Expansion pack problems
Moderators: winston, another_commander
Expansion pack problems
Hi guys!
I'm so thrilled I found you all. I loved Elite back in the day and can't wait to start playing your excellent re-creation.
I downloaded the following oxp's:
griff_shipset_all_in_1.oxp
multidecal_cobraIII_player.oxp
and copied them in the folders (not the zips) that they came in but I can't see them in game. I'm running Windows 7 and oolite 1.75. I've googled my problem and checked the FAQs, but I can't see what I'm doing wrong.
Here's my log file:
00:34:07.054 [log.header]: Opening log for Oolite version 1.75.2 (x86-32 test release) under Windows at 2011-06-20 00:34:07 +0100.
6 processors detected.
Build options: spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
00:34:07.279 [display.mode.list.native]: Windows native resolution detected: 1280 x 1024
00:34:07.610 [joystick.init]: Number of joysticks detected: 0
00:34:07.675 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
00:34:07.675 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
Resources
../AddOns
../AddOns/Basic-debug.oxp
../AddOns/griff_shipset_all_in_1.oxp
../AddOns/multidecal_cobraIII_player.oxp
00:34:07.675 [rendering.opengl.version]: OpenGL renderer version: 4.1.0 ("4.1.0"). Vendor: "NVIDIA Corporation". Renderer: "GeForce GTX 465/PCI/SSE2".
00:34:07.676 [rendering.opengl.extensions]: OpenGL extensions (222):
GL_ARB_draw_instanced, GL_NV_float_buffer, GL_NV_vertex_attrib_integer_64bit, GL_ARB_occlusion_query, GL_EXT_texture_env_add, GL_ARB_texture_env_dot3, GL_ARB_sync, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_multisample, GL_NV_texture_env_combine4, GL_ARB_point_parameters, GL_ARB_vertex_array_object, GL_NVX_gpu_memory_info, GL_NV_vertex_buffer_unified_memory, GL_ARB_blend_func_extended, GL_NV_explicit_multisample, GL_EXT_provoking_vertex, GL_NV_texture_shader2, GL_EXT_blend_equation_separate, GL_NV_texture_shader3, GL_ARB_texture_non_power_of_two, GL_ARB_texture_mirrored_repeat, GL_EXT_multi_draw_arrays, GL_NV_fence, GL_ARB_timer_query, GL_ARB_texture_buffer_object, GL_NV_occlusion_query, GL_EXT_abgr, GL_ARB_vertex_program, GL_NV_shader_buffer_load, GL_ATI_texture_float, GL_ARB_draw_buffers_blend, GL_ARB_viewport_array, GL_KTX_buffer_region, GL_ARB_shadow, GL_NV_light_max_exponent, GL_EXT_texture_cube_map, GL_NV_texture_multisample, GL_NV_primitive_restart, GL_EXT_framebuffer_object, GL_EXT_texture_sRGB, GL_ARB_get_program_binary, GL_ARB_multitexture, GL_NV_half_float, GL_NV_copy_image, GL_NV_register_combiners, GL_EXT_texture_compression_rgtc, GL_ARB_shader_objects, GL_EXT_blend_func_separate, GL_EXT_bgra, GL_ARB_pixel_buffer_object, GL_ARB_vertex_attrib_64bit, GL_NV_fragment_program2, GL_EXT_Cg_shader, GL_ARB_draw_buffers, GL_EXT_separate_shader_objects, GL_NV_texgen_reflection, GL_ARB_texture_env_crossbar, GL_ARB_fragment_shader, GL_EXT_texture_swizzle, GL_EXT_fog_coord, GL_EXT_vertex_array_bgra, GL_EXT_framebuffer_blit, GL_NV_copy_depth_to_color, GL_ARB_texture_compression_rgtc, GL_ARB_sample_shading, GL_NV_vertex_program1_1, GL_ARB_seamless_cube_map, GL_WIN_swap_hint, GL_EXT_texture_shared_exponent, GL_ARB_shader_subroutine, GL_EXT_geometry_shader4, GL_EXT_direct_state_access, GL_EXT_compiled_vertex_array, GL_NV_parameter_buffer_object2, GL_NV_vertex_array_range2, GL_ARB_shading_language_include, GL_EXT_shader_image_load_store, GL_EXT_separate_specular_color, GL_ARB_vertex_type_2_10_10_10_rev, GL_EXT_vertex_array, GL_ARB_shading_language_100, GL_EXT_rescale_normal, GL_ARB_texture