Search found 98 matches

by dybal
Wed Jun 03, 2020 2:23 pm
Forum: Discussion
Topic: Atacked in the Aegis
Replies: 6
Views: 216

Re: Atacked in the Aegis

It would be good to see the primary role of the attacking ships - that can sometimes reveal where the ship came from (ie what OXP) and therefore the logic behind the attack. One possibility is ships that have a "pirate-aegis-raider" role - they might (and heavy use of "might" here) attack the playe...
by dybal
Wed Jun 03, 2020 2:10 pm
Forum: Discussion
Topic: Atacked in the Aegis
Replies: 6
Views: 216

Re: Atacked in the Aegis

One scenario I could imagine is illegal goods on board while launching, slaves from escape pods would do it. You could get a bounty and therefore other ships probably will attack you. I've got offender status quite a few times by forgetting to sell some illegal goods I scooped, but that's not what ...
by dybal
Sun May 31, 2020 2:42 pm
Forum: Discussion
Topic: Atacked in the Aegis
Replies: 6
Views: 216

Atacked in the Aegis

As soon as I launched I got red condition... I paused the game to look at launching messages in the Latest.log (I was trying to track some strange behaviour with escorts in EscortDeck), then resumed and I was being attacked by several ships with clean status. I struck back at those that hit me, but ...
by dybal
Sat May 30, 2020 12:48 pm
Forum: Oolite-Linux
Topic: spinning ship model in Status screen
Replies: 7
Views: 173

Re: spinning ship model in Status screen

Looks like you have a different gnustep-base version installed in your system to what the Oolite nightly is using. Do you know which version you have? The nightlies use gnustep-base version 1.20.1. ii gnustep-back-common 0.26.2-3 amd64 GNUstep GUI Backend - common files ii gnustep-back0.26 0.26.2-3...
by dybal
Fri May 29, 2020 10:47 pm
Forum: Oolite-Linux
Topic: spinning ship model in Status screen
Replies: 7
Views: 173

Re: spinning ship model in Status screen

When I build locally, oolite looks for the default user settings in ~/GNUstep/Defaults/oolite.plist The downloaded nightly looks for ~/GNUstep/Defaults/.GNUstepDefaults The file that works with the nightly has this structure: <plist> <dict> <key>NSGlobalDomain</key> <dict> </dict> <key>oolite</key> ...
by dybal
Fri May 29, 2020 6:36 pm
Forum: Testing and Bug reports
Topic: Equipment that takes cargo space unavailable after reload when all cargo space is in Large Cargo Bay
Replies: 6
Views: 169

Re: Equipment that takes cargo space unavailable after reload when all cargo space is in Large Cargo Bay

If not, how is it done? I guess I should create a branch, implement and test the change, then create a PR? Thanks for the analysis. Be aware that you are looking at some of the trickiest code in the entire game - tough start you've made for entering the dark side :-). Changes in this part, even sma...
by dybal
Fri May 29, 2020 5:41 pm
Forum: Testing and Bug reports
Topic: Equipment that takes cargo space unavailable after reload when all cargo space is in Large Cargo Bay
Replies: 6
Views: 169

Re: Equipment that takes cargo space unavailable after reload when all cargo space is in Large Cargo Bay

I did some debugging... this is the sequence: - PlayerEntity's setCommanderDataFromDictionary loads the playerShip data from the shipdata.plist definition using the dataKey recovered from the savefile; - PlayerEntity's setCommanderDataFromDictionary loads the equipment list from the savefile and cal...
by dybal
Thu May 28, 2020 6:02 pm
Forum: Oolite-Linux
Topic: spinning ship model in Status screen
Replies: 7
Views: 173

Re: spinning ship model in Status screen

It didn't work, and I already tried boolean.

Weird...
by dybal
Thu May 28, 2020 5:13 pm
Forum: Oolite-Linux
Topic: spinning ship model in Status screen
Replies: 7
Views: 173

Re: spinning ship model in Status screen

Does the .GNUstepDefaults corresponding to your build contain the entry show-ship-model-in-status-screen = YES; ? There are no special requirements in the code, the feature is included in a standard build and the only thing we are looking for is that key in .GNUstepDefaults. Here it is: <?xml versi...
by dybal
Thu May 28, 2020 4:49 pm
Forum: Testing and Bug reports
Topic: Equipment that takes cargo space unavailable after reload when all cargo space is in Large Cargo Bay
Replies: 6
Views: 169

Re: Equipment that takes cargo space unavailable after reload when all cargo space is in Large Cargo Bay

I looked at the code, and if I understand it correctly (I had never heard of Objective-C before discovering Oolite), addEquipmentFromCollection (in PlayerEntity.m) loops through the equipment dictionary and calls addEquipmentItem to add each equipment, and that in turn call a function in ShipEntity....
by dybal
Thu May 28, 2020 3:16 pm
Forum: Oolite-Linux
Topic: spinning ship model in Status screen
Replies: 7
Views: 173

spinning ship model in Status screen

Hi, folks! I configured show-ship-model-in-status-screen in GNUstepDefaults. When I run a downloaded nightly it shows the spinning model, but when I binary I build locally (with the pkg-posix-nightly make target), it doesn't (but it shows the spinning model in the savefile load screen) I must be doi...
by dybal
Thu May 28, 2020 12:37 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 199390

Re: Split: Re-scaling experiment

NSPropertyList.m is a file belonging to GNUstep. That messages connected with it occur now on Linux systems is probably because of a recent update to the library, that is being picked up by the various distros' package managers. Avoiding this kind of sudden errors out of nowhere is why we have lock...
by dybal
Thu May 28, 2020 12:02 pm
Forum: Discussion
Topic: Split: Re-scaling experiment
Replies: 717
Views: 199390

Re: Split: Re-scaling experiment

[*]NSPropertyList.m is not a file that I have changed directly in this version of the experiment.
I've been seeing those messages since I switched to trunk, I don't think they have anything to do with Redspear's re-scaling mods.
by dybal
Thu May 28, 2020 4:18 am
Forum: Testing and Bug reports
Topic: Equipment that takes cargo space unavailable after reload when all cargo space is in Large Cargo Bay
Replies: 6
Views: 169

Re: Equipment that takes cargo space unavailable after reload when all cargo space is in Large Cargo Bay

A brief update: I changed my shipdata-overrides to have max_cargo=2 and extra_cargo=7 and now, after buying Larga Cargo Bay and Self-Repair System and saving, all is well upon reload.
by dybal
Wed May 27, 2020 2:07 pm
Forum: Testing and Bug reports
Topic: Equipment that takes cargo space unavailable after reload when all cargo space is in Large Cargo Bay
Replies: 6
Views: 169

Equipment that takes cargo space unavailable after reload when all cargo space is in Large Cargo Bay

The setup: I got a GalCop Viper as an usable derelict, saved it in HyperSpaceHangar and did a shipdata-override to add the role player to it... defined extra_cargo property in that shipdata-override so it doesn't use the default because I think the default, 15TCs, is too much for a ship with around ...