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BGS - The BackgroundSet

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

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jacksy
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Re: BGS - The BackgroundSet

Post by jacksy »

I have the BGS-A1.5.1.zip 9.6meg set installed and i do not get much in the way of sounds. I have no other mods installed I removed them incase of conflicts but it did not make a difference. any idea fellas?
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Diziet Sma
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Re: BGS - The BackgroundSet

Post by Diziet Sma »

Something strange going on there, then.

Can you post your full "Latest.log"? The exact location depends on which OS you use.
See http://wiki.alioth.net/index.php/Oolite ... g_Problems to locate it.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: BGS - The BackgroundSet

Post by jacksy »

Diziet Sma wrote:
Something strange going on there, then.

Can you post your full "Latest.log"? The exact location depends on which OS you use.
See http://wiki.alioth.net/index.php/Oolite ... g_Problems to locate it.
As per your request Diziet Sma

cheers


16:58:24.329 [log.header]: Opening log for Oolite version 1.76.1 (x86-32 test release) under Windows at 2012-11-29 16:58:24 +0000.
4 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.

16:58:24.573 [display.mode.list.native]: Windows native resolution detected: 1920 x 1080
16:58:24.886 [joystick.init]: Number of joysticks detected: 0
16:58:24.926 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
16:58:24.927 [rendering.opengl.version]: OpenGL renderer version: 3.3.0 ("3.3.0"). Vendor: "NVIDIA Corporation". Renderer: "GeForce 9800 GT/PCIe/SSE2".
16:58:24.927 [rendering.opengl.extensions]: OpenGL extensions (262):
GL_ARB_draw_instanced, GL_NV_texture_lod_clamp, GL_NV_float_buffer, GL_ARB_occlusion_query, GL_EXT_texture_env_add, GL_ARB_texture_storage, GL_ARB_texture_env_dot3, GL_ARB_sync, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_multisample, GL_ARB_explicit_uniform_location, GL_NV_texture_env_combine4, GL_ARB_point_parameters, GL_OES_depth24, 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_ARB_compressed_texture_pixel_storage, GL_NV_texture_shader3, GL_ARB_texture_non_power_of_two, GL_ARB_texture_mirrored_repeat, GL_ARB_debug_output, GL_EXT_multi_draw_arrays, GL_NV_fence, GL_ARB_timer_query, GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_range, GL_OES_packed_depth_stencil, GL_NV_occlusion_query, GL_EXT_abgr, GL_ARB_vertex_program, GL_NV_shader_buffer_load, GL_ATI_texture_float, GL_ARB_viewport_array, GL_KTX_buffer_region, GL_ARB_shadow, GL_NV_light_max_exponent, GL_EXT_texture_cube_map, GL_EXT_texture_compression_dxt1, GL_NV_texture_multisample, GL_NV_primitive_restart, GL_EXT_framebuffer_object, GL_EXT_texture_sRGB, GL_ARB_conservative_depth, GL_ARB_get_program_binary, GL_ARB_multitexture, GL_NV_half_float, GL_NV_copy_image, GL_NV_path_rendering, GL_OES_depth32, 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_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_OES_read_format, GL_NV_vertex_program1_1, GL_ARB_seamless_cube_map, GL_WIN_swap_hint, GL_EXT_texture_shared_exponent, GL_ARB_shading_language_420pack, GL_OES_point_size_array, GL_EXT_texture_format_BGRA8888, GL_OES_compressed_paletted_texture, GL_EXT_geometry_shader4, GL_EXT_direct_state_access, GL_EXT_compiled_vertex_array, GL_NV_parameter_buffer_object2, GL_KHR_debug, GL_ARB_copy_image, GL_NV_vertex_array_range2, GL_ARB_shading_language_include, GL_EXT_texture_storage, GL_EXT_separate_specular_color, GL_ARB_vertex_type_2_10_10_10_rev, GL_EXT_vertex_array, GL_ARB_shading_language_100, GL_OES_texture_float, GL_EXT_framebuffer_multisample_blit_scaled, 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_OES_get_program_binary, GL_NV_texture_expand_normal, GL_EXT_texture_type_2_10_10_10_REV, GL_ARB_color_buffer_float, 