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OXPs simply wan't load (expand)

Discussion and information relevant to creating special missions, new ships, skins etc.

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sonicresolution
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Re: OXPs simply wan't load (expand)

Post by sonicresolution »

OK, found the log! In my user library!

and here it is... the latset one, does it make any sense?

[log.header]: Opening log for Oolite version 1.74.2 (x86-32 test release) under Mac OS X Version 10.5.8 (Build 9L31a) at 2011-01-06 14:13:14 +0000.
Machine type: MacBookPro3,1, 4096 MiB memory, 2 x x86 (Core 2/Merom) @ 2600 MHz.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, Debug plug-in support, OXP verifier, localization tools, debug GraphViz support.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
[searchPaths.dumpAll]: Unrestricted Mode - Resources paths:
/Applications/Oolite/Oolite (v1.74.2)/Oolite/Oolite.app/Contents/Resources
/Applications/Oolite/Oolite (v1.74.2)/Oolite/AddOns
/Applications/Oolite/Oolite (v1.74.2)/Oolite/AddOns/Smivs'Shipset-SD.oxp
[rendering.opengl.version]: OpenGL renderer version: 2.0.0 ("2.0 NVIDIA-1.5.48")
Vendor: NVIDIA Corporation
Renderer: NVIDIA GeForce 8600M GT OpenGL Engine
[rendering.opengl.extensions]: OpenGL extensions (112):
GL_EXT_compiled_vertex_array, GL_ARB_transpose_matrix, GL_APPLE_vertex_array_object, GL_ARB_multitexture, GL_ARB_fragment_program, GL_ARB_shader_texture_lod, GL_NV_register_combiners, GL_NV_depth_clamp, GL_ARB_occlusion_query, GL_EXT_bgra, GL_NV_texture_shader2, GL_EXT_texture_lod_bias, GL_NV_vertex_program2_option, GL_EXT_framebuffer_object, GL_ARB_shader_objects, GL_ARB_vertex_shader, GL_APPLE_ycbcr_422, GL_ARB_shading_language_100, GL_ARB_texture_non_power_of_two, GL_EXT_abgr, GL_ARB_texture_rectangle, GL_EXT_texture_mirror_clamp, GL_ARB_texture_env_add, GL_EXT_rescale_normal, GL_APPLE_element_array, GL_ARB_imaging, GL_ARB_fragment_shader, GL_NV_texgen_reflection, GL_APPLE_flush_buffer_range, GL_EXT_secondary_color, GL_EXT_packed_depth_stencil, GL_EXT_blend_equation_separate, GL_EXT_texture_compression_s3tc, GL_NV_register_combiners2, GL_ARB_shadow, GL_ARB_texture_float, GL_NV_vertex_program3, GL_NV_multisample_filter_hint, GL_EXT_blend_func_separate, GL_EXT_multi_draw_arrays, GL_EXT_texture_sRGB, GL_ARB_vertex_program, GL_NV_point_sprite, GL_ATI_texture_env_combine3, GL_EXT_shadow_funcs, GL_ARB_texture_env_crossbar, GL_EXT_geometry_shader4, GL_NV_fog_distance, GL_ARB_vertex_blend, GL_EXT_clip_volume_hint, GL_APPLE_transform_hint, GL_APPLE_vertex_program_evaluators, GL_NV_fragment_program_option, GL_EXT_gpu_program_parameters, GL_EXT_stencil_wrap, GL_APPLE_fence, GL_APPLE_texture_range, GL_NV_blend_square, GL_ARB_point_parameters, GL_ARB_vertex_buffer_object, GL_EXT_blend_minmax, GL_EXT_texture_integer, GL_APPLE_aux_depth_stencil, GL_APPLE_packed_pixels, GL_ARB_multisample, GL_EXT_texture_env_add, GL_ARB_texture_border_clamp, GL_ARB_texture_compression, GL_EXT_framebuffer_blit, GL_APPLE_float_pixels, GL_ARB_texture_mirrored_repeat, GL_EXT_framebuffer_multisample, GL_ARB_texture_cube_map, GL_ARB_texture_env_dot3, GL_EXT_texture_compression_dxt1, GL_EXT_draw_range_elements, GL_APPLE_vertex_array_range, GL_ARB_pixel_buffer_object, GL_ARB_texture_env_combine, GL_APPLE_specular_vector, GL_EXT_stencil_two_side, GL_EXT_bindable_uniform, GL_NV_texture_shader3, GL_ATI_separate_stencil, GL_NV_fragment_program2, GL_IBM_rasterpos_clip, GL_EXT_draw_buffers2, GL_APPLE_pixel_buffer, GL_EXT_fog_coord, GL_SGIS_texture_lod, GL_NV_texture_shader, GL_ARB_draw_buffers, GL_EXT_texture_filter_anisotropic, GL_ATI_texture_mirror_once, GL_SGIS_texture_edge_clamp, GL_EXT_transform_feedback, GL_APPLE_client_storage, GL_ARB_half_float_pixel, GL_ARB_depth_texture, GL_EXT_blend_subtract, GL_APPLE_object_purgeable, GL_EXT_depth_bounds_test, GL_ATI_texture_float, GL_ARB_point_sprite, GL_EXT_texture_rectangle, GL_APPLE_flush_render, GL_EXT_blend_color, GL_ARB_window_pos, GL_EXT_gpu_shader4, GL_NV_light_max_exponent, GL_ARB_fragment_program_shadow, GL_SGIS_generate_mipmap
[rendering.opengl.shader.support]: Shaders are supported.
[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
[searchPaths.dumpAll]: Strict Mode - Resources path:
/Applications/Oolite/Oolite (v1.74.2)/Oolite/Oolite.app/Contents/Resources
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_FULL.
[shipData.load.begin]: Loading ship data.
[script.load.world.listAll]: Loaded 5 world scripts:
oolite-cloaking-device 1.74.2
oolite-constrictor-hunt 1.74.2
oolite-nova 1.74.2
oolite-thargoid-plans 1.74.2
oolite-trumbles 1.74.2
[loading.complete]: ========== Loading complete. ==========

