[Solved] Sound Absent

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Thargoid
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Re: [Solved] Sound Absent

Post by Thargoid » Fri Jun 20, 2014 7:11 pm

If there's nothing in latest.log then you may be against a deeper bug than that. But if it helps, post the plists up in code tags and I'll have a look at them if you want.

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mandoman
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Re: [Solved] Sound Absent

Post by mandoman » Fri Jun 20, 2014 8:27 pm

shipdata.plist

Code: Select all

{
           MTBlackJack = {
                  aft_eject_position = "0.0 2.8 12.5";
                  aft_weapon_type = "WEAPON_MILITARY_LASER";
                  ai_type = "route1traderAI.plist";
                  auto_ai = no;
                  bounty = 0;
                  cargo_type = "CARGO_RANDOM";
                  energy_recharge_rate = 3.5;
                  exhaust = (
                              "-1.7 1.0 -59.8",
                              "1.7 1.0 -59.8"
                  );
                  forward_weapon_type = "WEAPON_MILITARY_LASER";
                  has_ecm = yes;
                  has_energy_unit = yes;
                  has_escape_pod = yes;
                  has_fuel_injection = yes;
                  has_heat_shield = yes;
                  has_scoop = yes;
                  has_shield_booster = yes;
                  laser_color = "redColor";
                  max_cargo = 10;
                  max_energy = 380;
                  max_flight_pitch = 1.2;
                  max_flight_roll = 1.5;
                  max_flight_speed = 450;
                  max_missiles = 6;
                  missile_launch_position = "0.0 -1.3 -1.4";
                  model = "mtblackjack.dat";
                  name = "MTBlackJack";
                  roles = "trader";
                  scoop_position = "0.0 -2.0 -19.4";
                  subentities = (
                             {
                                     type = "flasher";
                                     position = "-1.7 1.0 -59.5";
                                     color = "redColor";
                                     frequency = ".02";
                                     phase = ".01";
                                     size = "8";
                             },
                             {
                                     type = "flasher";
                                     position = "1.7 1.0 -59.5";
                                     color = "redColor";
                                     frequency = ".02";
                                     phase = ".01";
                                     size = "8";
                             },
                             {
                                     type = "flasher";
                                     position = "0.0 2.7 17.6";
                                     color = "blueColor";
                                     frequency = ".0";
                                     phase = ".0";
                                     size = "4";
                             },
                             {
                                     type = "flasher";
                                     position = "-16.8 -2.6 59.4";
                                     color = "blueColor";
                                     frequency = ".0";
                                     phase = ".0";
                                     size = "0.5";
                             },
                             {
                                     type = "flasher";
                                     position = "16.8 -2.6 59.4";
                                     color = "blueColor";
                                     frequency = ".0";
                                     phase = ".0";
                                     size = "0.5";
                             },
                             {
                                     type = "flasher";
                                     position = "-47.9 -16.0 68.6";
                                     color = "blueColor";
                                     frequency = ".0";
                                     phase = ".0";
                                     size = "0.5";
                             },
                             {
                                     type = "flasher";
                                     position = "47.9 -16.0 68.6";
                                     color = "blueColor";
                                     frequency = ".0";
                                     phase = ".0";
                                     size = "0.5";
                             }
                  );
                  thrust = 50;
                  weapon_position_aft = "0.0 -1.24 -51.2";
                  weapon_position_forward = "0.0 1.0 42.3";
          };
          MTBlackJack-player = {
                  like_ship = "MTBlackJack";
                  model = "mtblackjack.dat";
                  name = "MTBlackJack";
                  roles = "player";
                  view_position_aft = "0.0 8.0 -75.0";
                  view_position_forward = "0.0 5.0 62.0";
                  view_position_port = "-62.0 2.7 17.6";
                  view_position_starboard = "62.0 2.7 17.6";
                  weapon_position_aft = "0.0 -1.24 -51.2";
                  weapon_position_forward = "0.0 1.0 42.3";
                  custom_views = (
                        {
				"view_description" = "Rear View";
				"view_orientation" = "1.0 0.0 0.0 0.0";
				"view_position" = "0.0 10.0 -150";
				"weapon_facing" = "AFT";
			},
			{
				"view_description" = "Rear Right View";
				"view_orientation" = "0.9239 0.0 0.3827 0.0";
				"view_position" = "150.0 0.0 -150.0";
				"weapon_facing" = "AFT";
			},
			{
				"view_description" = "Right View";
				"view_orientation" = "0.7071 0.0 0.7071 0.0";
				"view_position" = "180.0 0.0 0.0";
				"weapon_facing" = "FORWARD";
			},
			{
				"view_description" = "Front Right View";
				"view_orientation" = "0.3827 0.0 0.9239 0.0";
				"view_position" = "150.0 0.0 150.0";
				"weapon_facing" = "FORWARD";
			},
			{
				"view_description" = "Front View";
				"view_orientation" = "0.0 0.0 1.0 0.0";
				"view_position" = "0.0 0.0 150.0";
				"weapon_facing" = "FORWARD";
			},
			{
				"view_description" = "Front Left View";
				"view_orientation" = "0.3827 0.0 -0.9239 0.0";
				"view_position" = "-150.0 0.0 150.0";
				"weapon_facing" = "FORWARD";
			},
			{
				"view_description" = "Left View";
				"view_orientation" = "0.7071 0.0 -0.7071 0.0";
				"view_position" = "-180.0 0.0 0.0";
				"weapon_facing" = "FORWARD";
			},
			{
				"view_description" = "Rear Left View";
				"view_orientation" = "0.9239 0.0 -0.3827 0.0";
				"view_position" = "-150.71 0.0 -150.0";
				"weapon_facing" = "AFT";
			},
			{
				"view_description" = "Top View";
				"view_orientation" = "-0.7071 0.7071 0.0 0.0";
				"view_position" = "0.0 250.0 0.0";
				"weapon_facing" = "AFT";
			},
			{
				"view_description" = "Bottom View";
				"view_orientation" = "0.0 0.0 0.7071 0.7071";
				"view_position" = "0.0 -250.0 0.0";
				"weapon_facing" = "FORWARD";
			}
		   );
          };
}
shipyard.plist

