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 Post subject: Known errors: a summary
PostPosted: Sun Apr 08, 2018 10:45 am 
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Dangerous
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Joined: Sat Oct 07, 2017 1:24 pm
Posts: 71
After an intense testing session, I've been able to locate and identify the errors in a number of OXZs which should be relatively easy to correct. Hopefully this will be of use to those in charge of the OXZs in question.

The line numbers refer to unmodified versions as displayed by BBEdit.

Telescope/Config/effectdata.plist lines 2114, 2123, 2132, 2141, 2535, 2544, 2553, 2562

weapon_range = 7500;

should read

weapon_range = 7200;

Griff Prototype Boa/Config/shipdata.plist lines 59, 68, 77, 86, 243, 252, 261, 270, 428, 437, 446, 455

weapon_range = 7500;

should read

weapon_range = 7200;

Breakable Torus Drive/Config/shipdata.plist line 11

script = “btd_dummy_entity.js”

should read

script = “btd_dummy_entity.js”;

ETT Homing Beacon/Config/shipdata.plist line 81

“weapon_energy” = 0.0

should read

“weapon_energy” = 0.0;

line 82

}

should read

};

Liners/Config/shipdata.plist lines 167, 174, 181, 188, 195

color = { hue = 0 };

should read

color = {hue = 0; };

YellOo Cabs/Config/shipdata.plist line 26

specular_map = {name = “contract-a-cab_normal-specular.png”; extract_channel = “a”};

should read

specular_map = {name = “contract-a-cab_normal-specular.png”; extract_channel = “a”; };

Interstellar Tweaks/Config/shipdata.plist line 347

script_info = {“randomshipnames” = “military”;}

should read

script_info = {“randomshipnames” = “military”;};

line 1768

roles = “IST_pirate(0.8)”

should read

roles = “IST_pirate(0.8)”;

QTHI AntiZap/Config/equipment.plist line 10

“script” = “EQ_QTHI_AntiZap.js”

should read

“script” = “EQ_QTHI_AntiZap.js”;

QTHI Auxiliary Energy Generators/Config/equipment.plist lines 12, 36, 60

“script” = “EQ_QTHI_AuxEnergyGenerator.js”

should read

“script” = “EQ_QTHI_AuxEnergyGenerator.js”;

Andromeda/Config/effectdata.plist line 212

}

should read

};

Additional Planets SR Demux Gas Giants/manifest.plist line 16

“tags” = (“additional planets”)

should read

“tags” = (“additional planets”);

Xenon UI Resources L/manifest.plist line 54

}

should read

};

Reduce Weapon Damage/manifest.plist line 10 may be deleted

No errors found in Extra Thargoids, but it has a tendency to report them when errors occur in other OXZs. Can anyone explain?

Ship Configuration, Shipset Compatibility, Xenon Redux UI, ZygoUgo Noshaders Asteroids and ZygoUgo Shady Asteroids report download failure from the manager, but I've been unable to locate the source of the errors.

Please let me know if I've missed anything which should be included here!


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PostPosted: Sun Apr 08, 2018 11:35 am 
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Quite Grand Sub-Admiral
Quite Grand Sub-Admiral

Joined: Wed Feb 28, 2007 7:54 am
Posts: 5231
Re ZygoUgo's asteroids, I think the error is related to incorrect OXP dependency version reported in the manifest file. Can't remember the details because it's been a long time since I had to tweak it in my game files and I removed the OXP since.


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PostPosted: Sun Apr 08, 2018 2:16 pm 
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Commodore
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Joined: Tue Jan 21, 2014 10:37 pm
Posts: 2160
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Ship Configuration, Xenon Redux UI, and Xenon Resource Pack L should all be fixed now. Thanks for doing all that checking/debugging!

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PostPosted: Sun Apr 08, 2018 2:24 pm 
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Retired Assassin
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Joined: Tue Feb 09, 2010 11:31 am
Posts: 8396
Location: Disunited Kingdom
Thanks for all your effort with this, even if it has made a load of work for me and others :lol:
Re Liners, I am handing this over to cbr but have already made the corrections to shipdata, so the new version (when released) should be OK.
Re Yelloo Cabs, this has already been done unless I've missed something - v2.6 released on 3rd March.