_float, GL_EXT_packed_depth_stencil, GL_EXT_bindable_uniform, GL_ARB_texture_swizzle, GL_ARB_half_float_pixel, GL_EXT_texture_compression_s3tc, GL_EXT_draw_instanced, GL_ARB_occlusion_query2, GL_NV_transform_feedback, GL_NV_texture_compression_vtc, GL_ARB_texture_rgb10_a2ui, GL_SGIS_texture_lod, WGL_EXT_swap_control, GL_ARB_geometry_shader4, GL_NV_point_sprite, GL_ARB_framebuffer_object, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_rg, GL_NV_texture_expand_normal, GL_ARB_color_buffer_float, GL_NV_gpu_program4_1, GL_NV_framebuffer_multisample_coverage, GL_EXT_blend_color, GL_NV_packed_depth_stencil, GL_NV_geometry_shader4, GL_NV_texture_rectangle, GL_ARB_vertex_array_bgra, GL_EXT_texture_integer, GL_EXT_texture_array, GL_ARB_fragment_program_shadow, GL_NV_gpu_program4, GL_EXT_texture_buffer_object, GL_NV_vertex_program2_option, GL_NV_gpu_program5, GL_ARB_map_buffer_range, GL_ARB_fragment_program, GL_ARB_copy_buffer, GL_ARB_tessellation_shader, GL_NV_gpu_shader5, GL_S3_s3tc, GL_NV_depth_clamp, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_buffers2, GL_NV_fragment_program, GL_EXT_secondary_color, GL_ARB_transform_feedback2, GL_ARB_transform_feedback3, GL_EXT_framebuffer_multisample, GL_ARB_window_pos, GL_IBM_rasterpos_clip, GL_EXT_texture_env_combine, GL_ARB_vertex_shader, GL_ARB_texture_compression_bptc, GL_SGIS_generate_mipmap, GL_ARB_compatibility, GL_ATI_texture_mirror_once, GL_EXT_packed_float, GL_ARB_texture_border_clamp, GL_ARB_explicit_attrib_location, GL_NV_blend_square, GL_EXT_texture3D, GL_SUN_slice_accum, GL_NV_vertex_array_range, GL_ARB_ES2_compatibility, GL_NV_vertex_program, GL_ARB_texture_query_lod, GL_NV_multisample_filter_hint, GL_EXT_texture_mirror_clamp, GL_ARB_texture_compression, GL_NV_vertex_program2, GL_NV_multisample_coverage, GL_ARB_texture_env_add, GL_ARB_imaging, GL_NV_vertex_program3, GL_ARB_provoking_vertex, GL_EXT_gpu_shader4, GL_ARB_texture_rectangle, GL_EXT_texture_edge_clamp, GL_NV_transform_feedback2, GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_coord_conventions, GL_ARB_separate_shader_objects, GL_SGIX_shadow, GL_ARB_texture_cube_map, GL_EXT_transform_feedback2, GL_EXT_framebuffer_sRGB, GL_NV_fragment_program_option, GL_EXT_texture_compression_latc, GL_ARB_robustness, GL_ARB_point_sprite, GL_ARB_texture_gather, GL_ARB_texture_buffer_object_rgb32, GL_NV_depth_buffer_float, GL_ARB_depth_texture, GL_EXT_texture_object, GL_EXT_depth_bounds_test, GL_NV_fog_distance, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_SGIX_depth_texture, GL_ATI_draw_buffers, GL_ARB_framebuffer_sRGB, GL_EXT_blend_subtract, GL_NV_register_combiners2, GL_EXT_packed_pixels, GL_IBM_texture_mirrored_repeat, GL_NV_texture_shader, GL_EXT_draw_range_elements, GL_ARB_texture_cube_map_array, GL_ARB_sampler_objects, GL_ARB_half_float_vertex, GL_ARB_shader_precision, GL_ARB_gpu_shader5, GL_ARB_depth_clamp, GL_ARB_transpose_matrix, GL_NV_parameter_buffer_object, GL_ARB_vertex_buffer_object, GL_ARB_draw_indirect, GL_EXT_pixel_buffer_object, GL_EXT_vertex_attrib_64bit, GL_NVX_conditional_render, GL_ARB_texture_env_combine, GL_ARB_shader_bit_encoding, GL_EXT_timer_query, GL_EXT_gpu_program_parameters, GL_ARB_uniform_buffer_object, GL_ARB_multisample, GL_EXT_texture_env_dot3, GL_EXT_shadow_funcs, GL_EXT_texture_lod, GL_ARB_depth_buffer_float, GL_NV_pixel_data_range, GL_ARB_gpu_shader_fp64, GL_EXT_stencil_wrap, GL_EXT_point_parameters, GL_NV_texture_barrier, GL_NV_gpu_program_fp64
00:34:07.681 [rendering.opengl.shader.support]: Shaders are supported.