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{
               MTBlackJack = {
                   chance = 0.0;
                   optional_equipment = (
                             "EQ_ADVANCED_COMPASS",
                             "EQ_ADVANCED_NAVIGATIONAL_ARRAY",
                             "EQ_CLOAKING_DEVICE",                                                         
                             "EQ_DOCK_COMP",
                             "EQ_ENERGY_BOMB",
                             "EQ_MILITARY_JAMMER",
                             "EQ_MILITARY_SCANNER_FILTER",                              
                             "EQ_NAVAL_ENERGY_UNIT",
                             "EQ_NAVAL_SHIELD_BOOSTER",
                             "EQ_SCANNER_SHOW_MISSILE_TARGET",
                             "EQ_WEAPON_BEAM_LASER",
                             "EQ_WEAPON_TWIN_PLASMA_CANNON",                                                          
                             "EQ_TARGET_MEMORY",
                             "EQ_GAL_DRIVE"                          
                    );
                    price = 1000000;
                    standard_equipment = {
                          aft_weapon_type = "EQ_WEAPON_MILITARY_LASER";
                          extras = (                              
                              "EQ_ECM",
                              "EQ_ENERGY_UNIT",
                              "EQ_ESCAPE_POD",
                              "EQ_FUEL_INJECTION",
                              "EQ_FUEL_SCOOPS",
                              "EQ_HEAT_SHIELD",
                              "EQ_SHIELD_BOOSTER"                       
                          );
                          forward_weapon_type = "EQ_WEAPON_MILITARY_LASER";
                          missiles = 6;
                    };
                    techlevel = 12;
                    weapon_facings = 3;
            };
}
The AI will be different on the final release, and I only used "trader" as a role to keep from being attacked by every ship around while I tested.
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Thargoid
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Re: [Solved] Sound Absent

