v1.65 beta 3 Patch available (Sightseeing version)

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aegidian
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v1.65 beta 3 Patch available (Sightseeing version)

Post by aegidian »

V1.65 beta 3 fixes bugs in v1.65b2, adds custom viewports and a final(hah!) fix to the better collision detection routines.

V1.65 betas are test releases for new technologies in Oolite's engine. They *should* be markedly faster than v1.64, but may be less stable. If you notice a change in performance in Oolite on your machine (for better or worse) - please send details of your machine and the changes to [email protected].

Note this upgrade comes in two flavours, one for PowerPC, one for the Universal Binary release.
Please check which version of Oolite you are using before proceeding by using Finder's Get Info on Oolite.app - if it says Kind: Application (PowerPC) use the PowerPC version, if it is Kind: Application (Universal) use the Universal Binary version.

FOR PowerPC VERSION (Standard Release Version)
:arrow: http://www.digitalnervouswreck.com/ooli ... o165b3.zip

FOR UNIVERSAL BINARY VERSION
:arrow: http://www.digitalnervouswreck.com/ooli ... 65b3UB.zip

:arrow: Download the file above and expand it.

:arrow: Drag Oolite.app (v1.62+) onto the DropUpgradeOoliteTo165b3 or DropUpgradeOoliteTo165b3UB application.

:!: A small file called OolitePatch.log will be written to your desktop. If you have any problems upgrading you should mail me this file along with any crash reports and console.log entries.

:!: Oolite should immediately launch and give an 'Update successful' message.

The menu option About Oolite should also now show the version number as 1.65

Note that this will not update Oolite's version number in the Finder 'Get Info' box until the Finder is relaunched.

** DEBUGGING EXTRA **

The 'ghost' ship problem - where some entities seem not to collide is being investigated and I need YOUR help. If you encounter a ship (or more likely a cargo pod) that doesn't respond to being shot and you can pass straight through please do the following:-

* Go to windowed mode and pause the game.
* Press '0' for an object dump, then 'b' to switch on collision debugging messages. Then unpause.
* Try to shoot and collide with the object again.
* Pause again, and press 'd' then '0' to switch of debugging with a full object dump.
* Email me the contents of your console.log (do not send it to the forum it's too big). If you can, cut out everything before you began playing Oolite, as that's all I'm interested in and it'll make the email a lot shorter to send.

Main Changes for Version 1.65 (all versions)

beta 3

• Debugging options are available from the Pause screen - press 0 for an object dump (and to switch off debugging messages), press 'c' for octree debugging messages, press 'b' for collision debugging messages, 'press 'd' for ALL debugging messages (may slow Oolite down a bit!).
• You can now jump between systems that share coordinates.
• Cloaking device is fixed and working again.
• Autopilot docking routine now matches the cross-sectional shape of your ship to the cross-sectional shape of the dock.
• Added custom viewports for ships (see the Python Class Cruiser's latest iteration at http://oosat.alioth.net/node/7 for an example). You select custom views by pressing repeatedly 'v' (keyconfig is 'key_custom_view') View positions, directions, names and equivalent weapon facings can all be set.
• Added code to deal with when cargo contracts are short a barrel or two.
• Cache is now handled better, old caches are deleted and new ones created for each new version number.
• Began using Xcode 2.3.
• Fixed crashing problem while AIs scan for ships.
• Fixed some problems expanding script text elements.
• Fixed octree collision code.

beta 2

• Fixed showing planets on the f7 screen.
• Fixed hasShipyard to enable shipyards on non-system stations and carries.
• Fixed problems with Trumbles script.
• Fixed autopilot problems caused by customsounds.
• Implemented rescue and capture of NPCs in escape pods. Special NPCs can be specified in characters.plist and added to ships by using <key>pilot</key><string>character.plist-key</string>. NPCs can have script_actions that are called when they disembark your ship. An NPC has been added to the constrictor hunt script as the thief.
• Some work correcting cargo levels displays.
• Some work improving how AIs scan for ships.

beta 1

• Implemented <key>hasShipyard</key> for stations and carriers. Use either a number (0..1) or an array of conditions as the value.
• Mission and local variables are now expanded recursively.
• Implemented fuel restriction to 7.0LY (even when specified higher).
• Optimised planet drawing at a distance (cures depth-buffer problems) and linked atmosphere resolution to the planet resolution (one LoD stutter instead of two).
• Neater delivery report screen.
• Splinters no longer count as kills.
• Sleepy pirates no longer so sleepy.
• Custom sounds for many events can be specified (see customsounds.plist).
• Background scenes for some GUI screens implemented (including views of planets in the system data screen).
• FPS display now shows number of collision tests per tick.
• Eliminated ghost-ship bug.
• Implemented very efficient collision detection optimisation and octree based collision detection (needs lots of testing - for speed and accuracy).
• Debugging messages optimised.
• System inhabitants now get better pluralisations.
• Lighting changes on GUI ship displays.
• OOScript adopted as new means of writing OXP scripts.
• Allowed for a greater variety of docking port shapes.
• Sound code fixed (thanks Ahruman.)
• Flashers and rotating sub-entities now show up in GUI ship displays.
• NPC ships now occasionally deploy q-bombs!
• Many other glitches, typos and minor bugs fixed.
• <key>like_ship</key> in shipdata.plist now performs correctly.

