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RRF (Race Response Fleets with Race Wars) 2.2 21/9/10
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Unkillable Cat





Joined: 28 Jan 2006
Posts: 207 on topic
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PostPosted: Thu, 29. Jan 09, 00:35    Post subject: Reply with quote Print

Just a quick one to say that the new version works a treat, one minor bug outside of the extra cpu overhead slowdown is that the autopilot ow occasionaly forgets what it is doing and stops dead


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LV
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Joined: 06 Nov 2002
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PostPosted: Thu, 29. Jan 09, 01:07    Post subject: Reply with quote Print

how often?

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xxdh2kxx





Joined: 23 Feb 2008



PostPosted: Thu, 29. Jan 09, 08:27    Post subject: Disabling RRF Reply with quote Print

Hey LV the script is working fine but just in case something comes up in the near future can you share with us the best way to remove the script without corrupting the saved games....I have the newest version of DMA along with IL...thanks

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Infector





Joined: 30 Dec 2004
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PostPosted: Thu, 29. Jan 09, 23:22    Post subject: Reply with quote Print

Unkillable Cat wrote:
Just a quick one to say that the new version works a treat, one minor bug outside of the extra cpu overhead slowdown is that the autopilot ow occasionaly forgets what it is doing and stops dead


sounds like the old memory leak problem... Serial Kicked faced it with his pirate guild... it means that an array got too big to be read completly and stops all other scripts from running... just a little question... are npc escorts standing still while the traders are still flying while you are in the same sector.. it's the most reconizeable sign for a bad memory leak.

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Unkillable Cat





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PostPosted: Fri, 30. Jan 09, 01:16    Post subject: Reply with quote Print

It happens in asteroid covered sectors semi regularly but there is no reliable way to reproduce it.
The opposite seems to happen, small light craft move about as if all were fine but the traders stand still.


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LV
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PostPosted: Fri, 30. Jan 09, 11:35    Post subject: Reply with quote Print

Infector

I didn't know that, cheers i'll take it into consideration


Pussy

That's good info, do me a favour, if you can check the global task when you get a slowdown as the ship and station setup scripts are already on my "refine" list and it would be good to know if one of these (the station one would be my guess) is causing the problem

if it is i can break them down and also add a get player environment population check to stop it running if your in an already laggy sector


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Unkillable Cat





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PostPosted: Sat, 31. Jan 09, 15:21    Post subject: Reply with quote Print

Ive been busy at work for the past couple of day so havent had chance but will take a stab at it for you tonight.


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LordBane2005





Joined: 25 Oct 2005



PostPosted: Fri, 6. Feb 09, 21:21    Post subject: Reply with quote Print

Normally my game runs pretty much without lag, except for an occasional overload from huge complexes. But I've noticed a massive slowdown since installing this script. At times the script engine will hang up for 20-30 seconds. No NPC ships do anything during this time, but I can still fly around normally. My turrets won't fire however. Makes it really easy to prey on ships LOL! So far everytime it's hung up like that, I've been in a remote sector with hardly any other ships, except a few passing pirates, working on one of my smaller complexes.

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LV
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PostPosted: Fri, 6. Feb 09, 22:52    Post subject: Reply with quote Print

i have tracked the slowdown to the ships setup script, i'm yet to fix it though

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TERRAN-CONFLICTOR





Joined: 27 Jan 2009

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PostPosted: Tue, 17. Feb 09, 20:12    Post subject: Reply with quote Print

Any news LV on the RRF?


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LV
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PostPosted: Tue, 17. Feb 09, 20:19    Post subject: Reply with quote Print

news yes,

Until you poked me with the proverbial stick i had it in my head the new tweaked version had already been added and uploaded to test for slowdowns

Looks like i forgot to do so Embarassed

i put it through one more test tonight and upload


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TERRAN-CONFLICTOR





Joined: 27 Jan 2009

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PostPosted: Tue, 17. Feb 09, 20:24    Post subject: Reply with quote Print

LV wrote:
news yes,

Until you poked me with the proverbial stick i had it in my head the new tweaked version had already been added and uploaded to test for slowdowns

Looks like i forgot to do so Embarassed

i put it through one more test tonight and upload


poking stick put away Wink

I'm really looking forward to this little baby Thumb up


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Walterses





Joined: 27 Dec 2008
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PostPosted: Wed, 18. Feb 09, 05:41    Post subject: Reply with quote Print

hey this is a great script but for what reasons does it need to run with emp? and will it run without it?


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would someone kill those dam fighters all ready? thos flack cannons are giving me a headache Oops
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LV
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PostPosted: Wed, 18. Feb 09, 20:07    Post subject: Reply with quote Print

it needs emp as emp simply adds more wares (upgrades/equipment) than the vanilla 10 slots, at the moment the only ware used is the Radiation Bomb but in time it will use more so yes EMP is needed


Update status --

RRF is now working without issue oos but i got an insector lockup last night which i believe is attributable to the ship being destroyed as it's engaging it's emergency jump so until i fix this no upload

next version will also have options for station monitoring to call in RRF if a bigship enemy is in the sector or to ignore unless attacked and also attaching pirates to the RRF network

let me know of any startup options that would be good to define please ladies Smile


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Walterses





Joined: 27 Dec 2008
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modified
PostPosted: Thu, 19. Feb 09, 03:46    Post subject: Reply with quote Print

hey thanks LV errm is there a chance u cld tell me if certain mods/scripts are compatible with emp and rrf? because since installing it says that one of the cat files need to be changed..
CMOD3, RRF, mobile ship repairs, numeric rankings, custom wings manager, NPC bailing
they are the main ones, have a few smaller ones that shouldnt interfere..


ok i looked arounf and found the documents folder. inside it has a a mods folder and there are 2 files, one DAT named "rename_to_next_dat_number" and one Security file "rename_to_next_cat_number"

am i missing something?


lol i am so stupiD!!!!!!!!!!!!!!!!!! omg lol its all good now, god im blond


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would someone kill those dam fighters all ready? thos flack cannons are giving me a headache Oops


Last edited by Walterses on Mon, 2. Mar 09, 03:37; edited 1 time in total
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