Post by Thargoid » Fri Jun 20, 2014 8:50 pm

The things I can see:

  • Exhausts - they should have 6 items per exhaust (X/Y/Z position and X/Y/Z dimensions, although the Z ones is clamped 0 to 1) whereas yours only have 3 items.
  • ".0x" in sub-ents (phase, frequency) - some of your numbers are ".0" or ".02" or similar. Not sure if that will make things choke or not - but would be nicer to have 0.0 and 0.02 etc to make sure.
  • Subentity positions - they should be in the (x, y, z); format, not "x y z";
Not sure if those will work or not (especially the last one) as alternative format, but I'm going by some of my OXPs and the format used in the trunk shipdata.plist. May or may not be the cause of your problem, but give them a go and see if it helps.[/color]

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Re: [Solved] Sound Absent

Post by mandoman » Sat Jun 21, 2014 3:32 am

Well, I tried all your suggestions, Thargoid, but it seems as if the thing is shutting down faster than ever, though I don't think it has anything to do with the changes you suggested. Before I installed Mint Mate 17, it wasn't shutting down on me when I took the MTBlackJack out for tests. It's only since I installed Mint 17. Also, I finally got a fairly good graphics card, and installed it. It's a GeForce 9800 GTX. I got it so I could play some of the Star Wars games that were released for PCs. In fact, that's kind of what this whole computer is for, though I've found using the Mint Mate drive the one I like best.

Anyway, I wonder if there is a bug, or conflict going on in this version of Mint, and Oolite. I don't know that the graphics card has anything to do with it, and I have it set up with the latest drivers recommended by NVidia for Linux. Should I file a bug report on this?
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Re: [Solved] Sound Absent

Post by mandoman » Tue Jun 24, 2014 2:17 am

I can't get Oolite to work on this computer, with Mint 17 Mate. It shuts down before I can even launch from any station. Anyone have any ideas? :(
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Diziet Sma
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Re: [Solved] Sound Absent

Post by Diziet Sma » Tue Jun 24, 2014 2:32 am

mandoman wrote:I can't get Oolite to work on this computer, with Mint 17 Mate. It shuts down before I can even launch from any station. Anyone have any ideas? :(
Just to be clear.. this only happens with the MTBlackJack, or it's now happening no matter which ship you're using?
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied

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Re: [Solved] Sound Absent

Post by mandoman » Tue Jun 24, 2014 12:44 pm

That's right, it happens no matter what ship I try. Sometimes it shuts down right when I sellect which commander (ship) I intend to use.
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Re: [Solved] Sound Absent

Post by Getafix » Tue Jun 24, 2014 12:51 pm

@mandoman

Does this happen even when executing Oolite without any OXP too?
If yes, please, remove all OXPs, execute Oolite and then post the Latest.log here.
"Any sufficiently advanced information is indistinguishable from noise." [Newman, Lachmann, Moore]

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Re: [Solved] Sound Absent

Post by mandoman » Tue Jun 24, 2014 4:16 pm

Okay, it worked perfectly without the oxps, and just my Jameson ship. Here is Latest.log.

Code: Select all

Opening log for Oolite version 1.77.1 (x86-64) under Linux 3.13.0-24-generic at 2014-06-24 11:03:30 -0500.
2 processors detected.
Build options: spoken messages, mass/fuel pricing.

