v1.62rc2 (Second Release Candidate) Patch Available

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v1.62rc2 (Second Release Candidate) Patch Available

Post by aegidian »

Note that this is a patch to a pre-release test version of Oolite. This is the version that will (if no showstopping bugs are found) be released publicly as v1.62.

It should be more stable than v1.61. If you are worried about using it, please keep a copy of Oolite.app v1.55 as a back-up.

This is not the Universal Binary build of v1.62pr. You can find that in a separate post with a separate download. It does however include the Universal version of the metadata importer for Spotlight (Mac OS X 10.4 only).

This version has many changes designed to reduce the possibility of crashes. If Oolite crashes please remember to send a crash report by email to [email protected]


:arrow: http://www.digitalnervouswreck.com/ooli ... 162rc2.zip

:arrow: Download the file above and expand it.

:arrow: Drag Oolite.app (v1.55+) onto DropUpgradeOoliteTo162

:!: A small file called OolitePatch.log will be written to your desktop. If you have any problems upgrading you should mail me this file along with any crash reports and console.log entries.

:!: Oolite should immediately launch and give an 'Update successful' message.

The menu option About Oolite should also now show the version number as 1.62

Note that this will not update Oolite's version number in the Finder 'Get Info' box until the Finder is relaunched.


Main Changes for Version 1.62rc2

• Fixed bug in Nova mission aftermath.
• Revised collision physics fixing a bug.
• Fixed bug in docking procedures.
• Fixed bug in equipment damage.
• Other minor bug fixes and corrections to build process.

Main Changes for Version 1.62pr

• Blocked cargo-ejection at too-high speeds.
• Improved cargo-rotation now sorts cargo as it goes.
• More scripting routines and new expansions (commander_name, commander_shipname, commander_rank, and commander_legal_status) in descriptions.
• Add a 'conditions' element to shipdata.plist entries to script distribution of ships.
• Trumbles mission improved (thanks Murgh).
• Speech volume lowered to more closely match effects volume.
• AI improved for shuttles and pirates.
• Crashing sound bug fixed (thanks Ahruman).
• Many other minor bugs and gameplay glitches fixed.
• Universal Binary build created (as yet untested).

Main Changes for Version 1.61

• Many bugfixes, tweaks and glitches smoothed over - should be more stable (at least on OSX 10.4.3).
• Overhauled collision and explosion physics.
• Audio cue when fuel-scooping.
• Improved compatibility between OXPs (planetinfo.plist entries are merged rather than overwriting each other).
• Sound system switched to core-audio (thanks Ahruman).
• Less cop-on-cop violence and greedy-cop scooping of cargo.
• Better control for zooming the scanner (holding down 'z' now zooms all the way in, but must be released before it then zooms out again).
• Ships have more representative roll and pitch variation.
• Can use 'R' (key_rotate_cargo) to rotate cargo to select what to eject.
• Added more commands for scripting.
• Mission variables can be used within square brackets for expansion in text messages.
• New 'else' option in 'conditions'+'do' in scripts.
• Fewer hangs with poorly written OXPs.
• Better build compatibility with oolite-linux, and fewer warning (thanks to Ahruman and James Quick).
• Load/Save uses the Mac GUI when not in windowed mode.

Main changes for Version 1.60

• (Mac only) Oolite now uses its own internal load/save file browser, eliminating the need to change screen resolution to load or save a game.
• New graphic effects when laser bursts hit ships' shields.
• Many small tweaks and fixes to code, gameplay and missions.
• Introduces <key>like_ship</key><string>ship_desc</string> to set up ships that are very like other ships in shipdata.plist.
• Introduces code to allow encounters with ships to affect mission scripts.