00:34:07.782 [shipData.load.begin]: Loading ship data.
00:34:08.036 [script.load.world.listAll]: Loaded 5 world scripts:
oolite-cloaking-device 1.75.2
oolite-constrictor-hunt 1.75.2
oolite-nova 1.75.2
oolite-thargoid-plans 1.75.2
oolite-trumbles 1.75.2
00:34:12.238 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'No connection could be made because the target machine actively refused it.
' (outStream status: 7, inStream status: 7)."
00:34:12.238 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'unknown error.' (outStream status: 0, inStream status: 0)."
00:34:12.238 [debugTCP.connect.failed]: Failed to connect to debug console at address 127.0.0.1:8563.
00:34:12.308 [loading.complete]: ========== Loading complete. ==========
00:34:52.791 [gameController.exitApp]: .GNUstepDefaults synchronized.
Closing log at 2011-06-20 00:34:52 +0100.
Can someone please advise me? Many thanks!
I'm so thrilled I found you all. I loved Elite back in the day and can't wait to start playing your excellent re-creation.
I downloaded the following oxp's:
griff_shipset_all_in_1.oxp
multidecal_cobraIII_player.oxp
and copied them in the folders (not the zips) that they came in but I can't see them in game. I'm running Windows 7 and oolite 1.75. I've googled my problem and checked the FAQs, but I can't see what I'm doing wrong.
Here's my log file:
00:34:07.054 [log.header]: Opening log for Oolite version 1.75.2 (x86-32 test release) under Windows at 2011-06-20 00:34:07 +0100.
6 processors detected.
Build options: spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
00:34:07.279 [display.mode.list.native]: Windows native resolution detected: 1280 x 1024
00:34:07.610 [joystick.init]: Number of joysticks detected: 0
00:34:07.675 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
00:34:07.675 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
Resources
../AddOns
../AddOns/Basic-debug.oxp
../AddOns/griff_shipset_all_in_1.oxp
../AddOns/multidecal_cobraIII_player.oxp
00:34:07.675 [rendering.opengl.version]: OpenGL renderer version: 4.1.0 ("4.1.0"). Vendor: "NVIDIA Corporation". Renderer: "GeForce GTX 465/PCI/SSE2".
00:34:07.676 [rendering.opengl.extensions]: OpenGL extensions (222):
GL_ARB_draw_instanced, GL_NV_float_buffer, GL_NV_vertex_attrib_integer_64bit, GL_ARB_occlusion_query, GL_EXT_texture_env_add, GL_ARB_texture_env_dot3, GL_ARB_sync, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_multisample, GL_NV_texture_env_combine4, GL_ARB_point_parameters, GL_ARB_vertex_array_object, GL_NVX_gpu_memory_info, GL_NV_vertex_buffer_unified_memory, GL_ARB_blend_func_extended, GL_NV_explicit_multisample, GL_EXT_provoking_vertex, GL_NV_texture_shader2, GL_EXT_blend_equation_separate, GL_NV_texture_shader3, GL_ARB_texture_non_power_of_two, GL_ARB_texture_mirrored_repeat, GL_EXT_multi_draw_arrays, GL_NV_fence, GL_ARB_timer_query, GL_ARB_texture_buffer_object, GL_NV_occlusion_query, GL_EXT_abgr, GL_ARB_vertex_program, GL_NV_shader_buffer_load, GL_ATI_texture_float, GL_ARB_draw_buffers_blend, GL_ARB_viewport_array, GL_KTX_buffer_region, GL_ARB_shadow, GL_NV_light_max_exponent, GL_EXT_texture_cube_map, GL_NV_texture_multisample, GL_NV_primitive_restart, GL_EXT_framebuffer_object, GL_EXT_texture_sRGB, GL_ARB_get_program_binary, GL_ARB_multitexture, GL_NV_half_float, GL_NV_copy_image, GL_NV_register_combiners, GL_EXT_texture_compression_rgtc, GL_ARB_shader_objects, GL_EXT_blend_func_separate, GL_EXT_bgra, GL_ARB_pixel_buffer_object, GL_ARB_vertex_attrib_64bit, GL_NV_fragment_program2, GL_EXT_Cg_shader, GL_ARB_draw_buffers, GL_EXT_separate_shader_objects, GL_NV_texgen_reflection, GL_ARB_texture_env_crossbar, GL_ARB_fragment_shader