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

11:03:32.510 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
11:03:32.892 [display.mode.list.native]: X11 native resolution detected: 1280 x 1024
11:03:33.201 [joystick.init]: Number of joysticks detected: 0
11:03:33.202 [rendering.opengl.version]: OpenGL renderer version: 3.3.0 ("3.3.0 NVIDIA 337.25"). Vendor: "NVIDIA Corporation". Renderer: "GeForce 9800 GTX/9800 GTX+/PCIe/SSE2".
11:03:33.203 [rendering.opengl.extensions]: OpenGL extensions (238):
GL_ARB_draw_instanced, GL_NV_float_buffer, GL_ARB_occlusion_query, GL_EXT_texture_env_add, GL_ARB_texture_storage, GL_ARB_texture_env_dot3, GL_ARB_sync, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_multisample, GL_ARB_explicit_uniform_location, GL_NV_texture_env_combine4, GL_ARB_point_parameters, GL_ARB_vertex_array_object, GL_NVX_gpu_memory_info, GL_NV_vertex_buffer_unified_memory, GL_ARB_blend_func_extended, GL_NV_explicit_multisample, GL_EXT_provoking_vertex, GL_NV_texture_shader2, GL_EXT_blend_equation_separate, GL_ARB_compressed_texture_pixel_storage, GL_NV_texture_shader3, GL_ARB_texture_stencil8, GL_ARB_texture_non_power_of_two, GL_ARB_texture_mirrored_repeat, GL_ARB_debug_output, GL_EXT_multi_draw_arrays, GL_NV_fence, GL_ARB_timer_query, GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_range, GL_NV_occlusion_query, GL_EXT_abgr, GL_ARB_vertex_program, GL_NV_shader_buffer_load, GL_ATI_texture_float, GL_ARB_viewport_array, GL_KTX_buffer_region, GL_ARB_shadow, GL_NV_light_max_exponent, GL_EXT_texture_cube_map, GL_EXT_texture_compression_dxt1, GL_NV_texture_multisample, GL_NV_primitive_restart, GL_EXT_framebuffer_object, GL_EXT_texture_sRGB, GL_ARB_conservative_depth, GL_ARB_get_program_binary, GL_ARB_multitexture, GL_NV_half_float, GL_NV_copy_image, GL_NV_path_rendering, GL_NV_register_combiners, GL_EXT_texture_compression_rgtc, GL_ARB_shader_objects, GL_EXT_blend_func_separate, GL_EXT_bgra, GL_ARB_pixel_buffer_object, GL_NV_fragment_program2, GL_EXT_Cg_shader, GL_ARB_draw_buffers, GL_EXT_separate_shader_objects, GL_NV_texgen_reflection, GL_ARB_texture_env_crossbar, GL_ARB_fragment_shader, GL_EXT_texture_swizzle, GL_EXT_fog_coord, GL_EXT_vertex_array_bgra, GL_EXT_framebuffer_blit, GL_NV_copy_depth_to_color, GL_ARB_texture_compression_rgtc, GL_NV_vertex_program1_1, GL_ARB_seamless_cube_map, GL_EXT_texture_shared_exponent, GL_ARB_shading_language_420pack, GL_EXT_geometry_shader4, GL_EXT_direct_state_access, GL_EXT_compiled_vertex_array, GL_NV_parameter_buffer_object2, GL_KHR_debug, GL_ARB_copy_image, GL_NV_vertex_array_range2, GL_ARB_shading_language_include, GL_EXT_texture_storage, GL_EXT_separate_specular_color, GL_ARB_vertex_type_2_10_10_10_rev, GL_NV_vdpau_interop, GL_EXT_vertex_array, GL_ARB_shading_language_100, GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_rescale_normal, GL_ARB_texture_float, GL_EXT_packed_depth_stencil, GL_EXT_bindable_uniform, GL_ARB_texture_swizzle, GL_ARB_half_float_pixel, GL_EXT_texture_compression_s3tc, GL_EXT_draw_instanced, GL_ARB_occlusion_query2, GL_NV_transform_feedback, GL_NV_texture_compression_vtc, GL_ARB_texture_rgb10_a2ui, GL_SGIS_texture_lod, GL_ARB_geometry_shader4, GL_NV_point_sprite, GL_ARB_framebuffer_object, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_rg, GL_NV_texture_expand_normal, GL_ARB_color_buffer_float, GL_NV_framebuffer_multisample_coverage, GL_EXT_blend_color, GL_NV_packed_depth_stencil, GL_NV_geometry_shader4, GL_NV_texture_rectangle, GL_ARB_vertex_array_bgra, GL_EXT_texture_integer, GL_EXT_texture_array, GL_ARB_base_instance, GL_EXT_import_sync_object, GL_ARB_shading_language_packing, GL_ARB_fragment_program_shadow, GL_ARB_fragment_layer_viewport, GL_NV_gpu_program4, GL_EXT_texture_buffer_object, GL_NV_vertex_program2_option, GL_ARB_map_buffer_range, GL_ARB_fragment_program, GL_ARB_copy_buffer, GL_S3_s3tc, GL_NV_depth_clamp, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_buffers2, GL_NV_fragment_program, GL_EXT_secondary_color, GL_ARB_ES3