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PostPosted: Sun Apr 08, 2018 2:35 pm 
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Dangerous
Dangerous

Joined: Sat Oct 07, 2017 1:24 pm
Posts: 71
Thanks for reading it over!

YellOo Cabs v2.6 still has a missing semicolon in line 26, as I've indicated.


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PostPosted: Sun Apr 08, 2018 3:59 pm 
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Retired Assassin
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:D It's a perfect imperfection!

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PostPosted: Thu Apr 12, 2018 11:30 am 
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Deadly
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Joined: Mon May 30, 2016 3:54 am
Posts: 167
Not sure who takes care of Serpent Class Cruiser but I don't think that
Code:
weapon_position_port = "-34.1 8.8 -22.1";
weapon_position_starboard = "-34.1 8.8 -22.1";
is accurate,
Code:
"weapon_position_starboard" = "34.1 8.8 -22.1";
probably will work better.

In case that you would like a complete broadside of 5 mounts (30 m distance) this one might work as well:
Code:
"weapon_mount_mode" = "multiply";
"weapon_position_port" = 
(
	"-34.1 8.8 67.9", 
	"-34.1 8.8 37.9", 
	"-34.1 8.8 7.9",
	"-34.1 8.8 -22.1", 
	"-34.1 8.8 -52.1"
);  
"weapon_position_starboard" = 
(
	"34.1 8.8 67.9", 
	"34.1 8.8 37.9", 
	"34.1 8.8 7.9",
	"34.1 8.8 -22.1", 
	"34.1 8.8 -52.1"
);
To get better accuracy not all mounts are attached to the hull, some start pretty much outside. Obviously not a perfect solution but the best I could think of for now.

_________________
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PostPosted: Tue Apr 17, 2018 3:18 pm 
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---- E L I T E ----
---- E L I T E ----

Joined: Sat Sep 12, 2009 11:58 pm
Posts: 1028
Location: Essex (mainly industrial and occasionally anarchic)
Fleurghber,

Thanks. I've made corrections - though it turns out I'd fixed one problem already - and will upload a new version in a bit.

By the way: does one really need a semicolon in a line in a config files if the line is the last one before a
Code:
}
?

Also, the curly - 'smart' - brackets you used made it hard to search for the snippets that you gave. Still, you gave line numbers too (though in my case changes meant those were not always correct).


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PostPosted: Tue Apr 17, 2018 6:34 pm 
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Dangerous
Dangerous

Joined: Sat Oct 07, 2017 1:24 pm
Posts: 71
I'll leave that to a more experienced programmer: I can only tell you what worked (or didn't) for me. :?


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PostPosted: Tue Apr 17, 2018 6:37 pm 
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---- E L I T E ----
---- E L I T E ----

Joined: Sat Sep 12, 2009 11:58 pm
Posts: 1028
Location: Essex (mainly industrial and occasionally anarchic)
Well, did the things you picked out (1) actually generate errors in Oolite's log, or did they rather (2) get flagged as errors by some 'linter' (a linter, if you don't know, being an error-checker for code; one can run linters from text editors)? I presume the answer is 1, but I wanted to check.


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PostPosted: Tue Apr 17, 2018 6:50 pm 
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Dangerous
Dangerous

Joined: Sat Oct 07, 2017 1:24 pm
Posts: 71
It was something of a trial-and-error process. I don't have a linter as such, but I'd set the view options in the folder to "Show Icon Preview". That way, when I saw documents with generic BBEdit document icons, these appeared to correspond to those reporting errors in the log. I would then create a "dummy" document, start copying supposedly good areas from the original document into the dummy, making notes of where this process found apparent errors, and attempting to correct them in the most obvious and logical manner possible (usually an easy task in itself).

I hope that's of use.


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PostPosted: Tue Apr 17, 2018 7:01 pm 
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---- E L I T E ----
---- E L I T E ----

Joined: Sat Sep 12, 2009 11:58 pm
Posts: 1028
Location: Essex (mainly industrial and occasionally anarchic)
I don't really understand, but I take it that (1) you are using some sort of error-checker, within an editor (on a Mac?), (2) you are starting (entirely?) from errors in Oolite's logs. But, never mind. EDIT: and thank you for your work.


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