How do I get the OXP's to work?

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How do I get the OXP's to work?

Post by Very harmless »

Hello

I am VERY jealous of all the updates/upgrades that can be added to the game, but I cannot convert these bloomin' OXP's to work. I have read about creating an 'add on' file in the program file, but how do you do that. I fly ships, badly.... But I program even more badly!

Basically I want to add on all the goodies, but can't.... Please help somebody?
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Re: How do I get the OXP's to work?

Post by Cody »

Hi and welcome - try reading the Wiki section on installing OXPs.
If you still can't get them to work, let us know which operating system you're using (XP, Vista, 7 or 8).
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!
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Re: How do I get the OXP's to work?

Post by Diziet Sma »

El Viejo wrote:
Hi and welcome - try reading the Wiki section on installing OXPs.
Erk! I just noticed how out-of-date the stated location for the Linux AddOns folder is! Fixed.
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: How do I get the OXP's to work?

Post by Very harmless »

Hello

Thank you for replying.

I am running Windows 7. I have followed the wiki page before. I can save the files to the PC, but then it says it wants to know what program do you want to open it with. I have tried dragging the files into the Oolite file, which is in program files, but that clearly doesn't work. I feel like one of those blokes who breaks down, then opens up the bonnet in the hope that I can fix it, when I know that I don't have a clue.
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Re: How do I get the OXP's to work?

Post by Disembodied »

Very harmless wrote:
Hello

Thank you for replying.

I am running Windows 7. I have followed the wiki page before. I can save the files to the PC, but then it says it wants to know what program do you want to open it with. I have tried dragging the files into the Oolite file, which is in program files, but that clearly doesn't work. I feel like one of those blokes who breaks down, then opens up the bonnet in the hope that I can fix it, when I know that I don't have a clue.
Hi VH - with the caveat that I am pretty clueless myself, and moreover not a PC user, you could give this a try:

1) make a directory (a folder) called AddOns within the Program Files directory (i.e. at the same level as the Oolite file)

2) place the OXPs inside the AddOns directory

3) run Oolite and see if that works.
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Re: How do I get the OXP's to work?

Post by Cody »

Hmm... having Oolite installed in Program Files was occasionly problematical (in Vista, I think).
It may be best to uninstall Oolite, then re-install it to C:\Oolite - easy to do (we can talk you through 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!
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Re: How do I get the OXP's to work?

Post by Thargoid »

Indeed putting it under program files causes problems with the protection of the filling system. The game folder is best put in the root or somewhere like that. The OXPs should be in the addons folder which should be in that folder at the same level as the games oolite.app folder. The individual OXPs folders should end in .OXP and be in the addons folder.
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Re: How do I get the OXP's to work?

Post by Very harmless »

I originally downloaded it on the C: in the downloads folder. I'm happy to give it a go, but it didn't work in there first time around. I read it on Wiki I think to move it to the program files. I think the main problem is that Windows doesn't understand/recognise the OXP file. To unzip and download a recognised windows file/program appears very straight forward and automated. The OXP is viewable,

I did try crating a file called add ons. This did not work either.

Meanwhile I am plodding away on the basic model game, which is still fantastic
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Re: How do I get the OXP's to work?

Post by Cody »

Very harmless wrote:
Meanwhile I am plodding away on the basic model game, which is still fantastic
Ain't it just! I'd better ask the basic question (just in case): have you set Oolite to Strict Play mode?
Wiki wrote:
if... OXPs are not being recognised by the game check you are not running Oolite in 'Strict Play' mode. Strict Play mode disables all OXPs. Strict Play mode can be enabled and disabled by pressing F2 (when docked or paused) and selecting 'Reset to Strict play' or 'Reset to Unrestricted Play' as required
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!
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Re: How do I get the OXP's to work?

Post by Thargoid »

OK let's do this step by step, from the beginning:

1) Download the game and run the installer.

