includes a workaround for the problem noticed by Ironfist, correctly restores player.ship.serviceLevel and subEnts (thanks cim), and includes compatibility code for Smiv's BattleDamage. I still need to do a bit of work for the Vortex/Maelstrom which will be a couple of functions to temporarily modify that OXPs code for the this.playerBoughtNewShipHandler.

"Additional_Shipyard_Services" has been renamed to "Shipyard Extended" and is coming on well if more slowly than initially envisaged.
So far it's got working code to do the following with any ship available on the normal shipyard screen.

1) In system test flight, with option to purchase after test flight.
2) Hire, keeping current ship in storage. Option to purchase when returned after hire period.
3) Part exchange as normal.
4) Buy outright putting current ship into storage.

At the moment I'm just working on the code for applying regular charges for storage, and also for arranging stored ships to be transported to current location. Unfortunately RL work commitments mean I can't spend as much time on this as I had hoped so realistically we are probably looking at next weekend before this will be available to testers.

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