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by Kaks
Mon Sep 03, 2012 6:40 pm
Forum: Testing and Bug reports
Topic: Windows Trunk version 1.77.0.5057 experiencing CTD!
Replies: 102
Views: 23955

Re: Windows Trunk version 1.77.0.5057 experiencing CTD!

Yep EV, it was indeed directed at you, thanks! :)

Now, if you could remember which vanilla system(s) you jumped to just before the CTDs, that would help a lot in replicating that problem at this end! :D
by Kaks
Mon Sep 03, 2012 6:22 pm
Forum: Testing and Bug reports
Topic: Windows Trunk version 1.77.0.5057 experiencing CTD!
Replies: 102
Views: 23955

Re: Windows Trunk version 1.77.0.5057 experiencing CTD!

This suggests that my system populator refactoring didn't go as well as I hoped. :(

Did the crashes happen before the spinning cobra at the very beginning?
by Kaks
Mon Sep 03, 2012 6:01 pm
Forum: Discussion
Topic: New Player + Manifest (and many other) Question(s)
Replies: 89
Views: 10318

Re: New Player + Manifest Question

To further expand on the previous answers: In homage to Bell & Braben, & Giles (praise be! * ) Default is just an alias for RP English . And, to be honest, the fact that 'a few' of the dev team are UK based (or close enough - go europe! :P) kind of helped too. Granted, eSpeak isn't terribly natural ...
by Kaks
Sun Sep 02, 2012 7:25 pm
Forum: Discussion
Topic: Alternative Contracts Interface
Replies: 70
Views: 11689

Re: Alternative Contracts Interface

He probably fell victim to rev5283... (hi!) it's all visible again as of rev5287 though!

EDIT: jinx !
by Kaks
Sun Sep 02, 2012 6:46 pm
Forum: Testing and Bug reports
Topic: Appearing, Then Disappearing Rock Hermits
Replies: 49
Views: 13307

Re: Appearing, Then Disappearing Rock Hermits

Update: as of trunk rev5285, the position and number of hermits in any system is still subject to change over time (hermits come, hermits go... same old, same old). However, hermit population changes are now dependent on the game clock, rather than being totally random as before... :) Provided I've ...
by Kaks
Sat Sep 01, 2012 8:39 am
Forum: Suggestion Box
Topic: solid material reading
Replies: 5
Views: 1603

Re: solid material reading

I'm not quite sure what you mean there: I've repainted a texture file as just one block of colour - bright orange, to make it stand out - and Oolite seems to create my orange monstrosity without any problem.

What steps are you taking in order to create monochromatic ships?
by Kaks
Sat Sep 01, 2012 8:07 am
Forum: Testing and Bug reports
Topic: Appearing, Then Disappearing Rock Hermits
Replies: 49
Views: 13307

Re: Appearing, Then Disappearing Rock Hermits

Thread necromancy powers, go! :)


And - to keep with the horror theme - Renfield mode, activated: ooh, this looks like a juicy bug!

please stay tuned... ;)
by Kaks
Tue Aug 28, 2012 6:44 pm
Forum: Suggestion Box
Topic: Multiple trade routes
Replies: 7
Views: 1862

Re: Multiple trade routes

I seem to remember cim made an OXP that adds [EliteWiki] new cargo types which would only bring profit if brought to the right planet.

Shipbuilder, have you tried that out? And how does it compare to what you have in mind?
by Kaks
Tue Aug 28, 2012 6:26 pm
Forum: Suggestion Box
Topic: Joystick Button/Axis requirements
Replies: 2
Views: 1769

Re: Joystick Button/Axis requirements

Since no-one has answered so far: quite simply no developer felt the need for the kind of joystick setup you're talking about, so you could call it an oversight! :) Most of us devs seem to be happier controlling Oolite with either keyboard or - apparently - their mouse. As a result joystick support ...
by Kaks
Mon Aug 27, 2012 9:11 pm
Forum: Testing and Bug reports
Topic: Windows Trunk version 1.77.0.5057 experiencing CTD!
Replies: 102
Views: 23955

Re: Windows Trunk version 1.77.0.5057 experiencing CTD!

From the better- very -late-than-never department: the most likely cause of a segfault in oolite is trying to dereference a pointer that's already null, and/or trying to use an uninitialised pointer... it does fall under the dreaded memory management catch-all, and it's more-or-less the opposite to ...
by Kaks
Mon Aug 27, 2012 5:22 pm
Forum: Testing and Bug reports
Topic: [TRUNK] Galactic Jump Bug
Replies: 22
Views: 5081

Re: [TRUNK] Galactic Jump Bug

Ok, the emergency launch code behaviour might well have been a mistook I maed way back then... I suppose I'll have a proper look at some point! :)
by Kaks
Mon Aug 27, 2012 1:25 pm
Forum: Testing and Bug reports
Topic: F5F5 cargo, contracts, and missions screen too full!
Replies: 34
Views: 15000

Re: F5F5 cargo, contracts, and missions screen too full!

Well, since cim has bravely waded into the GUI code the F5F5 screen is probably as good as it's going to get, but I'll see if I can add some extra info to the map screen ( "35 t computers expected by xxx:xxxx" / "J'dft Arrtew to arrive by xxxxxx:xxx" ) when a contract destination is highlighted... n...
by Kaks
Mon Aug 27, 2012 1:02 pm
Forum: Testing and Bug reports
Topic: [TRUNK] Galactic Jump Bug
Replies: 22
Views: 5081

Re: [TRUNK] Galactic Jump Bug

Hmm, without interstellar undocking, the behaviour is supposed to be consistent with 1.65, which didn't have interstellar undocking: the player could still launch at will, but upon launch they'd find themselves in a nearby system, rather than in interstellar space. The assumption was that the carrie...
by Kaks
Sat Aug 25, 2012 11:05 am
Forum: Testing and Bug reports
Topic: Buggy validation/processing in setMaterials/setShaders
Replies: 15
Views: 4133

Re: Buggy validation/processing in setMaterials/setShaders

Capt. Murphy wrote: But there is no way in 1.76.1 (or in trunk as yet) to reliably validate that that the entity in question is definitely a Griff ship
Have you tried testing for its unique role? If (ship.hasRole('uniqueRole')) should do the trick...
by Kaks
Sat Aug 25, 2012 10:34 am
Forum: Testing and Bug reports
Topic: displayNameForCommodity
Replies: 10
Views: 2512

Re: displayNameForCommodity

Hmm, both commodity definition and savegame stuff can be sorted out relatively painlessly, retaining the old canonical names recognition for old save games - as when we switched to a proper equipment list in savegames... Anyway, definitely dangerous, expecially the incomplete / broken way it's in tr...