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_base_instance, GL_EXT_import_sync_object, GL_ARB_shading_language_packing, GL_ARB_fragment_program_shadow, GL_ARB_fragment_layer_viewport, GL_NV_gpu_program4, GL_NV_fragdepth, GL_EXT_texture_buffer_object, GL_OES_standard_derivatives, GL_NV_vertex_program2_option, GL_ARB_map_buffer_range, GL_ARB_fragment_program, GL_ARB_copy_buffer, GL_OES_point_sprite, GL_NV_blend_minmax, GL_S3_s3tc, GL_NV_depth_clamp, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_buffers2, GL_OES_texture_3D, GL_NV_fragment_program, GL_EXT_secondary_color, GL_ARB_ES3_compatibility, GL_EXT_framebuffer_multisample, GL_ARB_window_pos, GL_IBM_rasterpos_clip, GL_EXT_texture_env_combine, GL_ARB_vertex_shader, 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_ARB_internalformat_query, GL_EXT_texture3D, GL_ARB_arrays_of_arrays, GL_SUN_slice_accum, GL_ARB_robust_buffer_access_behavior, GL_NV_vertex_array_range, GL_ARB_ES2_compatibility, GL_NV_vertex_program, GL_NV_multisample_filter_hint, GL_ARB_invalidate_subdata, GL_EXT_texture_mirror_clamp, GL_EXT_texture_sRGB_decode, 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_ARB_framebuffer_no_attachments, GL_EXT_gpu_shader4, GL_ARB_texture_rectangle, GL_EXT_texture_edge_clamp, GL_OES_texture_half_float_linear, GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_coord_conventions, GL_OES_texture_half_float, GL_ARB_separate_shader_objects, GL_SGIX_shadow, GL_ARB_texture_cube_map, GL_NV_ES1_1_compatibility, GL_NV_alpha_test, GL_ARB_vertex_attrib_binding, GL_OES_vertex_array_object, GL_EXT_framebuffer_sRGB, GL_ARB_clear_buffer_object, GL_NV_fragment_program_option, GL_EXT_texture_compression_latc, GL_ARB_robustness, GL_ARB_point_sprite, GL_ARB_internalformat_query2, GL_OES_depth_texture, 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_NV_fbo_color_attachments, 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_sampler_objects, GL_ARB_half_float_vertex, GL_OES_mapbuffer, GL_OES_rgb8_rgba8, GL_ARB_depth_clamp, GL_ARB_texture_storage_multisample, GL_ARB_transpose_matrix, GL_NV_parameter_buffer_object, GL_ARB_vertex_buffer_object, GL_ARB_texture_query_levels, GL_EXT_pixel_buffer_object, GL_ARB_texture_view, GL_OES_texture_npot, GL_NVX_conditional_render, GL_ARB_texture_env_combine, GL_OES_vertex_half_float, GL_ARB_shader_bit_encoding, GL_EXT_timer_query, GL_EXT_gpu_program_parameters, GL_ARB_shader_texture_lod, GL_ARB_program_interface_query, GL_ARB_uniform_buffer_object, GL_ARB_multisample, GL_EXT_texture_env_dot3, GL_OES_texture_float_linear, GL_EXT_shadow_funcs, GL_ARB_stencil_texturing, GL_EXT_texture_lod, GL_ARB_depth_buffer_float, GL_NV_pixel_data_range, GL_ARB_map_buffer_alignment, GL_EXT_stencil_wrap, GL_OES_fbo_render_mipmap, GL_EXT_point_parameters, GL_OES_element_index_uint, GL_NV_texture_barrier, GL_NV_complex_primitives
16:58:24.935 [rendering.opengl.shader.support]: Shaders are supported.
16:58:24.935 [speech.synthesis]: Spoken messages are off.
16:58:24.946 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
16:58:24.946 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
Resources
../AddOns
../AddOns/Basic-debug.oxp
../AddOns/BGS-A1.5.oxp
16:58:25.067 [shipData.load.begin]: Loading ship data.
16:58:26.107 [script.load.world.listAll]: Loaded 6 world scripts:
BGS-M 1.5
oolite-cloaking-device 1.76.1
oolite-constrictor-hunt 1.76.1
oolite-nova 1.76.1
oolite-thargoid-plans 1.76.1
oolite-trumbles 1.76.1
16:58:28.007 [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)."
16:58:28.007 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'unknown error.' (outStream status: 0, inStream status: 0)."
16:58:28.007 [debugTCP.connect.failed]: Failed to connect to debug console at address 127.0.0.1:8563.
16:58:28.007 [BGS-M]: BGS-M - Shutting down. -> Cabal_Common_Library is missing
16:58:28.031 [loading.complete]: ========== Loading complete. ==========
17:04:01.115 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2012-11-29 17:04:01 +0000.
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Re: BGS - The BackgroundSet

Post by Smivs »

16:58:28.007 [BGS-M]: BGS-M - Shutting down. -> Cabal_Common_Library is missing
Looks like you need to instal cabal-common-library as well. This is a 'resource' OXP which some others depend on.
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Re: BGS - The BackgroundSet

Post by jacksy »