Main changes for Version 1.59

• (Mac OS X 10.4 only) Oolite saved games and expansion packs show more information in Finder and can be indexed for searching by Spotlight (thanks Ahruman).
• Player no longer launches into the aft of other launching ships.
• AIs refigured to use Witch space wormholes more effectively.
• Scanner changed with more representative markings and better zooming.
• Fuel injectors now work during witch-space countdown.
• More variety to damage received and to malfunctions as a result of low maintenance.
• You can now use ~/Library/Application Support/Oolite/AddOns or ~/.Oolite/Addons to store expansion packs for a specific user in addition to those in the folder alongside the Oolite application. ~/Library/Application Support/Oolite and ~/.Oolite can also be used for other user specific modifications.
• Numerous small bugs fixed, graphics glitches removed, stability improved.

Main changes for Version 1.58

• Changed build configuration once again allow building for 10.3 on xcode 2.1 and gcc4.0.
• More aggresive caching of models to cut down delay when entering a new system.
• Scriptable addPlanet (with atmosphere) and addMoon (with no atmosphere) routines.
• Some gameplay and graphics glitches fixed.
• First implementation of wormholes. These are left behind by ships entering witch drive to a new system. You can enter wormholes to follow them at zero fuel cost.

Main changes for Version 1.57a

• Rebuilt using xcode 2.0 and gcc 3.3 to restore compatibility with Mac OS 10.3.9.

Main changes for Version 1.57

• Bugs introduced into v1.56 squished.
• Windowed mode screenshots now work okay.
• Further improvements to exception handling.
• Nova script adjusted to take account of new witch drive proximity limits.

Main changes for Version 1.56

• Built with xcode2.1 and gcc 4.
• Pirate escorts now have bounties, pirates now drop cargo.
• ECM hardened missile available.
• New option to set rarity of ship roles in shipdata.plist
• Improved background graphics (nebulae and stars).
• Witchjump now blocked by nearby masses.
• Witchjump can be cancelled by pressing 'h' or 'g' again.
• Can press 'i' ('key_map_info') to show info on local star chart screen.
• starchart now shows system sizes correctly.
• Maregeis is no longer a no go zone.
• Vastly improved exception handling and many, many bugfixes.
• Growl messages displayed as desired.
• 'Blank' crosshairs added to weapon facings without a weapon.

Note this patch can only upgrade Mac OS X Oolite v1.55 or later to the current development beta version.

To upgrade to v1.62 from any other version of Oolite you will have to download the complete disk image for v1.55 from one of the main download links at http://oolite.aegidian.org/download.shtml
Last edited by aegidian on Mon Jan 23, 2006 9:45 am, edited 1 time in total.
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Post by Rxke »

Looks like it fixed what you described.

But... I have a weird thing to report. When I force-misjump, I always get the same scenario: bunch of Thargoids, three SuperCobra's and sometimes a Behemoth.

Now the strange stuff:

1) of the three SuperCobra's one fights, the other two fuel-inject to a safer place. This happens ALWAYS.

2) after the battle is over, all the vipers, asps and SuperCobra's that survived just idle. The Behemoth usually somersaults lazily, and when I shoot ships, they sometimes react, but not always.

Auto-docking gives me the danube-theme, with 'docking sequence initiated' but aside of my speed going down to zero, nothing further happens anymore, no messages 'please wait etc...' at all.

OSX 10.3.9 G3/384Mb
Installed OXP's:

mPakRedux.oxp
griffin2.oxp
tori.oxp
mPakRedux.oxp
pcc.oxp
behemoth.oxp
newships.oxp
supercobra.oxp
x-ships.oxp
longway.oxp
transports.oxp
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Post by aegidian »

Rxke wrote:
2) after the battle is over, all the vipers, asps and SuperCobra's that survived just idle. The Behemoth usually somersaults lazily, and when I shoot ships, they sometimes react, but not always.
I think this is down to the Behemoth targeting a Thargon and, when the Thargons go uncontrolled, continuing to try to engage it.

This blocks the Behemoth from reacting to docking requests, and hence both you and all the Navy ships have to wait idly by.

