Here is another round from me.
Program crash!
Start a new game (in Gateway) and press TAB. Wait for ship to bounce twice and you get a crash!
I was a bit worried when I saw this and it locked up the VS2010 debugger too...
All the more so when regression testing previous builds took me all the way back to the original 2009 FFED3D beta 1.12++
Luckily though, I'd experimented with a VS2017 port earlier in the month and that did at least catch a divide-by-zero error with some raw assembly code of where it crashed - normally you'd expect it to tell you the function in your code... Stroke of luck #2 there were a couple of values being compared that screamed screen co-ordinates that looked similar to a couple of FFE assembly routines, and as it turned out - one of them had been converted to 'C' code within FFED3D...
For some reason it had missed out a minimum value check at the top of the function which could then lead to the crash.
Big sigh of relief that it was an easy fix and wasn't something obscure or external! In the next build, the ship will happily bounce on the landing pad as many times as you want! Phew!
Atmospheres.
Barren rocky planetoid (like Moon) does not have an atmosphere (as experienced by spacecraft), but
small barren sphere of rock (like Ceres) does have. And
world with corrosive atmosphere (Titan) does not have an atmosphere! Aren't last two bugs, at least from astronomical perspective? Can be "arranged" in game?[smile]
And btw, atmospheric friction is exagerated in Aniso. At 200km/h you burn without shield. Check this out
atmo.
Aah, thanks - there's a typo in the default "textures.cfg" file - model #123 (Titan) has the entry "tmosphereRatio" instead of "atmosphereRatio"... erk. (although this should still have fallen back to a default value of 1.02 so drawn one... odd??)
(Are you running with nanite2000's much nicer skins/terrain texture set? if not - why not, lol - it's much, much better and made for v1.10! but if something custom, can you share the file?)
Ceres though - are you sure? This is model #119 and only models 121->137, 445 (intro) and 134alt (medium gas giant) support the atmosphereRatio value to create an atmosphere. I haven't been able to reproduce this one.
Regarding the atmosphere behaviour in Aniso's mod, I'm not sure if you're reporting a bug - but my disclaimer has always been that the build of that mod (and Hellmod) is provided "as-is". If the effect is increased without atmospheric shielding, then presumably that was intentional. If there's something really game breaking, I may look at it - such as the bugs I found with AI ship creation that caused them to have negative internal capacity, leading to huge shield values - but getting the standard FFE game running well was always my primary focus.
I wanted the script to wait for a specific event to occur, for example reaching a given distance to the target, or pressing a specific comm button (e.g. "Help! My ship has broken down"). Can some kind of event trigger command be implemented in scripts?
Great to see you're finding uses for scripts - but I'll just repeat what I've said to Bounder - they're not intended to extend game functionality as far as giving AI new behaviour or adding missions etc. Some things might be achievable, but grander plans probably aren't. I don't want to get hopes up or make any promises beyond adding some QOL features and being able to mess about with stats. "Help! My ship has broken down" would probably require some complex behaviour ... redirect a ship, launch a ship? and then if it travels to you, what happens?
And at the moment, there isn't a 'game tick' event either that allows a script to be run that will let you check for and react to a specific situation. Some situations wouldn't be caught by checking values and would need specific triggers coding into the FFE code to expose them externally.
Scripts play out to conclusion, and I'm not planning on letting them "sleep" part way through. However, I have been thinking about adding a queue of pending actions, so perhaps a script can define a command/script to run in x milliseconds and they'll get checked ahead of each frame render to see if they should happen. Syntax to be decided but maybe "in 50 myscript" would queue and run myscript (or a command) in 50 milliseconds time...
Personally, I'm wanting to be able to add an automatic radioactives jettison script post-hyperspace - as I always forget!

It'd have to do one tonne every second or so to be reasonable I think. A script could test for >0 radio-actives and jettison 1, and if there were still >0 queue itself to run again after 1000 milliseconds. To start it off, the after-hyperspace event would queue it if >0 radioactives, with an initial delay of 1000 milliseconds perhaps to allow the ship to enter free-flight mode.
For such a feature - I would have to clear the queue on death, new game, load game, but the script would also need to be aware of docked state and hyperspace too I guess... so I think it'd have to be up to the script writer to check for such issues that'd perhaps cause a crash if triggered at an incorrect time.
It's also occurred to me that scripts probably need to be segregated by mods to account for differences, so I'm thinking that it should look for the script name with "_ffe","_aniso" or "_hellmod" appended first to run specific versions, otherwise look for the base name to run.
It's looking like I'll have some time Saturday, so I'll probably chuck a new build out!