_compatibility, GL_EXT_framebuffer_multisample, GL_ARB_window_pos, GL_IBM_rasterpos_clip, GL_EXT_texture_env_combine, GL_ARB_vertex_shader, GL_SGIS_generate_mipmap, GL_ARB_compatibility, GL_ATI_texture_mirror_once, GL_EXT_packed_float, GL_ARB_texture_border_clamp, GL_ARB_explicit_attrib_location, GL_NV_blend_square, GL_ARB_internalformat_query, GL_EXT_texture3D, GL_ARB_arrays_of_arrays, GL_SUN_slice_accum, GL_ARB_robust_buffer_access_behavior, GL_NV_vertex_array_range, GL_ARB_ES2_compatibility, GL_NV_vertex_program, GL_NV_multisample_filter_hint, GL_ARB_invalidate_subdata, GL_EXT_texture_mirror_clamp, GL_EXT_texture_sRGB_decode, GL_ARB_texture_compression, GL_NV_vertex_program2, GL_NV_multisample_coverage, GL_ARB_texture_env_add, GL_ARB_imaging, GL_NV_vertex_program3, GL_ARB_provoking_vertex, GL_ARB_framebuffer_no_attachments, GL_EXT_gpu_shader4, GL_ARB_texture_rectangle, GL_EXT_texture_edge_clamp, GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_coord_conventions, GL_ARB_separate_shader_objects, GL_SGIX_shadow, GL_ARB_texture_cube_map, GL_NV_ES1_1_compatibility, GL_ARB_vertex_attrib_binding, GL_EXT_framebuffer_sRGB, GL_ARB_clear_buffer_object, GL_NV_fragment_program_option, GL_EXT_texture_compression_latc, GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_robustness, GL_ARB_point_sprite, GL_ARB_internalformat_query2, GL_NV_depth_buffer_float, GL_ARB_depth_texture, GL_EXT_texture_object, GL_EXT_depth_bounds_test, GL_NV_fog_distance, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_SGIX_depth_texture, GL_ATI_draw_buffers, GL_ARB_enhanced_layouts, GL_ARB_multi_bind, GL_ARB_framebuffer_sRGB, GL_EXT_shader_integer_mix, GL_EXT_blend_subtract, GL_NV_register_combiners2, GL_EXT_packed_pixels, GL_IBM_texture_mirrored_repeat, GL_NV_texture_shader, GL_EXT_draw_range_elements, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_sampler_objects, GL_ARB_half_float_vertex, GL_ARB_depth_clamp, GL_ARB_texture_storage_multisample, GL_ARB_transpose_matrix, GL_NV_parameter_buffer_object, GL_ARB_vertex_buffer_object, GL_ARB_texture_query_levels, GL_EXT_pixel_buffer_object, GL_ARB_texture_view, GL_NVX_conditional_render, GL_ARB_texture_env_combine, GL_ARB_shader_bit_encoding, GL_EXT_timer_query, GL_EXT_gpu_program_parameters, GL_ARB_shader_texture_lod, GL_ARB_program_interface_query, GL_ARB_uniform_buffer_object, GL_ARB_multisample, GL_EXT_texture_env_dot3, GL_EXT_shadow_funcs, GL_ARB_stencil_texturing, GL_EXT_texture_lod, GL_ARB_depth_buffer_float, GL_NV_pixel_data_range, GL_ARB_map_buffer_alignment, GL_EXT_stencil_wrap, GL_EXT_x11_sync_object, GL_EXT_point_parameters, GL_NV_texture_barrier
11:03:33.291 [rendering.opengl.shader.support]: Shaders are supported.
11:03:33.696 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
11:03:33.696 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
    ~/GNUstep/Applications/Oolite/oolite.app/Resources
    AddOns
    ~/.Oolite/AddOns
11:03:33.967 [shipData.load.begin]: Loading ship data.
11:03:34.188 [script.javascript.init]: JavaScript reset successful.
11:03:34.248 [script.load.world.listAll]: Loaded 9 world scripts:
    oolite-cloaking-device 1.77.1
    oolite-constrictor-hunt 1.77.1
    oolite-contracts-cargo 1.77.1
    oolite-contracts-helpers 1.77.1
    oolite-contracts-parcels 1.77.1
    oolite-contracts-passengers 1.77.1
    oolite-nova 1.77.1
    oolite-thargoid-plans 1.77.1
    oolite-trumbles 1.77.1
11:03:35.872 [startup.complete]: ========== Loading complete in 3.08 seconds. ==========
11:11:08.177 [exit.context]: Exiting: Exit Game selected on options screen.
11:11:08.177 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2014-06-24 11:11:08 -0500.
I don't get it, though. This machine is much faster, with more RAM, and a far better video card than my Inspiron, but the Inspiron has no trouble running the game. I have Mint 17 Mate on it as well.
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Diziet Sma
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Re: [Solved] Sound Absent