I've been looking at the problem (last time a few weks ago) - I guess I need to look again.
:?
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Post by Rxke »

Shooting or scooping the 'leftover' Thargons doesn't help...
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Post by Rxke »

Uh-oh... Oolite frozen...
2006-01-18 16:18:33.966 Oolite[498] A NULL Render() or nil _sound error has occured.

2006-01-18 16:18:34.173 Oolite[498] OOCASoundMixer: failed to connect channel <OOCASoundChannel 0x138e700>{ID=10, state=stopped, sound=<OOCABufferedSound 0x4f00630>{"laserhits.ogg"}}, error = kAudioUnitErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext.

2006-01-18 16:18:34.443 Oolite[498] OOCASoundMixer: failed to connect channel <OOCASoundChannel 0x138e700>{ID=10, state=stopped, sound=<OOCABufferedSound 0x4f00630>{"laserhits.ogg"}}, error = kAudioUnitErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext.

2006-01-18 16:18:34.718 Oolite[498] OOCASoundMixer: failed to connect channel <OOCASoundChannel 0x138e700>{ID=10, state=stopped, sound=<OOCABufferedSound 0x4f00630>{"laserhits.ogg"}}, error = kAudioUnitErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext.

2006-01-18 16:18:35.043 Oolite[498] OOCASoundMixer: failed to connect channel <OOCASoundChannel 0x138e700>{ID=10, state=stopped, sound=<OOCABufferedSound 0x4f00630>{"laserhits.ogg"}}, error = kAudioUnitErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext.

2006-01-18 16:18:35.970 Oolite[498] OOCASoundMixer: failed to connect channel <OOCASoundChannel 0x138e700>{ID=10, state=stopped, sound=<OOCABufferedSound 0x4f00630>{"laserhits.ogg"}}, error = kAudioUnitErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext.
This happened when shooting up an asteroid. First shot ok, second it froze, then a second later all normal, so I continue shooting... but it froze solid.

Oolite using now 60-ish mB, so lots of free memory, and about 50-80% of my processor... I'm just going to wait and see what happens next... Should I report something else?
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Post by aegidian »

Rxke wrote:
Shooting or scooping the 'leftover' Thargons doesn't help...
Next time, try pausing the game and pressing '0' (zero), this'll dump a list of entities and their AI states to the console. Then email me the output - it may help.
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Post by aegidian »

Rxke wrote:
This happened when shooting up an asteroid. First shot ok, second it froze, then a second later all normal, so I continue shooting... but it froze solid.
Mm. I've had a freeze too, on a laser hit or boop sound I thnk, but 'cos it was a freeze - not a crash - there seemed to be no useful output to grab.
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Post by Rxke »

I'll keep that in mind.

'bout the freeze... Shortly before it happened (10-20 secs) , I was toggling rapidly through my cargo 'R', so fast that the speech-synthesizer didn't have enough time to say the full sentences... But it didn't seem like it was struggling at all, but could it be related?

BTW: can I kill it? that pizza is getting dizzy :lol:

(Edit:) you posted while I was, so I'll kill it. :twisted:
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Post by JensAyton »

Rxke wrote:
2006-01-18 16:18:33.966 Oolite[498] A NULL Render() or nil _sound error has occured.

2006-01-18 16:18:34.173 Oolite[498] OOCASoundMixer: failed to connect channel <OOCASoundChannel 0x138e700>{ID=10, state=stopped, sound=<OOCABufferedSound 0x4f00630>{"laserhits.ogg"}}, error = kAudioUnitErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext.

2006-01-18 16:18:34.443 Oolite[498] OOCASoundMixer: failed to connect channel <OOCASoundChannel 0x138e700>{ID=10, state=stopped, sound=<OOCABufferedSound 0x4f00630>{"laserhits.ogg"}}, error = kAudioUnitErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext.