, GL_EXT_texture_swizzle, GL_EXT_fog_coord, GL_EXT_vertex_array_bgra, GL_EXT_framebuffer_blit, GL_NV_copy_depth_to_color, GL_ARB_texture_compression_rgtc, GL_ARB_sample_shading, GL_NV_vertex_program1_1, GL_ARB_seamless_cube_map, GL_WIN_swap_hint, GL_EXT_texture_shared_exponent, GL_ARB_shader_subroutine, GL_EXT_geometry_shader4, GL_EXT_direct_state_access, GL_EXT_compiled_vertex_array, GL_NV_parameter_buffer_object2, GL_NV_vertex_array_range2, GL_ARB_shading_language_include, GL_EXT_shader_image_load_store, GL_EXT_separate_specular_color, GL_ARB_vertex_type_2_10_10_10_rev, GL_EXT_vertex_array, GL_ARB_shading_language_100, GL_EXT_rescale_normal, GL_ARB_texture_float, GL_EXT_packed_depth_stencil, GL_EXT_bindable_uniform, GL_ARB_texture_swizzle, GL_ARB_half_float_pixel, GL_EXT_texture_compression_s3tc, GL_EXT_draw_instanced, GL_ARB_occlusion_query2, GL_NV_transform_feedback, GL_NV_texture_compression_vtc, GL_ARB_texture_rgb10_a2ui, GL_SGIS_texture_lod, WGL_EXT_swap_control, GL_ARB_geometry_shader4, GL_NV_point_sprite, GL_ARB_framebuffer_object, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_rg, GL_NV_texture_expand_normal, GL_ARB_color_buffer_float, GL_NV_gpu_program4_1, GL_NV_framebuffer_multisample_coverage, GL_EXT_blend_color, GL_NV_packed_depth_stencil, GL_NV_geometry_shader4, GL_NV_texture_rectangle, GL_ARB_vertex_array_bgra, GL_EXT_texture_integer, GL_EXT_texture_array, GL_ARB_fragment_program_shadow, GL_NV_gpu_program4, GL_EXT_texture_buffer_object, GL_NV_vertex_program2_option, GL_NV_gpu_program5, GL_ARB_map_buffer_range, GL_ARB_fragment_program, GL_ARB_copy_buffer, GL_ARB_tessellation_shader, GL_NV_gpu_shader5, GL_S3_s3tc, GL_NV_depth_clamp, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_buffers2, GL_NV_fragment_program, GL_EXT_secondary_color, GL_ARB_transform_feedback2, GL_ARB_transform_feedback3, GL_EXT_framebuffer_multisample, GL_ARB_window_pos, GL_IBM_rasterpos_clip, GL_EXT_texture_env_combine, GL_ARB_vertex_shader, GL_ARB_texture_compression_bptc, GL_SGIS_generate_mipmap, GL_ARB_compatibility, GL_ATI_texture_mirror_once, GL_EXT_packed_float, GL_ARB_texture_border_clamp, GL_ARB_explicit_attrib_location, GL_NV_blend_square, GL_EXT_texture3D, GL_SUN_slice_accum, GL_NV_vertex_array_range, GL_ARB_ES2_compatibility, GL_NV_vertex_program, GL_ARB_texture_query_lod, GL_NV_multisample_filter_hint, GL_EXT_texture_mirror_clamp, GL_ARB_texture_compression, GL_NV_vertex_program2, GL_NV_multisample_coverage, GL_ARB_texture_env_add, GL_ARB_imaging, GL_NV_vertex_program3, GL_ARB_provoking_vertex, GL_EXT_gpu_shader4, GL_ARB_texture_rectangle, GL_EXT_texture_edge_clamp, GL_NV_transform_feedback2, GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_coord_conventions, GL_ARB_separate_shader_objects, GL_SGIX_shadow, GL_ARB_texture_cube_map, GL_EXT_transform_feedback2, GL_EXT_framebuffer_sRGB, GL_NV_fragment_program_option, GL_EXT_texture_compression_latc, GL_ARB_robustness, GL_ARB_point_sprite, GL_ARB_texture_gather, GL_ARB_texture_buffer_object_rgb32, GL_NV_depth_buffer_float, GL_ARB_depth_texture, GL_EXT_texture_object, GL_EXT_depth_bounds_test, GL_NV_fog_distance, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_SGIX_depth_texture, GL_ATI_draw_buffers, GL_ARB_framebuffer_sRGB, GL_EXT_blend_subtract, GL_NV_register_combiners2, GL_EXT_packed_pixels, GL_IBM_texture_mirrored_repeat, GL_NV_texture_shader, GL_EXT_draw_range_elements, GL_ARB_texture_cube_map_array, GL_ARB_sampler_objects, GL_ARB_half_float_vertex, GL_ARB_shader_precision, GL_ARB_gpu_shader5, GL_ARB_depth_clamp, GL_ARB_transpose_matrix, GL_NV_parameter_buffer_object, GL_ARB_vertex_buffer_object, GL_ARB_draw_indirect, GL_EXT_pixel_buffer_object, GL_EXT_vertex_attrib_64bit, GL_NVX_conditional_render, GL_ARB_texture_env_combine, GL_ARB_shader_bit_encoding, GL_EXT_timer_query, GL_EXT_gpu_program_parameters, GL_ARB_uniform_buffer_object, GL_ARB_multisample, GL_EXT_texture_env_dot3, GL_EXT_shadow_funcs, GL_EXT_texture_lod, GL_ARB_depth_buffer_float, GL_NV_pixel_data_range, GL_ARB_gpu_shader_fp64, GL_EXT_stencil_wrap, GL_EXT_point_parameters, GL_NV_texture_barrier, GL_NV_gpu_program_fp64