Closing log at 2011-01-06 14:13:38 +0000.
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JensAyton
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Re: OXPs simply wan't load (expand)

Post by JensAyton »

[searchPaths.dumpAll]: Unrestricted Mode - Resources paths:
/Applications/Oolite/Oolite (v1.74.2)/Oolite/Oolite.app/Contents/Resources
/Applications/Oolite/Oolite (v1.74.2)/Oolite/AddOns
/Applications/Oolite/Oolite (v1.74.2)/Oolite/AddOns/Smivs'Shipset-SD.oxp
[rendering.opengl.version]: OpenGL renderer version: 2.0.0 ("2.0 NVIDIA-1.5.48")
The only OXP it’s seeing is Smivs'Shipset-SD.oxp. Put any other OXPs in the same place. The OXP itself must be in AddOns, not the folder it was in, and not a zip file.
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Re: OXPs simply wan't load (expand)

Post by Smivs »

Progress at last...it looks like we're getting there. Follow Ahruman's advice and put the others where you have put Smivs'Shipset and you should get them all working.
Yes, I am the same Smivs (thankfully there's only one!) and as I hope you are finding, the OXPs (any/all of them) should work on Macs just the same as Windows and Linux.
We sometimes come across case-sensitive issues (Mac and Linux are case sensitive) but these are normally detected pretty quickly.
As always, if you find a problem, a post here will normally get a quick response.
Cheers,
Smivs
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Re: OXPs simply wan't load (expand)

Post by sonicresolution »

Great support guys - however, It only see's Smiv's file because I removed the others and started again to try an see if there was a conflict! No joy. I'm about to try Smiv's Accessories patch - after launching the app with shift, do I need to do anything else to activate the changes?
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Re: OXPs simply wan't load (expand)

Post by Eric Walch »

sonicresolution wrote:
OK, found the log! In my user library!

and here it is... the latset one, does it make any sense?

[log.header]: Opening log for Oolite version 1.74.2 (x86-32 test release) under Mac OS X Version 10.5.8 (Build 9L31a) at 2011-01-06 14:13:14 +0000.
Machine type: MacBookPro3,1, 4096 MiB memory, 2 x x86 (Core 2/Merom) @ 2600 MHz.
That is the place were a lot of programs save their logs.

On the mac there is an easy way to access your log: just start Oolite again and look in the menu bar. Under "Oolite" you will find an item called previous log. (You may need to switch to windowed mode first). When selecting this menu-item, Oolite will launch the console and that program will open the previous log.

When within the console, you can click the icon on the top-left to toggle the index for all system logs on/off.
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Re: OXPs simply wan't load (expand)

Post by Smivs »

That should be all you need to do. Just repeat what you did to get the Shipset working for the other OXPs and all should be well. Holding down 'shift' clears the cache and may not be necessary but certainly won't do any harm.
By the way, a quick way to test if the Shipset and Accessories are working is to start the game, and when it says 'Load Previous Commander', press 'n' for No. You will then see all the 'demo-ships' which will include the accessories as well. After the Cobra, you will see the Coriolis station, then (I think) the Boa Class Cruiser etc. It should be immediately obvious if they are working or not, as my ships and stations have the lighting effects that do not feature in the default ships and bits.
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Re: OXPs simply wan't load (expand)

Post by JensAyton »

It is never necessary to hold down shift when adding or removing OXPs.
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Re: OXPs simply wan't load (expand)

Post by drew »

Welcome aboard Mr. Sonic, hope you get all this sorted!

Cheers,

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Re: OXPs simply wan't load (expand)

Post by sonicresolution »

Yes, I got it all working - great fun getting back into this after all these years. The Oolite take on Elite is excellent, and runs like a dream on the mac - great work to all involved with this - still the best space sim!!!
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