2006-01-18 16:18:34.718 Oolite[498] OOCASoundMixer: failed to connect channel <OOCASoundChannel 0x138e700>{ID=10, state=stopped, sound=<OOCABufferedSound 0x4f00630>{"laserhits.ogg"}}, error = kAudioUnitErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext.

2006-01-18 16:18:35.043 Oolite[498] OOCASoundMixer: failed to connect channel <OOCASoundChannel 0x138e700>{ID=10, state=stopped, sound=<OOCABufferedSound 0x4f00630>{"laserhits.ogg"}}, error = kAudioUnitErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext.

2006-01-18 16:18:35.970 Oolite[498] OOCASoundMixer: failed to connect channel <OOCASoundChannel 0x138e700>{ID=10, state=stopped, sound=<OOCABufferedSound 0x4f00630>{"laserhits.ogg"}}, error = kAudioUnitErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext/kAUGraphErr_CannotDoInCurrentContext.
Gah! *hits it with big stick*

The speech code is entirely separate from the other sound code; they shouldn’t interact at all.
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Post by Murgh »

that one's identical to one I had last night, (before this patch..)

it was different from previous, similar incidents, in that it happened after I had been playing for a long time (instead of being obvious from the beginning), and all had been well, until just as I suddenly was in the middle of a loud battle, there were many sounds simultaneously, and the the screen started lag-jumping as a result of above error..
it was quite upsetting.
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Post by Rxke »

Ahruman wrote:
The speech code is entirely separate from the other sound code; they shouldn’t interact at all.
That's what I thought, but I mentioned it anyway, 'cause there had been nothing happening soundwise before that (except for a battle or three, minutes before...)


Offtopic: BTW, Giles, now that the ship's characteristics re: pitch and overal agility are *really* effective, buying a new ship is great, one really has to get used to handling a new ship, that Griffin is temperamental, boy! 8)
I also like how each ship seems to have different scooping characteristics, but that's probably 'cause of the difference in position of the cockpit, compared to the scoops(?)
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Post by Cmdr. Wombat »

Rxke wrote:
I also like how each ship seems to have different scooping characteristics, but that's probably 'cause of the difference in position of the cockpit, compared to the scoops(?)
The cockpit position also seems to have an effect on aiming the laser. I've noticed that I need to aim the laser of my Python ET above my target, particularly when getting close. This is very noticeable when trying to laser a trumble-filled cargo container. In other words, the cross-hairs aren't much use at close range...
It is generally inadvisable to eject over the target you just bombed.
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Post by Rxke »

Cmdr. Wombat wrote:
In other words, the cross-hairs aren't much use at close range...
/sleazy salesman:/ Oh, you want the realtime-parallax-virtual-rectification-computer(TM) installed? The Captain knows those don't come cheap, I assume? /sleazy salesman/ :twisted:
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Post by Cmdr. Wombat »

Rxke wrote:
Cmdr. Wombat wrote:
In other words, the cross-hairs aren't much use at close range...
/sleazy salesman:/ Oh, you want the realtime-parallax-virtual-rectification-computer(TM) installed? The Captain knows those don't come cheap, I assume? /sleazy salesman/ :twisted:
Now Mr. Salesman, Captain has a ship that could easily described as "iron ass". And, Mr. Salesman, Captain has been known to use said iron ass ship as a ram. In addition, Captain has noted that the sides of Mr. Salesman's showroom are a tad thin... Now, how much did Mr. Salesman say the RPVR computer, fully installed, would be? :twisted:
It is generally inadvisable to eject over the target you just bombed.
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Post by Arexack_Heretic »

[superlube-monkey]
Ahh....No problem sir, if you are agreed to void your warranty, we can with a few keystrokes hack the navcom.
For a relatively small fee we can then hook up and jury-rig a camera just above your front laserport.
[/superlube-monkey]

i.e. Delete the relative entries for viewpoints in the shipdata.plist.

(that is the quick-fix anyhow)
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