This will give you the option of where to install the game, with the default at c:/oolite. This is a good place to put it, and as noted it is not recommended to put it under c:/program files or anywhere else that the system monitors and protects. From here onwards I will presume install into c:/oolite, if you've put it somewhere else then just substitute that folder location.

2) Within that c:/oolite folder you should find a sub-folder called oolite.app . This is the folder where the game executable resides, along with further sub-folders for resources, logs, save games and a few other bits of the mechanics.

3) Also within that c:/oolite folder you should create if it doesn't exist a folder called AddOns. This is where your OXP files will live.

To install OXPs, you first need to download them in their compressed format (usually .zip). Within that you should find a folder whose name ends in .oxp, plus usually (but not always) a readme file or similar. You may also find a folder _MACOS or similar - that is from the creator making the OXP on a mac and can be ignored.

The next step is to unzip the OXP, and then move the folder <filename>.oxp (and everything within it) to the AddOns folder in your oolite install directory. Then restart the game and it should pick up that you have installed a new OXP, that the cache is now stale and it will recreate it including the new OXP, thus bringing it into the game.

If you want to check, you can open the log file (found in c:/oolite/oolite.app/logs as latest.log). Within that you get the report the game writes as it runs, including a lot of technical detail plus what OXPs and scripts are running.

Also once the game is installed, you should find that it makes a folder and shortcuts to various things on your start menu. This can be used to shortcut some of the navigations above.
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Re: How do I get the OXP's to work?

Post by Gimi »

I wrote this some time ago. May be useful but does overlap previous posts a bit..

A little walk through on installation of the core game and your first OXP on Windows 7 and Windows Vista.

First, download and installation of the core game (Oolite version 1.77).

1. Download the Windows version of Oolite from http://www.oolite.org download page here.
1.1 When you accept the download dialogue you will either be asked where to save it or it will just start, all depending on your browser setup. If you are asked where to save it, please make a note of the location. If it just starts to download you will normally find the downloaded Oolite installer in your download folder: (Should be under favourites in Windows Explorer or you can follow this path: <C:\users\[your user]\downloads> )

2. When you have found your downloaded file, please double click on it and accept the administrator rights dialogue that pops up. The installation process is largely automated.
2.1 The default path for installation on Win 7 and Vista is <C:\Oolite>. Unless you know exactly what you are doing, please accept this path when the dialogue pops up and continue.
2.2 Run the game by going to the Start Menu. Go Start - Programs - Oolite - Click on Oolite, to make sure that everthing works.
2.3 In the start menu - Programs - Oolite folder you will also find short-cuts to the documentation, screen-shots folder and the expansions (OXP) folder.

3. Oolite should now be installed and working. So what have we got so far.
3.1 The core game is installed in <C:\Oolite>
3.2 In the <C:\Oolite> folder you have some additional folders and files that are of intrest.
File - OoliteReadMe.pdf - Basic instructions and more. Go here first.
File - OoliteRS.pdf - The Oolite refrence sheet. Your key to game control and more. Please read
File - AdviceForNewCommanders.pdf - A narrative providing a basic "set the scene" and introductions for new commanders
There are several other files in there, but ignore these for now.
Folder - <C:\Oolite\AddOns> - This is where your Oolite expansions go. So you would put your OXP-folders in here. I will cover that later.
Folder - <C:\Oolite\oolite.app> - This is the main game folder. For now there are two things in here of intrest
Folder - <C:\Oolite\oolite.app\oolite-saves> - In here you will find your save games and also any screen shots you take will be saved in the <snapshots> sub-folder in here.
Folder - <C:\Oolite\oolite.app\Logs> - This folder will be empty initially, but will eventually contain two files. <latest.log> and <previous.log>. This is where Oolite is storing information about what it is doing while running. Open Latest.log using Wordpad and, amongst other information, you should be able to see the list of OXPs the game is loading when starting up. You can check this way whether your OXP is loaded or not. If you get into trouble with your Oolite installation for some reason and ask for help on the Oolite Forum, you will be asked to paste the content of the <latest.log> into a post on forum. It may well be worth making a copy of this file when things go wrong, as the logs are overwritten. Only the last two are kept.

