Ambrosia Garden Archive
    • Suppressing previously available mission 127


      So i was playing the EVO port on windows nova, for like 5 minutes (just enough to take two missions to get some cash, and then hunt down some pirates so i could watch the UE destoryers take em on (i wanted to see smokeSets in action.)
      So just for the hell of it i opened up the debug log, and after the list of problems in the EVO port, there were TONS of entried about suppressing previously available mission 127
      Anyone know whats up?

      Quote

      landing on spob 128 (Earth)
      beginning mission Ferry Passengers to <DST> (164)
      suppressing previously available mission 164
      suppressing previously available mission 127
      suppressing previously available mission 127
      suppressing previously available mission 127
      suppressing previously available mission 127
      suppressing previously available mission 127
      suppressing previously available mission 127
      suppressing previously available mission 127
      suppressing previously available mission 127
      suppressing previously available mission 127
      suppressing previously available mission 127
      suppressing previously available mission 127
      suppressing previously available mission 127

      This went on for like 150KBytes.
      Anyone seen this or know what causes it? Its kinda disturbing, cause a mission 127 cant even exist.
      -Az

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      (This message has been edited by Azratax2 (edited 12-25-2003).)

    • Quote

      Originally posted by Azratax2:
      < snip>

      Interesting...a bug in the debugger (isn't that an oxymoron?), perhaps?

      Or, maybe it's internal. As I recall correctly (okay, so my dad told me, but what's your point?), the first 128 resources are reserved for internal use in the operating system—but these are custom resources, so perhaps they're reserved for internal EVN use. Maybe mission 127 is some thingy that Matt understands but we don't (like the pilot file format, with the exclusion of seant) but that doesn't really pertain to us. It's interesting, all the same.

      Five minutes? Play longer than that! Come on, go kick some Voinian ass! 😉

      (I don't, however, recommend RotUE, unless you want to spend several weeks debugging it.)

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      The programmer's code of entomology: there's always another bug.
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    • Eh, after playing EVN, EVO looks..... Really bad. And the port of it is marginal at best, honestly. Text overflowing boundries.... i think there are missing graphics in the planet landing screens (shouldnt there be something behind the buttons?!
      -Az

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    • Quote

      Originally posted by Azratax2:
      Eh, after playing EVN, EVO looks..... Really bad. And the port of it is marginal at best, honestly. Text overflowing boundries.... i think there are missing graphics in the planet landing screens (shouldnt there be something behind the buttons?!
      -Az

      Well, remember, we're talking a difference of, what, four years? Yeah, the port isn't that great, I agree. Although they did do a good job with the main menu. However, it obviously didn't occur to them that there was an easy way to almost simulate the original rollovers. I liked the way they adapted to Nova's new position for pilot info, though. But there's still nothing like playing the actual game.

      Behind the buttons? Nah, it was just black.

      Anyhow, I recommend you give Dr. Trowel's E.S.W.P. a visit and get the ColdFusion graphics for Nova (unless you want to port MAGMA to EVN). Believe me, the graphics make the stock graphics look like crap. Seriously.

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      The programmer's code of entomology: there's always another bug.
      Windows users: stop asking for plugins. (url="http://"http://www.aznt.com/EVN/EVNEW/")Make one yourself.(/url)
      (url="http://"http://www.cwssoftware.com")Sephil Saga Website(/url)

    • Quote

      Originally posted by Azratax2:
      **the EVO port, there were TONS of entried about suppressing previously available mission 127
      Anyone know whats up?
      **

      That's very interesting... in the MacOS version of the code, that isn't allowed to happen. I don't know what the Windows port's code looks like so I can't say with certainty if it's different or not.

      mcb

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      "If it's not on fire, it's a software problem."

    • Yeah, I've noticed those, and not just in the Override port. I've seen them in the stock scenario too. I have no idea exactly what causes them, but I think I've seen them happen when a delivery mission with a specific destination spob (i.e. non-random) would normally be available when you land somewhere, but it was suppressed because it was less then two jumps away.

      Quote

      From the Nova Bible:
      Note: When Nova selects a random mission destination, it attempts to ensure
      that the random destination is: a) more than two hyper jumps away from
      the system where the mission is being offered, and 🆒 a stellar which
      is guaranteed to always exist throughout the course of the game,
      regardless of system swapping. This means that if you have multiple
      systems that occupy the same coordinates at different times in the game
      and not all of them contain stellar object X, no missions will use
      stellar object X as their random destination. (This is to keep the
      player from accepting a mission with a random destination that might
      cease to exist before he gets there!) A further important consequence
      of this restriction is that if Nova detects that a mission whose
      TravelStel or ReturnStel is to be randomly selected will violate this
      rule, it will be prevented from being offered regardless of any other
      availability parameters the mission might have - i.e. if you create a
      mission and Nova refuses to make it available, check the debug log
      to see if the mission couldn't find a suitable nontransient random
      stellar of the desired characteristics.

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    • Quote

      Originally posted by Aprosenf:
      **Yeah, I've noticed those, and not just in the Override port. I've seen them in the stock scenario too. I have no idea exactly what causes them, but I think I've seen them happen when a delivery mission with a specific destination spob (i.e. non-random) would normally be available when you land somewhere, but it was suppressed because it was less then two jumps away.

      **

      The Bible passage you quoted does not apply to this situation, i dont think. I belive it refers to the debuglog error "warning: mission XXX failed to find a valid nontransient random stellar of govt YYY".
      -Az

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    • Sorry to dig up an old topic, but I was wondering if there was any new insight as to what causes this in the debuglog. I'm working on a plug-in (on Windows), and my log is riddled with this entry. Though, everything in game seems to be running smoothly. So, what's the good word?

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    • Quote

      Originally posted by slouch:
      **Sorry to dig up an old topic, but I was wondering if there was any new insight as to what causes this in the debuglog. I'm working on a plug-in (on Windows), and my log is riddled with this entry. Though, everything in game seems to be running smoothly. So, what's the good word?

      **

      I am gonna try to contact Tom Woozle about this, see if its not too late to get it fixed for 1.0.8
      -Az

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      Stuffit is a piece of .sit.

    • Hmm it might be too late. You better hurry, Az.

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    • Quote

      Originally posted by kauthor:
      **Hmm it might be too late. You better hurry, Az.

      **

      How exactly do you know this, kirk? You seem a great fan of posting cryptic comments suggesting that you know things others don't, and yet I rarely see any evidence that you actually do.

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      He is not a fundamentalist jew
      As hard as that is to believe

    • :chuckles: I spoke to pipeline 2 days ago. Mac 1.08 is in Final Candidate Mode. So, Azratax better hurry.

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    • Mac 1.0.8 maybe, but the PC 1.0.8 might be less advanced than that (might, I dunno at all).

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