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| | |-+  Mods: Seed, new star systems
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Author Topic: Mods: Seed, new star systems  (Read 3660 times)
Valaggar
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Mods: Seed, new star systems
« on: April 15, 2007, 03:27:15 pm »

1) When I change the seed, compile, start a new game (or load a game) and attempt to orbit a seed-determined planet, the game is stuck at "Entering Planetary Orbit".

2) When I add new star systems/change the location/star type of current star systems (without changing the seed), some planets have the same "Entering Planetary Orbit" problem above.

I believe that this is due to some excess in generating the content of those planets... but is there a way to fix this problem?
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meep-eep
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Re: Mods: Seed, new star systems
« Reply #1 on: April 15, 2007, 04:18:42 pm »

It might have something to do with the specially generated systems. The code usually just modifies an existing star system, instead of creating one from scratch. I'd have expected crashes and visual glitches rather than lockups though.
Also, you can't use old savegames with modified systems, as data systems (minerals left on the planets, ships present) are included in the savegames.
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“When Juffo-Wup is complete
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Valaggar
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Re: Mods: Seed, new star systems
« Reply #2 on: April 15, 2007, 05:11:37 pm »

Yeah, I knew that about savegames.

Quote from: meep-eep
It might have something to do with the specially generated systems.
But the places where the lockups happen are NOT specially generated.

An additional bit of information - the lockups always occur at the same planets.
« Last Edit: April 15, 2007, 05:17:28 pm by Valaggar » Logged
Valaggar
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Re: Mods: Seed, new star systems
« Reply #3 on: April 29, 2007, 08:22:10 pm »

Any other input?
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meep-eep
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Re: Mods: Seed, new star systems
« Reply #4 on: April 29, 2007, 09:19:10 pm »

What are your new/modified entries?
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Valaggar
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Re: Mods: Seed, new star systems
« Reply #5 on: April 30, 2007, 09:16:39 am »

This is the modified plandata.c; there are only modified Entries, for example the first two after Sol. In-game, most modified stars are now placed around Sirius.
An example of new planet causing a lock-up is Delta Lacaille I (right northward from Sol)
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meep-eep
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Re: Mods: Seed, new star systems
« Reply #6 on: April 30, 2007, 04:09:15 pm »

I don't know whether this is the cause for your problem, but stars should be sorted in that list on Y coordinate first, and then on X coordinate.
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Valaggar
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Re: Mods: Seed, new star systems
« Reply #7 on: April 30, 2007, 04:54:46 pm »

Nope, it doesn't help.
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meep-eep
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Re: Mods: Seed, new star systems
« Reply #8 on: April 30, 2007, 06:46:48 pm »

I've tried your changed file here, and it works just fine. Are you sure that there are no other changes to your code? Patches from other people which you applied perhaps?

Btw, one of the things that breaks if you don't have the order right seems to be the starmap search.
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Valaggar
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Re: Mods: Seed, new star systems
« Reply #9 on: April 30, 2007, 09:16:43 pm »

I've cleaned the previous build before compiling this.
I presume you're using MinGW for compiling, aren't you?
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meep-eep
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Re: Mods: Seed, new star systems
« Reply #10 on: April 30, 2007, 09:41:40 pm »

What do you mean "cleaned the previous build"? "./build.sh uqm clean" will only throw away the files generated in the build, not restore the source files.
I'm asking whether you are using an unmodified source (apart from your changes to plandata.c)?

And I'm using Linux.
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“When Juffo-Wup is complete
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Valaggar
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Re: Mods: Seed, new star systems
« Reply #11 on: May 01, 2007, 09:31:57 am »

Quote from: meep-eep
What do you mean "cleaned the previous build"?
I mean that, aside from the fact that the source was unmodified, there couldn't be artifacts from previous builds.

Argh! Re-downloaded the source, and it works fine now. It looks like something was modified.

Many thanks!
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