4. For downlaoding and installing OXP's the [wiki]OXP List[/wiki] on the Wiki is the best place to go. You will find a list of the available OXP's here and their development status.
4.1 Download your OXP. Again make a note of where you save your download.
4.2 For this example's, we will assume that the OXP you downloaded is called GreatShip.
4.2 The OXP will most likely be a ZIP file archive like <GreatShip.zip>, so we need to extract the OXP to install it.
4.3 Go to your downloaded OXP and open the archive. XP, Vista and Win 7 will do this if you double clik on the zip-file, or use any other compression utility of choice..
4.4 You will find a sub folder in the ZIP-file. If it has an .oxp extention like this <GreatShip.oxp>, this is what you want. If it doesn't have a .oxp extention, double-click on the folder in the archive until the ".oxp" folder presents itself.
4.5 Next extract and copy the entire <GreatShip.oxp> folder to your <C:\Oolite\AddOns> folder. You can do this by clikcing on and dragging the folder from the zip-file to your addons folder.
4.6 The same procedure can be repeated with all other OXPs, just substitute GreatShip with the actual OXP name for each one of them.
4.7 Most if not all oxp-archives contain a readme file. Please read it carefully, as it will contain information on any dependancies and/or conflicts. Some oxp's are dependant on other oxp's to run, and some are incompatible with one or more oxp's.

6. Start Oolite, and you should be up and running with your OXP's active.

5. Lastly, if you need help, please ask on the bullitain board. You are sure to get an answer fairly quickly.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime."
(Gold Medal Award, Zzap!64 May 1985).
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Re: How do I get the OXP's to work?

Post by Very harmless »

Hello Again

Thank you one and all for your help. I think it is all going now..... It was as simple as adding it to the 'AddOns' folder, I was just putting it in the wrong one as there were two. Plus I only extracted the .oxp file, and placed that in the AddOns file.

The only downside is I somehow deleted my current progress in the re-install. So I have a fair bit of work to re-do. A small price to pay in the long run.

Again, thank you all for your speedy, patient and extremely helpful input.
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Re: How do I get the OXP's to work?

Post by Very harmless »

Bugger!

I found some free time to go back into space, but after all the help in getting the OXP's up and running, I now find I cannot save any progress. Whether I use an older saved game, or start as a new captain, it crashes as soon as you click Quick Save or attempt to save as....

Is this fixable?
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Re: How do I get the OXP's to work?

Post by another_commander »

Please post the contents of the file Latest.log following a crash. Also, if there is a file in oolite.app called stderr.txt after a crash, please post its contents as well. Finally, if there is a certain way to reproduce the crash, please provide exact steps.
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Re: How do I get the OXP's to work?

Post by Very harmless »

Hello

Last log below, although it doesn't appear to be the last time I was playing looking at the date as I tried to reproduce it just now.

I open the game. Do you want to load old commander. I have done both, but for this example I click no. I start at Lave as you do. I press f1 to launch. Hyperspace to another planet. Land, f2, quick save (crashes) or f2 save as (crashes after you select the name to save it as)

Opening log for Oolite version 1.77 (x86-32) under Windows 6.1.7601 Service Pack 1 64-bit at 2013-01-14 14:34:45 +0000.
4 processors detected.
Build options: spoken messages, mass/fuel pricing.

