Split: Loads of OXPs

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

Moderators: winston, another_commander

User avatar
lave
Deadly
Deadly
Posts: 141
Joined: Thu Sep 09, 2010 12:21 am
Location: Deep in Leesti space mining asteroids for a living.
Contact:

Split: Loads of OXPs

Post by lave »

another_commander wrote:
lave: This OXP requires Oolite v1.75. You are advised to upgrade, as v1.74.2 is well outdated now and soon there will be very few OXPs still compatible with it.
Ah right lol.

I am going to upgrade but I don't want to miss out on all the oxp's I have so once everything is 1.75 compatible, I will upgrade.

I have over 180 oxp's and the thought of having to download and install them all over again is rather daunting.
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: [RELEASE]Galaxy Info

Post by Smivs »

lave wrote:

I have over 180 oxp's and the thought of having to download and install them all over again is rather daunting.
Ha! Just checked - I'm currently running 13
I've been cutting down. :D
Commander Smivs, the friendliest Gourd this side of Riedquat.
User avatar
lave
Deadly
Deadly
Posts: 141
Joined: Thu Sep 09, 2010 12:21 am
Location: Deep in Leesti space mining asteroids for a living.
Contact:

Re: [RELEASE]Galaxy Info

Post by lave »

Just done a count.
I got 196 OXP's lol.
Although 6 of them are 'YourAdHere' addon's.
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: [RELEASE]Galaxy Info

Post by Smivs »

Call it 190 then :lol:
Commander Smivs, the friendliest Gourd this side of Riedquat.
User avatar
TGHC
---- E L I T E ----
---- E L I T E ----
Posts: 2157
Joined: Mon Jan 31, 2005 4:16 pm
Location: Berkshire, UK

Re: [RELEASE]Galaxy Info

Post by TGHC »

lave wrote:
I have over 180 oxp's and the thought of having to download and install them all over again is rather daunting.
there's a moral in that somewhere, you probably don't need all of them, time for a spring clean perhaps :)
The Grey Haired Commander has spoken!
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
User avatar
lave
Deadly
Deadly
Posts: 141
Joined: Thu Sep 09, 2010 12:21 am
Location: Deep in Leesti space mining asteroids for a living.
Contact:

Re: [RELEASE]Galaxy Info

Post by lave »

Yeah maybe lol.

There are quite a few that I could get rid of, but then some others that I just can't live without.
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: [RELEASE]Galaxy Info

Post by Smivs »

lave wrote:
Yeah maybe lol.

There are quite a few that I could get rid of, but then some others that I just can't live without.
:D The game works fine without any. :D
But, yes, everybody has their 'must-haves'.
190+ is a bit OTT though. Maybe TGHC is right - time for a de-clutter :wink:
Commander Smivs, the friendliest Gourd this side of Riedquat.
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6682
Joined: Wed Feb 28, 2007 7:54 am

Re: Split: Loads of OXPs

Post by another_commander »

So many OXPs definitely deserve their own thread ;-) Split from Okti's Galaxy Info OXP discussion.
User avatar
TGHC
---- E L I T E ----
---- E L I T E ----
Posts: 2157
Joined: Mon Jan 31, 2005 4:16 pm
Location: Berkshire, UK

Re: Split: Loads of OXPs

Post by TGHC »

When Oolite 2 is released it should pretty much eradicate this type of situation.
The Grey Haired Commander has spoken!
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
User avatar
Hemlock
Dangerous
Dangerous
Posts: 81
Joined: Tue Apr 11, 2006 12:05 pm
Location: Planet Pittsburgh - Steel System

Re: Split: Loads of OXPs

Post by Hemlock »

I am running 131 OXPs and it did occur to me a while ago that some must be redundant or at the very least causing conflict with other OXPs being run.

Whilst my game runs very well (especially on my new updated, much faster laptop than my old laptop :D ) I did begin to wonder if there was any way of telling if one OXP causes another to not run or perhaps if one OXP over-rides another etc.

Thanks
Commander Hemlock
Zireael
---- E L I T E ----
---- E L I T E ----
Posts: 1396
Joined: Tue Nov 09, 2010 1:44 pm

Re: Split: Loads of OXPs

Post by Zireael »

TGHC wrote:
When Oolite 2 is released it should pretty much eradicate this type of situation.
In what a way?

Hemlock - two words: your log.
User avatar
Hemlock
Dangerous
Dangerous
Posts: 81
Joined: Tue Apr 11, 2006 12:05 pm
Location: Planet Pittsburgh - Steel System

Re: Split: Loads of OXPs

Post by Hemlock »

Zireael wrote:
Hemlock - two words: your log.
Yeah. Thanks. I understand I have a log. Perhaps you would be so kind as to point me to a keyword or something within that log that would help me pinpoint any conflicts.

My log is 1244 lines long.....
Commander Hemlock
User avatar
TGHC
---- E L I T E ----
---- E L I T E ----
Posts: 2157
Joined: Mon Jan 31, 2005 4:16 pm
Location: Berkshire, UK

Re: Split: Loads of OXPs

Post by TGHC »

Zireael wrote:
TGHC wrote:
When Oolite 2 is released it should pretty much eradicate this type of situation.
In what a way?
Ahruman wrote:
The plan is to make much of the OXP upgrade process automated.
see the Looking Ahead thread in discussion
The Grey Haired Commander has spoken!
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: Split: Loads of OXPs

Post by Commander McLane »

Most of the real conflicts won't manifest themselves in the log.

First and foremost you have to know which OXPs you want, and for what reason. So you have to know your OXPs, at least at the time you're installing them. Two words (or one with a capital inside): readMe.

If most of your OXPs are just more additional ships, there's no way they could conflict. If two or more OXPs attempt to replace the core ship set with their own, that's already another matter. Which of them will succeed, and what's it going to do to the other OXP?

If your OXPs are about changing aspects of game play, it's up to you to supervise which aspects are changed in which way. Again, this requires you to know for every single one of them what it's doing. For instance, you would hardly install an OXP which makes the sky brighter together with another OXP which makes it darker by accident. You would have to know which way you want to go, as obviously you can't go both at the same time.

By definition actively expanding your game requires a little more knowledge and involvedness than playing the unexpanded game.
User avatar
TGHC
---- E L I T E ----
---- E L I T E ----
Posts: 2157
Joined: Mon Jan 31, 2005 4:16 pm
Location: Berkshire, UK

Re: Split: Loads of OXPs

Post by TGHC »

Absolutely right Commander McLane, but some of us less well endowed individuals will still get it wrong, anything can happen in the heat of excitement! It's not for want of trying though.
The Grey Haired Commander has spoken!
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
Post Reply