Smivs wrote:
16:58:28.007 [BGS-M]: BGS-M - Shutting down. -> Cabal_Common_Library is missing
Looks like you need to instal cabal-common-library as well. This is a 'resource' OXP which some others depend on.

you know what Smivs, I saw that and I thought I wonder???? I haven't done anything yet. I wanted some pro advice first. So I just get that and it should work then? Damn no bandwith left:-(
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Re: BGS - The BackgroundSet

Post by Diziet Sma »

Smivs wrote:
16:58:28.007 [BGS-M]: BGS-M - Shutting down. -> Cabal_Common_Library is missing
Looks like you need to instal cabal-common-library as well. This is a 'resource' OXP which some others depend on.
Yup.. this is why it pays to always read the Wiki section labelled "Requirements".. :wink:
http://wiki.alioth.net/index.php/BGS#Requirements
jacksy wrote:
Damn no bandwith left:-(
Give me a minute.. I can deal with that.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: BGS - The BackgroundSet

Post by jacksy »

Diziet Sma wrote:
Smivs wrote:
16:58:28.007 [BGS-M]: BGS-M - Shutting down. -> Cabal_Common_Library is missing
Looks like you need to instal cabal-common-library as well. This is a 'resource' OXP which some others depend on.
Yup.. this is why it pays to always read the Wiki section labelled "Requirements".. :wink:
http://wiki.alioth.net/index.php/BGS#Requirements

Smugness does not become you Mr Sma ;)
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Diziet Sma
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Re: BGS - The BackgroundSet

Post by Diziet Sma »

jacksy wrote:
Smugness does not become you Mr Sma ;)
Hehehe.. sorry.. too many days in IT having to respond RTFM. Gets to be a bad habit.

Here's a copy of the CCL1.6 for you, by way of apology.
https://www.box.com/s/jh9p4f4dbxfcs0tiaks9
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: BGS - The BackgroundSet

Post by jacksy »

Diziet Sma wrote:
jacksy wrote:
Smugness does not become you Mr Sma ;)
Hehehe.. sorry.. too many days in IT having to respond RTFM. Gets to be a bad habit.

Here's a copy of the CCL1.6 for you, by way of apology.
https://www.box.com/s/jh9p4f4dbxfcs0tiaks9
Sma
I was kidding mate, you have gone beyond in trying to help me these last few days.

cheers once again
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Re: BGS - The BackgroundSet

Post by Diziet Sma »

'S ok mate.. I was kinda rubbing it in a bit.. :twisted:

And happy to help you enjoy all that BGS goodness..
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: BGS - The BackgroundSet

Post by jacksy »

Diziet Sma wrote:
'S ok mate.. I was kinda rubbing it in a bit.. :twisted:

And happy to help you enjoy all that BGS goodness..

:lol:
you are a charachter..anyway that worked a treat mate.

thanks
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Re: BGS - The BackgroundSet

Post by Diziet Sma »

jacksy wrote:
anyway that worked a treat mate.

thanks
:D
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: BGS - The BackgroundSet

Post by Svengali »

Seems I'm a bit late - muchas gracias Dizzy :D

I've uploaded temporary versions to dropbox and added a note on the WIKI pages (BGS, BuoyRepair, Cabal_Common, Hyperradio, OXPConfig, Snoopers and Vector).
While I was at it I've added a template that can be used for this kind of stuff {{OXPNote|Message}}
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Re: BGS - The BackgroundSet

Post by Thermonuklear »

I have a problem with the "radio chatter" option.

I wanted to test a little soundpack I recorded for AudibleDockingClearance OXP, and the chatter made listening quite difficult. But no matter what twisted magicks I tried, the voices would not go away. When I access and change the settings via OXPConfig, the settings either work for the current game session, or not at all. I also tried tweaking the config file so the chatter would be off by default, no effect. What am I doing wrong here?
The only effective way was to move the sound files containing the chatter samples to another location.

Running Oolite 1.76.1 in Windows7 64bit, both BGS and OXPConfig are the latest versions available.
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Re: BGS - The BackgroundSet

Post by Svengali »

With OXPConfig:
Just set the option you want via OXPConfig, step to OXPConfigs main menue, store the configuration. Exit OXPConfig and save the game.

Editing the script will only work if you have not stored a configuration via OXPConfig for BGS. Otherwise it will override the settings on its own startup with the stored settings. It uses this approach with 'store configuration + save the game' explicitely to allow temporary changes without affecting the savedgame.

Without OXPConfig:
Just edit the script in BGS - set this.bgsDisableChatter to true.

With and without:
Or simply use the console - worldScripts["BGS-M"].bgsDisableChatter=true;

Let me know if all is well then.-)
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