00:34:07.681 [rendering.opengl.shader.support]: Shaders are supported.
00:34:07.782 [shipData.load.begin]: Loading ship data.
00:34:08.036 [script.load.world.listAll]: Loaded 5 world scripts:
oolite-cloaking-device 1.75.2
oolite-constrictor-hunt 1.75.2
oolite-nova 1.75.2
oolite-thargoid-plans 1.75.2
oolite-trumbles 1.75.2
00:34:12.238 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'No connection could be made because the target machine actively refused it.
' (outStream status: 7, inStream status: 7)."
00:34:12.238 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'unknown error.' (outStream status: 0, inStream status: 0)."
00:34:12.238 [debugTCP.connect.failed]: Failed to connect to debug console at address 127.0.0.1:8563.
00:34:12.308 [loading.complete]: ========== Loading complete. ==========
00:34:52.791 [gameController.exitApp]: .GNUstepDefaults synchronized.
Closing log at 2011-06-20 00:34:52 +0100.
Can someone please advise me? Many thanks!
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Expansion pack problems
Hi Toonloon and welcome... although I'm not an expert, that log looks okay to me and you should see Griff's ships and stations.
Ignoring your player ship for the moment, are you only seeing the default ships and stations?
Ignoring your player ship for the moment, are you only seeing the default ships and stations?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Cmdr Wyvern
- ---- E L I T E ----
- Posts: 1649
- Joined: Tue Apr 11, 2006 1:47 am
- Location: Somewhere in the great starry void
Re: Expansion pack problems
I'm not seeing any problems in your logfile that would stop the oxps from loading. That there's no errors in the log on those oxps tells me that they've loaded.
Griff's ships need shaders on to work, and your system supports shaders. Check in options (F2 when docked or paused) if shaders are turned on. You should also be able to see them in the ship market (F3 twice).
Griff's ships need shaders on to work, and your system supports shaders. Check in options (F2 when docked or paused) if shaders are turned on. You should also be able to see them in the ship market (F3 twice).
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Expansion pack problems
A thought... check F2 and see if 'strict mode' is enabled. If so, disable it.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Expansion pack problems
Thanks for the quick responses.
It seems that the station has changed but the Cobra MkIII hasn't. If I press the V or the B button (sorry, new to this) for the external views, I see my ship hasn't changed, nor has the the ship in the start menu.
I took everything out and had a look at it and I realised that the station was very different, so I guess the starter pak is working fine.
I'm having a bit of trouble finding and sorting through the oxps. Is there a reccomended list I can have please? I'd like to update the graphics as much as possible, including the HUD and the hyperspace effects, etc, if I can.
It seems that the station has changed but the Cobra MkIII hasn't. If I press the V or the B button (sorry, new to this) for the external views, I see my ship hasn't changed, nor has the the ship in the start menu.