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

14:34:45.776 [display.mode.list.native]: Windows native resolution detected: 1920 x 1080
14:34:46.164 [joystick.init]: Number of joysticks detected: 0
14:34:46.207 [rendering.opengl.version]: OpenGL renderer version: 4.2.0 ("4.2.0"). Vendor: "NVIDIA Corporation". Renderer: "GeForce GT 440/PCIe/SSE2".
14:34:46.207 [rendering.opengl.extensions]: OpenGL extensions (273):
GL_ARB_draw_instanced, GL_NV_texture_lod_clamp, GL_NV_float_buffer, GL_NV_vertex_attrib_integer_64bit, 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_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_EXT_multi_draw_arrays, GL_NV_fence, GL_ARB_timer_query, GL_ARB_texture_buffer_object, 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_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_EXT_texture_compression_dxt1, GL_ARB_shader_atomic_counters, 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_NV_shader_atomic_float, 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_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_OES_read_format, 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_shading_language_420pack, GL_ARB_shader_subroutine, 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_ARB_shader_image_load_store, GL_NV_vertex_array_range2, GL_ARB_shading_language_include, GL_EXT_texture_storage, 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_OES_texture_float, 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_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_base_instance, GL_EXT_import_sync_object, GL_ARB_shading_language_packing, GL_ARB_fragment_program_shadow, GL_NV_gpu_program4, GL_NV_fragdepth, GL_EXT_texture_buffer_object, GL_OES_standard_derivatives, GL_NV_vertex_program2_option, GL_NV_gpu_program5, GL_ARB_map_buffer_range, GL_ARB_fragment_program, GL_ARB_copy_buffer, GL_OES_point_sprite, GL_NV_blend_minmax, 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_OES_texture_3D, 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_ARB_internalformat_query, 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_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_EXT_gpu_shader4, GL_ARB_texture_rectangle, GL_EXT_texture_edge_clamp, GL_NV_transform_feedback2, 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_EXT_transform_feedback2, GL_NV_alpha_test, GL_OES_vertex_array_object, 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_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_texture_cube_map_array, GL_ARB_sampler_objects, GL_ARB_half_float_vertex, GL_OES_mapbuffer, GL_ARB_shader_precision, GL_ARB_gpu_shader5, GL_OES_rgb8_rgba8, GL_ARB_depth_clamp, GL_ARB_transpose_matrix, GL_NV_parameter_buffer_object, GL_ARB_vertex_buffer_object, GL_ARB_draw_indirect, GL_AMD_multi_draw_indirect, GL_EXT_pixel_buffer_object, GL_EXT_vertex_attrib_64bit, GL_ARB_transform_feedback_instanced, 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_uniform_buffer_object, GL_ARB_multisample, GL_EXT_texture_env_dot3, GL_OES_texture_float_linear, GL_NV_shader_atomic_counters, GL_EXT_shadow_funcs, GL_EXT_texture_lod, GL_ARB_depth_buffer_float, GL_NV_pixel_data_range, GL_ARB_map_buffer_alignment, GL_ARB_gpu_shader_fp64, GL_EXT_stencil_wrap, GL_OES_fbo_render_mipmap, GL_EXT_point_parameters, GL_OES_element_index_uint, GL_NV_texture_barrier, GL_NV_gpu_program_fp64, GL_NV_complex_primitives
14:34:46.212 [rendering.opengl.shader.support]: Shaders are supported.
14:34:46.227 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
Resources
../AddOns
14:34:46.313 [shipData.load.begin]: Loading ship data.
14:34:46.444 [script.load.world.listAll]: Loaded 9 world scripts:
oolite-cloaking-device 1.77
oolite-constrictor-hunt 1.77
oolite-contracts-cargo 1.77
oolite-contracts-helpers 1.77
oolite-contracts-parcels 1.77
oolite-contracts-passengers 1.77
oolite-nova 1.77
oolite-thargoid-plans 1.77
oolite-trumbles 1.77
14:34:46.949 [startup.complete]: ========== Loading complete in 1.35 seconds. ==========
14:34:52.194 [exit.context]: Exiting: Exit Game selected on options screen.
14:34:52.195 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2013-01-14 14:34:52 +0000.
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