Post by Diziet Sma » Tue Jun 24, 2014 4:32 pm

mandoman wrote:Okay, it worked perfectly without the oxps, and just my Jameson ship.
So it's an OXP.

Time for the binary method of finding the culprit, methinks.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied

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Re: [Solved] Sound Absent

Post by Getafix » Tue Jun 24, 2014 4:54 pm

mandoman wrote:I don't get it, though...
We neither :mrgreen:, however, following Diziet's suggestion to start excluding OXP's, will give us a clue to start working with... maybe! :wink:
"Any sufficiently advanced information is indistinguishable from noise." [Newman, Lachmann, Moore]

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Re: [Solved] Sound Absent

Post by mandoman » Tue Jun 24, 2014 5:05 pm

Okay, I'll start adding one back in at a time. Thanks.
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Re: [Solved] Sound Absent

Post by Diziet Sma » Wed Jun 25, 2014 1:48 am

mandoman wrote:Okay, I'll start adding one back in at a time. Thanks.
See the link I posted above about the binary method of testing OXPs.. it will be a LOT faster than doing it one at a time..
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied

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Re: [Solved] Sound Absent

Post by mandoman » Wed Jun 25, 2014 2:11 am

Oh, sorry, I didn't understand to what you referring. It's almost too late now, as I've tested all of the non-ship oxps, and all is running well. Then I stuck the MTBlackJack in to see if it triggered anything, and that was a big negative. It worked beautifully, except I can't seem to get the aft laser to fire, from any angle.

I do have all the rest of the ship oxps, though, so I'll try that binary method with them. Tnanks Diziet Sma. :)
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Re: [Solved] Sound Absent

Post by Diziet Sma » Wed Jun 25, 2014 3:32 am

mandoman wrote:Tnanks Diziet Sma. :)
Just 'Dizzy' will do fine.. no need to be all formal, mate.. :)
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied

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