I took everything out and had a look at it and I realised that the station was very different, so I guess the starter pak is working fine.
I'm having a bit of trouble finding and sorting through the oxps. Is there a reccomended list I can have please? I'd like to update the graphics as much as possible, including the HUD and the hyperspace effects, etc, if I can.
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Expansion pack problems
Cool... to get a Griff Cobra MkIII multi decal as your player ship, open your savefile in a text editor (do not use Notepad… Wordpad is okay, but Notepad++ is free and much better) and find the lines:
(probably about line 312 in a new Jameson)
and change the entry to
That should work... I fly a Griff multi decal Cobra MkIII as well... they're beautiful.
Enjoy!
Code: Select all
<key>ship_desc</key>
<string>cobra3-player</string>
and change the
Code: Select all
<string>cobra3-player</string>
Code: Select all
<string>griff_normalmapped_cobra_mkIII_multidecal_player</string>
Enjoy!
Last edited by Cody on Mon Jun 20, 2011 12:52 am, edited 2 times in total.
Reason: Removed unwanted 'space' in string
Reason: Removed unwanted 'space' in string
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Expansion pack problems
I don't have a save file yet. Do you have to be docked to save the game?
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Expansion pack problems
Yes, you need to be docked to save... start a new game, don't launch, hit F2 and save it. Exit the game and edit the save-file, then relaunch Oolite, select 'load previous commander' and that should be fine.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Expansion pack problems
The game told me it failed to restore the saved game because it couldn't find the file in the string you gave me.
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Expansion pack problems
Heh... it's going to be fun, this. Did you install the 'scuffed' version of the multi-decal Cobra?
If so, change that line to
Also, check for any spaces in that string... sometimes C&Ping it does add them.
Edit to add: yeah, my fault, there was a space in the string I gave you... sorry.
If so, change that line to
Code: Select all
<string>griff_normalmapped_scuffed_cobra_mkIII_multidecal_player</string>
Edit to add: yeah, my fault, there was a space in the string I gave you... sorry.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Expansion pack problems
This is the file I downloaded:
multidecal_cobraIII_player.zip
multidecal_cobraIII_player.zip
- Cody
- Sharp Shooter Spam Assassin
- Posts: 16081
- Joined: Sat Jul 04, 2009 9:31 pm
- Location: The Lizard's Claw
- Contact:
Re: Expansion pack problems
The OXP list is the best place to start for OXPs.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
- Capt. Murphy
- Commodore
- Posts: 1127
- Joined: Fri Feb 25, 2011 8:46 am
- Location: UK South Coast.
Re: Expansion pack problems
Hi, the best way to make the starting ship a griff cobra (and the spinning cobra on the launch screen) is to make a small additional OXP, drop it in the Addon's folder and restart Oolite whilst pressing shift.
Mine is called Change_default_jameson_ship.oxp
It contains a Config folder, which in turn contains a shipdata.plist file containing the following.
You'll need to change the like_ship reference to which particular griff model you want (mine is the scuffed model from the all in one set, not the multi-decal version).
Editing the save game to change ships can cause oddities with view positions, ship colouring etc.
Mine is called Change_default_jameson_ship.oxp
It contains a Config folder, which in turn contains a shipdata.plist file containing the following.
Code: Select all
{
"cobra3-player" =
{
like_ship = "griff_normalmapped_cobra_mkIII_scuffed_player";
forward_weapon_type = "WEAPON_PULSE_LASER";
}
}
Editing the save game to change ships can cause oddities with view positions, ship colouring etc.
Capt. Murphy's OXPs
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Re: Expansion pack problems
In my opinion is the only official way to get a new ship to just buy it. Editing a save game to achieve that falls under the category of 'cheating'.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- DaddyHoggy
- Intergalactic Spam Assassin
- Posts: 8515
- Joined: Tue Dec 05, 2006 9:43 pm
- Location: Newbury, UK
- Contact:
Re: Expansion pack problems
That's a little harsh Eric - if you've changed your entire Ooniverse to become Griff's whizzy ships, but every time you go to an external view you get the old default ship - which now sticks out like a sore thumb? No, that's just silly. If Oolite doesn't include a mechanism for changing ALL the ships including the players to a different set, then that's the fault of Oolite, not the player.Eric Walch wrote:In my opinion is the only official way to get a new ship to just buy it. Editing a save game to achieve that falls under the category of 'cheating'.
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.