Version 1.64

• New equipment: EQ_HEAT_SHIELD, External heat shielding to make sun-skimming easier; EQ_TARGET_MEMORY, allows the shipcomp to store/recall up to 16 targets.
• Equipment availability system augmented, see equipment.plist for details.
• Improved implementation of radiation damage (very slightly less deadly, applies to NPC ships too).
• Implemented scanner un-zoom (press shift-Z).
• Allow selection of coincident target systems on the chart screens (click just above or below the system).
• Implemented control for ambient light level in planetinfo.plist (<key>ambient_level</key><real>1.0</real>).
• Implemented <key>isCarrier</key><true/>|<false/> in shipdata.plist entries.
• Implemented <key>rotaing</key><true/>|<false/> in shipdata.plist entries for stations.
• Implemented better handling of over-complicated models.
• More improemnts to sound code (thanks Ahruman).
• Fixed image handling problem (fixes Lave.oxp's moon bug).
• Fixed collision/scooping problems (fixes 'ghost escape pod' bug).
• Fixed text input problems (fixes 'Commander name change' bug, thanks Winston).
• Improvements to missile code: in shipdata.plist <key>missile_role</key> to select missiles fired by the ship, thargons going uncontrolled now properly shuck their target locks.
• Optimised lighting routines and aded more respect for the 'Reduced Detail' mode.
• Switched to GUSTO (Grand Unified Source Tree for Oolite) for future development.
• Many other minor bugfixes and glitch eliminations.

Version 1.63

• Bugfix to using zoom key in other chart screens.
• Laser vs. Ship collision detection now performed using octrees (more accurate.)
• Bug where default volume setting was 'Mute' fixed.
• All ship default console graphics are now drawn rather than taken from images.
• Hyperspace destination selected is now stored in the save game.
• ECM hardened missiles are no longer completely ECM proof (only 90% so.)
• Invincible Thargoid bug fixed.
• More aggressive data caching at start-up.
• Oolite 'strict' implements a non-zero forward velocity when speed is zero (like og. Elite.)
• 'addShipsWithinRadius:' 'consoleMessage3s:' 'consoleMessage6s:' methods implemented for scripting.
• Custom cargopods may be 'pre-filled' in their shipdata.plist entries.
• Player ship's model now drawn, permitting views of its external parts!
• Minor glitches fixed.
• Fuel scoop status indicator added to main display.
• Scooping flotsam now uses 'scoop_position' to determine where scooped items disappear into the ship.
• Major memory-use problems in AI addressed.
• Collision finding majorly overhauled to (crudely) partition space before tracking collisions - a big optimisation.

Note this patch can only upgrade Mac OS X Oolite v1.62 or later to the current version.
Last edited by aegidian on Mon Jun 26, 2006 9:22 am, edited 1 time in total.
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Post by Cmdr. Wombat »

Went and got me a PCC to try out the external views. Very, very cool. I haven't played 1.65b3 long enough to comment on other changes. I will when I have.
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Post by Rxke »

I had instances when my lasers didn't show anymore while shooting, despite them heating up. I couldn't hit anything too, so it was not merely 'invisible' After awhile it solved itself inflight, weird.
In the console there was:

Code: Select all

2006-06-17 20:45:36.265 Oolite[406] DEBUG ***** couldn't cast character in role 'supercobra'

2006-06-17 20:45:36.297 Oolite[406] DEBUG ***** couldn't cast character in role 'supercobra'

2006-06-17 20:45:36.331 Oolite[406] DEBUG ***** couldn't cast character in role 'supercobra'
but not sure it is related, only opended console awhile after this happened. Though it happened twice, and I hade these messages twice also...
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"couldn't cast character in role 'xxxx'"

Post by aegidian »

You can pretty much ignore these messages - they simply mean that there's no 'type' of character associated with the ship being asked for by role.

The game knows how to make 'pirate's and 'hunter's and 'trader's and a few others.

I'll remove it as a debugging message before the next full release.
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Post by Odo987 »

Very nice not having to hold ones breath when entering a system waiting for a crash. Thanks!

One odd thing I just noticed, though. I was following an Orbital Shuttle when it suddenly made a U turn, then switched off its engines, then popped out of existance. Right in front of me.
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Post by aegidian »

Odo987 wrote:
One odd thing I just noticed, though. I was following an Orbital Shuttle when it suddenly made a U turn, then switched off its engines, then popped out of existance. Right in front of me.
If that happened very low in the atmosphere then I can understand what happened: I have no code to show them landing, so they just get removed once they're low enough.
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Post by Odo987 »

aegidian wrote:
If that happened very low in the atmosphere then I can understand what happened: I have no code to show them landing, so they just get removed once they're low enough.
Solved it. The Orbital Shuttles do fly the intended sequence -- unless you get in the way. If you pass in front of (or bump) an Orbital Shuttle or Transporter, they will activate their flight termination sequence and pop out of existence.
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Post by aegidian »

Odo987 wrote:
aegidian wrote:
If that happened very low in the atmosphere then I can understand what happened: I have no code to show them landing, so they just get removed once they're low enough.
Solved it. The Orbital Shuttles do fly the intended sequence -- unless you get in the way. If you pass in front of (or bump) an Orbital Shuttle or Transporter, they will activate their flight termination sequence and pop out of existence.
Oh.

Well I guess I better re-write their AI a little to fix that. :?
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